510 lines
14 KiB
Markdown
510 lines
14 KiB
Markdown

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**websocket-sharp** is a C# implementation of the **WebSocket** protocol client and server.
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## Branches ##
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- **[master]**: Main branch.
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- **[hybi-00]**: A branch for older [draft-ietf-hybi-thewebsocketprotocol-00]. No longer maintained.
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- **[draft75]**: A branch for even more old [draft-hixie-thewebsocketprotocol-75]. No longer maintained.
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## Build ##
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**websocket-sharp** is built as a single assembly, **websocket-sharp.dll**.
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websocket-sharp is developed with **[MonoDevelop]**. So the simple way to build is to open **websocket-sharp.sln** and run build for the websocket-sharp project with any of the build configurations (e.g. Debug) in the MonoDevelop.
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## Install ##
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### Self Build ###
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You should add **websocket-sharp.dll** (e.g. /path/to/websocket-sharp/bin/Debug/websocket-sharp.dll) that you built it yourself to the library references of your project.
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If you use websocket-sharp.dll in your **[Unity]** project, you should add it to any folder of your project (e.g. Assets/Plugins) in the **Unity Editor**.
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### NuGet Gallery ###
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**websocket-sharp** has now been displayed on the **[NuGet Gallery]**, as still a **prerelease** version.
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- **[NuGet Gallery: websocket-sharp]**
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You can add websocket-sharp to your project using the **NuGet Package Manager**, the following command in the **Package Manager Console**.
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PM> Install-Package WebSocketSharp -Pre
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### Unity Asset Store ###
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**websocket-sharp** has now been displayed on the **Unity Asset Store**.
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- **[websocket-sharp for Unity]**
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That's priced at **US$15**. I think your $15 makes this project more better and accelerated, Thank you!
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## Supported .NET framework ##
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**websocket-sharp** supports .NET **3.5** (includes compatible) or later.
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## Usage ##
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### WebSocket Client ###
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```cs
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using System;
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using WebSocketSharp;
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namespace Example
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{
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public class Program
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{
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public static void Main (string [] args)
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{
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using (var ws = new WebSocket ("ws://dragonsnest.far/Laputa"))
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{
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ws.OnMessage += (sender, e) =>
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{
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Console.WriteLine ("Laputa says: " + e.Data);
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};
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ws.Connect ();
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ws.Send ("BALUS");
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Console.ReadKey (true);
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}
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}
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}
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}
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```
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#### Step 1 ####
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Required namespace.
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```cs
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using WebSocketSharp;
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```
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The `WebSocket` class exists in the `WebSocketSharp` namespace.
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#### Step 2 ####
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Creating an instance of the `WebSocket` class with the specified WebSocket URL to connect.
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```cs
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using (var ws = new WebSocket ("ws://example.com"))
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{
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...
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}
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```
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The `WebSocket` class inherits the `IDisposable` interface, so you can use the `using` statement.
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#### Step 3 ####
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Setting the `WebSocket` events.
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##### WebSocket.OnOpen Event #####
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A `WebSocket.OnOpen` event occurs when the WebSocket connection has been established.
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```cs
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ws.OnOpen += (sender, e) =>
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{
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...
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};
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```
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`e` has passed as `EventArgs.Empty`, so you don't use `e`.
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##### WebSocket.OnMessage Event #####
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A `WebSocket.OnMessage` event occurs when the `WebSocket` receives a WebSocket data frame.
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```cs
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ws.OnMessage += (sender, e) =>
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{
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...
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};
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```
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`e.Type` (`WebSocketSharp.MessageEventArgs.Type`, its type is `WebSocketSharp.Opcode`) indicates the type of a received data. So by checking it, you determine which item you should use.
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If `e.Type` equals `Opcode.TEXT`, you use `e.Data` (`WebSocketSharp.MessageEventArgs.Data`, its type is `string`) that contains a received **Text** data.
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If `e.Type` equals `Opcode.BINARY`, you use `e.RawData` (`WebSocketSharp.MessageEventArgs.RawData`, its type is `byte []`) that contains a received **Binary** data.
