Сервер WebSocket не запускает рукопожатиеC#

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Anonymous
 Сервер WebSocket не запускает рукопожатие

Сообщение Anonymous »

Я пытаюсь использовать простой HTML Websocket в Unity, но сокет не будет получать рукопожатие от сервера. < /p>

Дайте мне знать, если что -то не так в моем коде.


Test


var noSupportMessage = "Your browser cannot support WebSocket!";
var ws;

function appendMessage(message) {
$('body').append(message);
}

function connectSocketServer() {
var support = "MozWebSocket" in window ? 'MozWebSocket' : ("WebSocket" in window ? 'WebSocket' : null);

if (support == null) {
appendMessage("* " + noSupportMessage + "
");
return;
}

appendMessage("* Connecting to server ..
");
// create a new websocket and connect
ws = new window[support]('ws://127.0.0.1:13000/websession');

// when data is comming from the server, this metod is called
ws.onmessage = function (evt) {
appendMessage("# " + evt.data + "
");
};

ws.onerror = function(evt){
appendMessage("# " + evt.data + "
");
};

// when the connection is established, this method is called
ws.onopen = function () {
appendMessage('* Connection open
');
$('#messageInput').attr("disabled", "");
$('#sendButton').attr("disabled", "");
$('#connectButton').attr("disabled", "disabled");
$('#disconnectButton').attr("disabled", "");
};

// when the connection is closed, this method is called
ws.onclose = function () {
appendMessage('* Connection closed
');
$('#messageInput').attr("disabled", "disabled");
$('#sendButton').attr("disabled", "disabled");
$('#connectButton').attr("disabled", "");
$('#disconnectButton').attr("disabled", "disabled");
}
}

function sendMessage() {
if (ws) {
var messageBox = document.getElementById('messageInput');
ws.send(messageBox.value);
messageBox.value = "";
}
}

function disconnectWebSocket() {
if (ws) {
ws.close();
}
}

function connectWebSocket() {
connectSocketServer();
}

window.onload = function () {
$('#messageInput').attr("disabled", "disabled");
$('#sendButton').attr("disabled", "disabled");
$('#disconnectButton').attr("disabled", "disabled");
}








< /code>

Unity tcpserver.cs < /strong> < /p>

using UnityEngine;
using System.Threading;
using System.Net.Sockets;
using System.IO;
using System;
using System.Net;
using System.Text;
using System.Text.RegularExpressions;
using System.Security.Cryptography;
using System.Collections.Generic;

class TCPServer : MonoBehaviour
{
public static List ClientList = new List();
Thread mThread;

void Start()
{
ThreadStart ts = new ThreadStart(Main);
mThread = new Thread(ts);
mThread.Start();
print("Thread done...");
}

void Update(){
}

public static void Main()
{

TcpListener socketServer = null;

try
{
// Set the TcpListener on port 13000.
Int32 port = 13000;
IPAddress localAddr = IPAddress.Parse("127.0.0.1");

// TcpListener server = new TcpListener(port);
socketServer = new TcpListener(localAddr, port);

print("Server has started on " + localAddr.ToString() + ":" + port.ToString() + "." + Environment.NewLine + "Waiting for a connection...");

// Start listening for client requests.
socketServer.Start();

// counter
int counter = 0;

// Enter the listening loop.
while(true)
{
// check for any incoming pending connections
// create new socket client for new connection
TcpClient socketConnection = socketServer.AcceptTcpClient();

counter++;

DateTime now = DateTime.Now;

//write message to console to indicate new connection
print("New Client Connected - " + now.ToString("MM/dd/yyyy h:mm:ss tt"));

// create new client object for this connection
new SocketClient(socketConnection);
}
}
catch(SocketException e)
{
print("SocketException: " + e);
}
finally
{
// Stop listening for new clients.
socketServer.Stop();
}

print("Hit enter to continue...");
Console.Read();
}

public static void CloseClient(SocketClient whichClient)
{
ClientList.Remove(whichClient);
whichClient.Client.Close();

