I'm trying to use a simple HTML WebSocket within Unity, but the socket won't receive the handshake from the server.
Let me know if did something wrong in my code.
index.html
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<html>
<head>
<title>Test</title>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript">
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 + "<br/>");
return;
}
appendMessage("* Connecting to server ..<br/>");
// 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 + "<br />");
};
ws.onerror = function(evt){
appendMessage("# " + evt.data + "<br />");
};
// when the connection is established, this method is called
ws.onopen = function () {
appendMessage('* Connection open<br/>');
$('#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<br/>');
$('#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");
}
</script>
</head>
<body>
<input type="button" id="connectButton" value="Connect" onclick="connectWebSocket()"/> <input type="button" id="disconnectButton" value="Disconnect" onclick="disconnectWebSocket()"/> <input type="text" id="messageInput" /> <input type="button" id="sendButton" value="Send" onclick="sendMessage()"/> <br />
</body>
</html>
Unity TCPServer.cs
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<SocketClient> ClientList = new List<SocketClient>();
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, string>();
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);
}
}
WebSocket is not raw TCP. You need a WebSocket server.
If you choose a WebSocket server, you might check it's compliance to the WebSocket protocol standard (IETF RFC6455) by running AutobahnTestsuite (in fuzzing client mode) against your server. This will give you a detailed report like this (including wirelogs) of issues encountered.
Disclosure: I am original author of Autobahn and work for Tavendo.
C# + Unity3d + HTML WebSocket
This works fine,
https://github.com/sta/websocket-sharp
Thanks, anyway,
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