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mapbox-sdk/Core/mapbox-sdk-cs/Platform/HTTPRequestThreaded.cs

318 lines
9.6 KiB

6 months ago
//-----------------------------------------------------------------------
// <copyright file="HTTPRequest.cs" company="Mapbox">
// Copyright (c) 2016 Mapbox. All rights reserved.
// Based on http://stackoverflow.com/a/12606963 and http://wiki.unity3d.com/index.php/WebAsync
// </copyright>
//-----------------------------------------------------------------------
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_ANDROID || UNITY_WP_8_1 || UNITY_WSA || UNITY_WEBGL || UNITY_IOS || UNITY_PS4 || UNITY_SAMSUNGTV || UNITY_XBOXONE || UNITY_TIZEN || UNITY_TVOS
#define UNITY
#endif
#if !UNITY
namespace Mapbox.Platform {
using System;
using System.Net;
#if !UNITY && !NETFX_CORE
using System.Net.Cache;
#endif
using System.IO;
using System.Collections.Generic;
using System.Threading;
using System.ComponentModel;
using Utils;
#if NETFX_CORE
using System.Net.Http;
using System.Linq;
#endif
//using System.Windows.Threading;
internal sealed class HTTPRequestThreaded : IAsyncRequest {
public bool IsCompleted { get; private set; }
private Action<Response> _callback;
#if !NETFX_CORE
private HttpWebRequest _request;
#else
private HttpClient _request;
private CancellationTokenSource _cancellationTokenSource = new CancellationTokenSource();
#endif
#if !UNITY
private SynchronizationContext _sync = AsyncOperationManager.SynchronizationContext;
#endif
private int _timeOut;
private string _requestUrl;
private readonly string _userAgent = "mapbox-sdk-cs";
/// <summary>
///
/// </summary>
/// <param name="url"></param>
/// <param name="callback"></param>
/// <param name="timeOut">seconds</param>
public HTTPRequestThreaded(string url, Action<Response> callback, int timeOut = 10) {
IsCompleted = false;
_callback = callback;
_timeOut = timeOut;
_requestUrl = url;
setupRequest();
getResponseAsync(_request, EvaluateResponse);
}
private void setupRequest() {
#if !NETFX_CORE
_request = WebRequest.Create(_requestUrl) as HttpWebRequest;
_request.UserAgent = _userAgent;
//_hwr.UserAgent = "Mozilla/5.0 (Windows NT 10.0; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/57.0.2987.133 Safari/537.36";
//_hwr.CachePolicy = new RequestCachePolicy(RequestCacheLevel.NoCacheNoStore);
_request.Credentials = CredentialCache.DefaultCredentials;
_request.KeepAlive = true;
_request.ProtocolVersion = HttpVersion.Version11; // improved performance
// improved performance.
// ServicePointManager.DefaultConnectionLimit doesn't seem to change anything
// set ConnectionLimit per request
// https://msdn.microsoft.com/en-us/library/system.net.httpwebrequest(v=vs.90).aspx#Remarks
// use a value that is 12 times the number of CPUs on the local computer
_request.ServicePoint.ConnectionLimit = Environment.ProcessorCount * 6;
_request.ServicePoint.UseNagleAlgorithm = true;
_request.ServicePoint.Expect100Continue = false;
_request.ServicePoint.MaxIdleTime = 2000;
_request.Method = "GET";
_request.Headers.Add(HttpRequestHeader.AcceptEncoding, "gzip,deflate");
_request.AutomaticDecompression = DecompressionMethods.GZip | DecompressionMethods.Deflate;
//_hwr.Timeout = timeOut * 1000; doesn't work in async calls, see below
#else
HttpClientHandler handler = new HttpClientHandler() {
AutomaticDecompression = DecompressionMethods.GZip | DecompressionMethods.Deflate,
AllowAutoRedirect = true,
UseDefaultCredentials = true
};
_request = new HttpClient(handler);
_request.DefaultRequestHeaders.Add("User-Agent", _userAgent);
_request.Timeout = TimeSpan.FromSeconds(_timeOut);
// TODO: how to set ConnectionLimit? ServicePoint.ConnectionLimit doesn't seem to be available.
#endif
#if !UNITY && !NETFX_CORE
// 'NoCacheNoStore' greatly reduced the number of faulty request
// seems that .Net caching and Mapbox API don't play well together
_request.CachePolicy = new System.Net.Cache.RequestCachePolicy(System.Net.Cache.RequestCacheLevel.NoCacheNoStore);
#endif
}
#if NETFX_CORE
private async void getResponseAsync(HttpClient request, Action<HttpResponseMessage, Exception> gotResponse) {
// TODO: implement a strategy similar to the full .Net one to avoid blocking of 'GetAsync()'
// see 'Remarks' https://docs.microsoft.com/en-us/dotnet/api/system.net.http.httpclient.timeout?view=netcore-1.1#System_Net_Http_HttpClient_Timeout
// "A Domain Name System (DNS) query may take up to 15 seconds to return or time out."
