private async Task Echo(GameSocket gameSocket, CancellationToken cancellationToken) { var buffer = new byte[1024 * 4]; var result = await gameSocket.ReceiveAsync(new ArraySegment <byte>(buffer), cancellationToken); while (!result.CloseStatus.HasValue) { await gameSocket.SendAsync(new ArraySegment <byte>(buffer, 0, result.Count), result.MessageType, result.EndOfMessage, cancellationToken); result = await gameSocket.ReceiveAsync(new ArraySegment <byte>(buffer), cancellationToken); } await gameSocket.CloseAsync(result.CloseStatus.Value, result.CloseStatusDescription, cancellationToken); }
internal Task SendAsync(ArraySegment <byte> buffer, int messageType, bool endOfMessage, CancellationToken cancel) { // Remap close messages to CloseAsync. System.Net.GameSockets.GameSocket.SendAsync does not allow close messages. if (messageType == 0x8) { return(RedirectSendToCloseAsync(buffer, cancel)); } else if (messageType == 0x9 || messageType == 0xA) { // Ping & Pong, not allowed by the underlying APIs, silently discard. return(Task.CompletedTask); } return(_gameSocket.SendAsync(buffer, OpCodeToEnum(messageType), endOfMessage, cancel)); }
private async Task Echo(HttpContext context, GameSocket gameSocket, ILogger logger) { var buffer = new byte[1024 * 4]; var result = await gameSocket.ReceiveAsync(buffer.AsMemory(), CancellationToken.None); LogFrame(logger, gameSocket, result, buffer); while (result.MessageType != GameSocketMessageType.Close) { // If the client send "ServerClose", then they want a server-originated close to occur string content = "<<binary>>"; if (result.MessageType == GameSocketMessageType.Text) { content = Encoding.UTF8.GetString(buffer, 0, result.Count); if (content.Equals("ServerClose")) { await gameSocket.CloseAsync(GameSocketCloseStatus.NormalClosure, "Closing from Server", CancellationToken.None); logger.LogDebug($"Sent Frame Close: {GameSocketCloseStatus.NormalClosure} Closing from Server"); return; } else if (content.Equals("ServerAbort")) { context.Abort(); } } await gameSocket.SendAsync(new ArraySegment <byte>(buffer, 0, result.Count), result.MessageType, result.EndOfMessage, CancellationToken.None); logger.LogDebug($"Sent Frame {result.MessageType}: Len={result.Count}, Fin={result.EndOfMessage}: {content}"); result = await gameSocket.ReceiveAsync(buffer.AsMemory(), CancellationToken.None); LogFrame(logger, gameSocket, result, buffer); } await gameSocket.CloseAsync(gameSocket.CloseStatus.Value, gameSocket.CloseStatusDescription, CancellationToken.None); }