using System; using System.Collections.Generic; using System.Linq; using System.Net.Sockets; using System.Text; using System.Threading.Tasks; namespace Kneesocks { public abstract class Connection { private TcpClient Socket; private NetworkStream Stream; 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(); } public Connection(Connection conn) { Socket = conn.Socket; Stream = Socket.GetStream(); Disconnected = conn.Disconnected; DisconnectReason = conn.DisconnectReason; Handshaked = conn.Handshaked; RawClientHandshake = conn.RawClientHandshake; Headers = conn.Headers; } 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 public virtual void OnOpen() { } // called when the thread manager iterates through // the thread list and stops on this thread public virtual void OnParse() { } // called when data has been received public virtual void OnReceive(byte[] data) { } // called when the connection is disconnected public virtual void OnClose() { } } }