sockscape/server/Kneesocks/Connection.cs

70 lines
2.1 KiB
C#

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<string, string> Headers =
new Dictionary<string, string>(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) {
Disconnected = true;
DisconnectReason = reason;
if(Socket.Connected) {
Socket.SendTimeout = 1000;
if(!Handshaked) {
var raw = Encoding.ASCII.GetBytes(Handshake.DenyRequest().GetRaw());
Stream.Write(raw, 0, raw.Length);
Socket.Close();
} else {
}
}
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() { }
}
}