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```cs
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if (e.Type == Opcode.TEXT)
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{
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// Do something with e.Data
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return;
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}
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if (e.Type == Opcode.BINARY)
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{
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// Do something with e.RawData
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return;
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}
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```
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##### WebSocket.OnError Event #####
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A `WebSocket.OnError` event occurs when the `WebSocket` gets an error.
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```cs
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ws.OnError += (sender, e) =>
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{
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...
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};
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```
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`e.Message` (`WebSocketSharp.ErrorEventArgs.Message`, its type is `string`) contains an error message, so you use it.
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##### WebSocket.OnClose Event #####
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A `WebSocket.OnClose` event occurs when the WebSocket connection has been closed.
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```cs
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ws.OnClose += (sender, e) =>
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{
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...
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};
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```
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`e.Code` (`WebSocketSharp.CloseEventArgs.Code`, its type is `ushort`) contains a status code indicating the reason for closure and `e.Reason` (`WebSocketSharp.CloseEventArgs.Reason`, its type is `string`) contains the reason for closure, so you use them.
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#### Step 4 ####
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Connecting to the WebSocket server.
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```cs
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ws.Connect ();
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```
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#### Step 5 ####
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Sending a data.
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```cs
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ws.Send (data);
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```
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The `WebSocket.Send` method is overloaded.
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The types of `data` are `string`, `byte []` and `System.IO.FileInfo`.
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In addition, the `WebSocket.Send (stream, length)` method exists, too.
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These methods don't wait for the send to be complete. This means that these methods behave asynchronously.
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If you do something when the send is complete, you use any of some `WebSocket.Send (data, completed)` methods.
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#### Step 6 ####
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Closing the WebSocket connection.
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```cs
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ws.Close (code, reason);
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```
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If you close the WebSocket connection explicitly, you use the `WebSocket.Close` method.
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The `WebSocket.Close` method is overloaded.
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The types of `code` are `WebSocketSharp.CloseStatusCode` and `ushort`, and the type of `reason` is `string`.
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In addition, the `WebSocket.Close ()` and `WebSocket.Close (code)` methods exist, too.
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### WebSocket Server ###
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```cs
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using System;
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using WebSocketSharp;
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using WebSocketSharp.Server;
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namespace Example
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{
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public class Laputa : WebSocketService
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{
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protected override void OnMessage (MessageEventArgs e)
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{
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var msg = e.Data == "BALUS"
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? "I've been balused already..."
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: "I'm not available now.";
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Send (msg);
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}
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}
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public class Program
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{
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public static void Main (string [] args)
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{
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var wssv = new WebSocketServer ("ws://dragonsnest.far");
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wssv.AddWebSocketService<Laputa> ("/Laputa");
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wssv.Start ();
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Console.ReadKey (true);
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wssv.Stop ();
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}
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}
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}
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```
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#### Step 1 ####
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Required namespace.
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```cs
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using WebSocketSharp.Server;
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```
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The `WebSocketService` and `WebSocketServer` classes exist in the `WebSocketSharp.Server` namespace.
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#### Step 2 ####
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Creating the class that inherits the `WebSocketService` class.
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For example, if you provide an echo service,
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```cs
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using System;
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using WebSocketSharp;
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using WebSocketSharp.Server;
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public class Echo : WebSocketService
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{
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protected override void OnMessage (MessageEventArgs e)
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{
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Send (e.Data);
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}
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}
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```
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And if you provide a chat service,
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```cs
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using System;
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using WebSocketSharp;
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using WebSocketSharp.Server;
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public class Chat : WebSocketService
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{
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private string _suffix;
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public Chat ()
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: this (String.Empty)
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{
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}
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public Chat (string suffix)
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{
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_suffix = suffix;
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}
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protected override void OnMessage (MessageEventArgs e)
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{
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Sessions.Broadcast (e.Data + _suffix);
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}
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}
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```
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If you override the `WebSocketService.OnMessage` method, it's bound to the server side `WebSocket.OnMessage` event.
