sockscape/server/Kneesocks/Connection.cs

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using System;
using System.Collections.Generic;
using System.Linq;
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using System.Net.Sockets;
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using System.Text;
using System.Threading.Tasks;
namespace Kneesocks {
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public class Connection {
public UInt64? _Id = null;
public UInt64 Id {
get {
if(_Id == null)
throw new ArgumentNullException();
else
return (UInt64)_Id;
}
set {
if(_Id == null)
_Id = value;
}
}
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private TcpClient Socket;
private NetworkStream Stream;
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ReadBuffer Buffer;
private Frame PartialFrame = null;
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private List<Frame> FrameBuffer = new List<Frame>();
public bool Disconnected { get; private set; } = false;
public string DisconnectReason { get; private set; } = null;
public bool Handshaked { get; private set; } = false;
private string RawClientHandshake = "";
private Dictionary<string, string> Headers =
new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase);
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public Connection(TcpClient sock) {
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Socket = sock;
Socket.ReceiveTimeout = 1;
Stream = sock.GetStream();
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Buffer = new ReadBuffer(Stream);
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}
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public Connection(UInt64 id, TcpClient sock) : this(sock) {
Id = id;
}
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public Connection(Connection conn, bool preserveId = true) {
if(preserveId)
_Id = conn._Id;
Socket = conn.Socket;
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Stream = conn.Stream;
Buffer = conn.Buffer;
PartialFrame = conn.PartialFrame;
FrameBuffer = conn.FrameBuffer;
Disconnected = conn.Disconnected;
DisconnectReason = conn.DisconnectReason;
Handshaked = conn.Handshaked;
RawClientHandshake = conn.RawClientHandshake;
Headers = conn.Headers;
}
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private void StartRead(ulong length) {
}
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public byte[] Parse() {
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byte[] readBuffer = null;
if(Buffer.IsReading) {
readBuffer = Buffer.AttemptRead();
if(readBuffer == null)
return null;
}
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if(!Handshaked) {
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if(Stream.)
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return null;
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} else {
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OnParse();
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}
}
public void Disconnect(string reason = null) {
Disconnect(Frame.kClosingReason.Normal, reason);
}
public void Disconnect(Frame.kClosingReason status, string reason = null) {
Disconnected = true;
DisconnectReason = reason;
if(Socket.Connected) {
Socket.SendTimeout = 1000;
var raw = Handshaked ? Frame.Closing(status, reason).GetBytes()
: Handshake.DenyRequest().ToString().GetBytes();
Stream.Write(raw, 0, raw.Length);
Socket.Close();
}
OnClose();
}
// called after the client successfully handshakes
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protected virtual void OnOpen() { }
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// called when the thread manager iterates through
// the thread list and stops on this thread
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protected virtual void OnParse() { }
// called when data has been received
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protected virtual void OnReceive(byte[] data) { }
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// called when the connection is disconnected
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protected virtual void OnClose() { }
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}
}