// dispose of the client object
whichClient.Dispose();
whichClient = null;
print("Client Disconnected");
}

public static void SendTextToClient(SocketClient sc, string text)
{
StreamWriter writer = new StreamWriter(sc.Client.GetStream());
// check if client is still connected, then send the text string
try
{
if (sc.Client.Connected)
{
writer.WriteLine(text);
writer.Flush();
writer = null;
}
}
catch
{
CloseClient(sc);
}

}

public static void LOG(string a ){
print(a);
}

public static void SendBroadcast(string text)
{
StreamWriter writer;
// loop through the array and send text to all clients
foreach (SocketClient client in ClientList)
{
if (client.Client.Connected)
{
try
{
writer = new StreamWriter(client.Client.GetStream());
writer.WriteLine(text);
writer.Flush();
writer = null;

}
catch
{
CloseClient(client);
}
}
}
}

}

class SocketClient
{
public TcpClient Client;
StreamReader reader;
StreamWriter writer;

public SocketClient(TcpClient client)
{
Client = client;
Thread clientThread = new Thread(new ThreadStart(StartClient));
clientThread.Start();
}

private void StartClient()
{
TCPServer.ClientList.Add(this);

// create a reader for this client
reader = new StreamReader(Client.GetStream());
// create a writer for this client
writer = new StreamWriter(Client.GetStream());

var headers = new Dictionary();

string line = "";
while ((line = reader.ReadLine()) != string.Empty)
{
if (!string.IsNullOrEmpty(line))
{
var tokens = line.Split(new char[] { ':' }, 2);
if (!string.IsNullOrEmpty(line) && tokens.Length > 1)
{
headers[tokens[0]] = tokens[1].Trim();
}
}
}

String secWebSocketAccept = ComputeWebSocketHandshakeSecurityHash09(headers["Sec-WebSocket-Key"]);

// send handshake to this client only
writer.WriteLine("HTTP/1.1 101 Switching Protocols");
writer.WriteLine("Upgrade: websocket");
writer.WriteLine("Connection: Upgrade");
writer.WriteLine("WebSocket-Origin: http://localhost");
writer.WriteLine("WebSocket-Location: ws://127.0.0.1:13000/websession");
writer.WriteLine("Sec-WebSocket-Accept: " + secWebSocketAccept);
writer.WriteLine("Sec-WebSocket-Protocol: chat");
writer.WriteLine("");
writer.Flush();

TCPServer.SendBroadcast("New Client Connected");

Thread clientRun = new Thread(new ThreadStart(RunClient));
clientRun.Start();
}

public static String ComputeWebSocketHandshakeSecurityHash09(String secWebSocketKey)
{
const String MagicKEY = "258EAFA5-E914-47DA-95CA-C5AB0DC85B11";
String secWebSocketAccept = String.Empty;

// 1. Combine the request Sec-WebSocket-Key with magic key.
String ret = secWebSocketKey + MagicKEY;

// 2. Compute the SHA1 hash
SHA1 sha = new SHA1CryptoServiceProvider();
byte[] sha1Hash = sha.ComputeHash(Encoding.UTF8.GetBytes(ret));

// 3. Base64 encode the hash
secWebSocketAccept = Convert.ToBase64String(sha1Hash);

return secWebSocketAccept;
}

private void RunClient()
{
try
{
string line = "";
while (true)
{
line = reader.ReadLine();
if (!string.IsNullOrEmpty(line))
{
if(!string.IsNullOrEmpty(line.Trim(' '))){
TCPServer.SendBroadcast(line);
}
}
}
}
catch
{
TCPServer.CloseClient(this);
}
}

public void Dispose()
{
System.GC.SuppressFinalize(this);
}
}


Подробнее здесь: https://stackoverflow.com/questions/204 ... -handshake
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