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And if you override the `WebSocketService.OnOpen`, `WebSocketService.OnError` and `WebSocketService.OnClose` methods, each of them is bound to each server side event of `WebSocket.OnOpen`, `WebSocket.OnError` and `WebSocket.OnClose`.
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The `WebSocketService.Send` method sends a data to the client of the current session to the WebSocket service.
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The `WebSocketService.Sessions` (its type is `WebSocketSharp.Server.WebSocketSessionManager`) property provides some functions for the sessions to the WebSocket service.
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The `WebSocketService.Sessions.Broadcast` method sends a data to all client of the WebSocket service.
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#### Step 3 ####
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Creating an instance of the `WebSocketServer` class.
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```cs
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var wssv = new WebSocketServer (4649);
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wssv.AddWebSocketService<Echo> ("/Echo");
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wssv.AddWebSocketService<Chat> ("/Chat");
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wssv.AddWebSocketService<Chat> ("/ChatWithNiceBoat", () => new Chat (" Nice boat."));
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```
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You can add any WebSocket service with the specified path to the service to your `WebSocketServer` by using the `WebSocketServer.AddWebSocketService<TWithNew>` or `WebSocketServer.AddWebSocketService<T>` method.
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The type of `TWithNew` must inherit the `WebSocketService` class and must have a public parameterless constructor.
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The type of `T` must inherit `WebSocketService` class.
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So you can use the classes created in **Step 2**.
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If you create an instance of the `WebSocketServer` class without the port number, the `WebSocketServer` set the port number to **80** automatically. So it is necessary to run with root permission.
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$ sudo mono example2.exe
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#### Step 4 ####
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Starting the server.
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```cs
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wssv.Start ();
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```
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#### Step 5 ####
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Stopping the server.
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```cs
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wssv.Stop ();
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```
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### HTTP Server with the WebSocket ###
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I modified the `System.Net.HttpListener`, `System.Net.HttpListenerContext` and some other classes of [Mono] to create the HTTP server that can upgrade the connection to the WebSocket connection when it receives a WebSocket connection request.
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You can add any WebSocket service with the specified path to the service to your `HttpServer` by using the `HttpServer.AddWebSocketService<TWithNew>` or `HttpServer.AddWebSocketService<T>` method.
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```cs
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var httpsv = new HttpServer (4649);
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httpsv.AddWebSocketService<Echo> ("/Echo");
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httpsv.AddWebSocketService<Chat> ("/Chat");
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httpsv.AddWebSocketService<Chat> ("/ChatWithNiceBoat", () => new Chat (" Nice boat."));
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```
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For more information, could you see **[Example3]**?
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### WebSocket Extensions ###
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#### Per-message Compression ####
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**websocket-sharp** supports **[Per-message Compression][compression]** extension. (But it doesn't support with [extension parameters].)
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If you enable this extension as a WebSocket client, you should do the following.
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```cs
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ws.Compression = CompressionMethod.DEFLATE;
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```
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And then your WebSocket client sends the following header in the opening handshake to a WebSocket server.
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Sec-WebSocket-Extensions: permessage-deflate
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If the server supports this extension, it responds the same header. And when your client receives the header, it enables this extension.
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### Secure Connection ###
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As a **WebSocket Client**, creating an instance of the `WebSocket` class with the WebSocket URL with **wss** scheme.
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```cs
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using (var ws = new WebSocket ("wss://example.com"))
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{
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...
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}
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```
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If you set the custom validation for the server certificate, you use the `WebSocket.ServerCertificateValidationCallback` property.
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```cs
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ws.ServerCertificateValidationCallback = (sender, certificate, chain, sslPolicyErrors) =>
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{
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// Do something to validate the server certificate.
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return true; // The server certificate is valid.
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};
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```
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If you set this property to nothing, the validation does nothing with the server certificate, always returns valid.
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As a **WebSocket Server**, creating an instance of the `WebSocketServer` or `HttpServer` class with some settings for the secure connection.
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```cs
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var wssv = new WebSocketServer (4649, true);
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wssv.Certificate = new X509Certificate2 ("/path/to/cert.pfx", "password for cert.pfx");
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```
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### Logging ###
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The `WebSocket` class includes own logging functions.
