using System; using System.Collections.Generic; using System.Linq; using System.Net.Sockets; using System.Text; using System.Threading.Tasks; namespace Kneesocks { 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; } } private TcpClient Socket; private NetworkStream Stream; ReadBuffer Buffer; private Frame PartialFrame = null; private List FrameBuffer = new List(); 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 Headers = new Dictionary(StringComparer.OrdinalIgnoreCase); public Connection(TcpClient sock) { Socket = sock; Socket.ReceiveTimeout = 1; Stream = sock.GetStream(); Buffer = new ReadBuffer(Stream); } public Connection(UInt64 id, TcpClient sock) : this(sock) { Id = id; } public Connection(Connection conn, bool preserveId = true) { if(preserveId) _Id = conn._Id; Socket = conn.Socket; 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; } private void StartRead(ulong length) { } public byte[] Parse() { byte[] readBuffer = null; if(Buffer.IsReading) { readBuffer = Buffer.AttemptRead(); if(readBuffer == null) return null; } if(!Handshaked) { if(Stream.) return null; } else { OnParse(); } } 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 protected virtual void OnOpen() { } // called when the thread manager iterates through // the thread list and stops on this thread protected virtual void OnParse() { } // called when data has been received protected virtual void OnReceive(byte[] data) { } // called when the connection is disconnected protected virtual void OnClose() { } } }