Пример #1
0
            public UnityRequest(UnityHttpClientV2 inst, string url, HttpRequest request, object previousUserData, int requestId)
                : base(inst, request)
            {
                self = inst;
                OriginalRequest = request;
                RequestId = requestId;
                PreviousUserData = previousUserData;

                Request = new UnityWebRequest(url);
                // Auto-choose HTTP method
                Request.method = request.Method ?? (request.Body != null ? "POST" : "GET");
                // TODO Missing functionality (currently unsupported by UnityWebRequest).
                //				req.SetRequestHeader("User-agent", request.UserAgent);
                //				req.keepAlive = true;
                foreach (var pair in request.Headers) {
                    Request.SetRequestHeader(pair.Key, pair.Value);
                }

                if (OriginalRequest.Body != null) {
                    UploadHandler uploader = new UploadHandlerRaw(OriginalRequest.Body);
                    if (ContentType != null) uploader.contentType = ContentType;
                    Request.uploadHandler = uploader;
                }
                Request.downloadHandler = new DownloadHandlerBuffer();
            }
Пример #2
0
 /// <summary>Returns whether this response is in an error state that should be retried according to the request configuration.</summary>
 public bool ShouldBeRetried(HttpRequest request)
 {
     switch (request.RetryPolicy) {
     case HttpRequest.Policy.NonpermanentErrors:
         return HasFailed || StatusCode < 100 || (StatusCode >= 300 && StatusCode < 400) || StatusCode >= 500;
     case HttpRequest.Policy.AllErrors:
         return HasFailed || StatusCode < 100 || StatusCode >= 300;
     case HttpRequest.Policy.Never:
     default:
         return false;
     }
 }
Пример #3
0
 internal HttpRequest MakeUnauthenticatedHttpRequest(string path)
 {
     HttpRequest result = new HttpRequest();
     if (path.StartsWith("/")) {
         result.Url = Server + path;
     }
     else {
         result.Url = path;
     }
     result.LoadBalancerCount = LoadBalancerCount;
     result.Headers["x-apikey"] = ApiKey;
     result.Headers["x-sdkversion"] = SdkVersion;
     result.Headers["x-apisecret"] = ApiSecret;
     result.FailedHandler = HttpRequestFailedHandler;
     result.TimeoutMillisec = HttpTimeoutMillis;
     result.UserAgent = UserAgent;
     return result;
 }
Пример #4
0
 protected override WebRequest CreateRequest(HttpRequest request, string url, object previousUserData)
 {
     return new UnityRequest(this, url, request, previousUserData, (RequestCount += 1));
 }
Пример #5
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        private void Run()
        {
            int delay = LoopIterationDuration;
            string messageToAcknowledge = null;
            bool lastResultPositive = true;

            while (!Stopped) {
                if (!lastResultPositive) {
                    // Last time failed, wait a bit to avoid bombing the Internet.
                    Thread.Sleep(PopEventDelayThreadHold);
                }

                UrlBuilder url = new UrlBuilder("/v1/gamer/event");
                url.Path(Domain).QueryParam("timeout", delay);
                if (messageToAcknowledge != null) {
                    url.QueryParam("ack", messageToAcknowledge);
                }

                CurrentRequest = Gamer.MakeHttpRequest(url);
                CurrentRequest.RetryPolicy = HttpRequest.Policy.NonpermanentErrors;
                CurrentRequest.TimeoutMillisec = delay + 30000;
                CurrentRequest.DoNotEnqueue = true;

                Managers.HttpClient.Run(CurrentRequest, (HttpResponse res) => {
                    CurrentRequest = null;
                    try {
                        lastResultPositive = true;
                        if (res.StatusCode == 200) {
                            messageToAcknowledge = res.BodyJson["id"];
                            ProcessEvent(res);
                        }
                        else if (res.StatusCode != 204) {
                            lastResultPositive = false;
                            // Non retriable error -> kill ourselves
                            if (res.StatusCode >= 400 && res.StatusCode < 500) {
                                Stopped = true;
                            }
                        }
                    }
                    catch (Exception e) {
                        Common.LogError("Exception happened in pop event loop: " + e.ToString());
                    }
                    SynchronousRequestLock.Set();
                });

                // Wait for request (synchronous)
                SynchronousRequestLock.WaitOne();

                // Wait if suspended
                if (Paused) {
                    SynchronousRequestLock.WaitOne();
                    lastResultPositive = true;
                }
            }
            Common.Log("Finished pop event thread " + Thread.CurrentThread.ManagedThreadId);
        }
Пример #6
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 /// <summary>Suspends the event thread.</summary>
 public DomainEventLoop Suspend()
 {
     Paused = true;
     if (CurrentRequest != null) {
         Managers.HttpClient.Abort(CurrentRequest);
         CurrentRequest = null;
     }
     return this;
 }
Пример #7
0
 /// <summary>
 /// Will stop the event thread. Might take some time until the current request finishes.
 /// You should not use this object for other purposes later on. In particular, do not start it again.
 /// </summary>
 public DomainEventLoop Stop()
 {
     Stopped = true;
     Resume();
     // Stop and exit cleanly
     if (CurrentRequest != null) {
         Managers.HttpClient.Abort(CurrentRequest);
         CurrentRequest = null;
     }
     Cotc.RunningEventLoops.Remove(this);
     return this;
 }