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The `WebSocket.Log` property provides the logging functions.
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If you change the current logging level (the default is `LogLevel.ERROR`), you use the `WebSocket.Log.Level` property.
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```cs
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ws.Log.Level = LogLevel.DEBUG;
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```
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The above means that the logging outputs with a less than `LogLevel.DEBUG` are not outputted.
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And if you output a log, you use any of some output methods. The following outputs a log with `LogLevel.DEBUG`.
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```cs
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ws.Log.Debug ("This is a debug message.");
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```
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The `WebSocketServer` and `HttpServer` classes include the same logging functions.
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## Examples ##
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Examples using **websocket-sharp**.
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### Example ###
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[Example] connects to the [Echo server] using the WebSocket.
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### Example1 ###
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[Example1] connects to the [Audio Data delivery server] using the WebSocket ([Example1] is only implemented the chat feature, still unfinished).
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And [Example1] uses [Json.NET].
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### Example2 ###
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[Example2] starts a WebSocket server.
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### Example3 ###
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[Example3] starts an HTTP server that can upgrade the connection to the WebSocket connection.
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Could you access to [http://localhost:4649](http://localhost:4649) to do **WebSocket Echo Test** with your web browser after [Example3] running?
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## Supported WebSocket Specifications ##
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**websocket-sharp** supports **[RFC 6455][rfc6455]** and is based on the following WebSocket references.
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- **[The WebSocket Protocol][rfc6455]**
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- **[The WebSocket API][api]**
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- **[Compression Extensions for WebSocket][compression]**
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Thanks for translating to japanese.
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- **[The WebSocket Protocol 日本語訳][rfc6455_ja]**
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- **[The WebSocket API 日本語訳][api_ja]**
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## License ##
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**websocket-sharp** is provided under **[The MIT License]**.
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[Audio Data delivery server]: http://agektmr.node-ninja.com:3000
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[Echo server]: http://www.websocket.org/echo.html
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[Example]: https://github.com/sta/websocket-sharp/tree/master/Example
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[Example1]: https://github.com/sta/websocket-sharp/tree/master/Example1
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[Example2]: https://github.com/sta/websocket-sharp/tree/master/Example2
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[Example3]: https://github.com/sta/websocket-sharp/tree/master/Example3
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[Json.NET]: http://james.newtonking.com/projects/json-net.aspx
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[Mono]: http://www.mono-project.com
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[MonoDevelop]: http://monodevelop.com
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[NuGet Gallery]: http://www.nuget.org
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[NuGet Gallery: websocket-sharp]: http://www.nuget.org/packages/WebSocketSharp
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[The MIT License]: https://raw.github.com/sta/websocket-sharp/master/LICENSE.txt
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[Unity]: http://unity3d.com
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[api]: http://www.w3.org/TR/websockets
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[api_ja]: http://www.hcn.zaq.ne.jp/___/WEB/WebSocket-ja.html
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[compression]: http://tools.ietf.org/html/draft-ietf-hybi-permessage-compression-09
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[draft-hixie-thewebsocketprotocol-75]: http://tools.ietf.org/html/draft-hixie-thewebsocketprotocol-75
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[draft-ietf-hybi-thewebsocketprotocol-00]: http://tools.ietf.org/html/draft-ietf-hybi-thewebsocketprotocol-00
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[draft75]: https://github.com/sta/websocket-sharp/tree/draft75
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[extension parameters]: http://tools.ietf.org/html/draft-ietf-hybi-permessage-compression-09#section-8.1
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[hybi-00]: https://github.com/sta/websocket-sharp/tree/hybi-00
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[master]: https://github.com/sta/websocket-sharp/tree/master
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[rfc6455]: http://tools.ietf.org/html/rfc6455
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[rfc6455_ja]: http://www.hcn.zaq.ne.jp/___/WEB/RFC6455-ja.html
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[websocket-sharp for Unity]: http://u3d.as/content/sta-blockhead/websocket-sharp-for-unity
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