HttpResponseMessage response = null;
try {
response = await request.GetAsync(_requestUrl, _cancellationTokenSource.Token);
gotResponse(response, null);
}
catch (Exception ex) {
gotResponse(response, ex);
}
}
private async void EvaluateResponse(HttpResponseMessage apiResponse, Exception apiEx) {
var response = await Response.FromWebResponse(this, apiResponse, apiEx);
// post (async) callback back to the main/UI thread
// Unity: SynchronizationContext doesn't do anything
// use the Dispatcher
#if !UNITY
_sync.Post(delegate {
_callback(response);
IsCompleted = true;
_callback = null;
#if NETFX_CORE
if (null != _request) {
_request.Dispose();
_request = null;
}
#endif
}, null);
#else
UnityToolbag.Dispatcher.InvokeAsync(() => {
_callback(response);
IsCompleted = true;
_callback = null;
#if NETFX_CORE
if (null != _request) {
_request.Dispose();
_request = null;
}
#endif
});
#endif
}
#endif
#if !NETFX_CORE
private void getResponseAsync(HttpWebRequest request, Action<HttpWebResponse, Exception> gotResponse) {
// create an additional action wrapper, because of:
// https://msdn.microsoft.com/en-us/library/system.net.httpwebrequest.begingetresponse.aspx
// The BeginGetResponse method requires some synchronous setup tasks to complete (DNS resolution,
//proxy detection, and TCP socket connection, for example) before this method becomes asynchronous.
// As a result, this method should never be called on a user interface (UI) thread because it might
// take considerable time(up to several minutes depending on network settings) to complete the
// initial synchronous setup tasks before an exception for an error is thrown or the method succeeds.
Action actionWrapper = () => {
try {
// BeginInvoke runs on a thread of the thread pool (!= main/UI thread)
// that's why we need SynchronizationContext when
// TODO: how to influence threadpool: nr of threads etc.
long startTicks = DateTime.Now.Ticks;
request.BeginGetResponse((asycnResult) => {
try { // there's a try/catch here because execution path is different from invokation one, exception here may cause a crash
long beforeEndGet = DateTime.Now.Ticks;
HttpWebResponse response = (HttpWebResponse)request.EndGetResponse(asycnResult);
//long finished = DateTime.Now.Ticks;
//long duration = finished - startTicks;
//TimeSpan ts = TimeSpan.FromTicks(duration);
//TimeSpan tsEndGet = TimeSpan.FromTicks(finished - beforeEndGet);
//TimeSpan tsBeginGet = TimeSpan.FromTicks(beforeEndGet - startTicks);
//UnityEngine.Debug.Log("received response - " + ts.Milliseconds + "ms" + " BeginGet: " + tsBeginGet.Milliseconds + " EndGet: " + tsEndGet.Milliseconds + " CompletedSynchronously: " + asycnResult.CompletedSynchronously);
gotResponse(response, null);
}
// EndGetResponse() throws on on some status codes, try to get response anyway (and status codes)
catch (WebException wex) {
//another place to watchout for HttpWebRequest.Abort to occur
if (wex.Status == WebExceptionStatus.RequestCanceled) {
gotResponse(null, wex);
} else {
HttpWebResponse hwr = wex.Response as HttpWebResponse;
if (null == hwr) {
throw;
}
gotResponse(hwr, wex);
}
}
catch (Exception ex) {
gotResponse(null, ex);
}
}
, null);
}
catch (Exception ex) {
//catch exception from HttpWebRequest.Abort
gotResponse(null, ex);
}
};
try {
actionWrapper.BeginInvoke(new AsyncCallback((iAsyncResult) => {
var action = (Action)iAsyncResult.AsyncState;
action.EndInvoke(iAsyncResult);
})
, actionWrapper);
}
catch (Exception ex) {
gotResponse(null, ex);
}
}
private void EvaluateResponse(HttpWebResponse apiResponse, Exception apiEx) {
var response = Response.FromWebResponse(this, apiResponse,apiEx);
// post (async) callback back to the main/UI thread
// Unity: SynchronizationContext doesn't do anything
// use the Dispatcher
#if !UNITY
_sync.Post(delegate {
_callback(response);
IsCompleted = true;
_callback = null;
#if NETFX_CORE
if (null != _request) {
_request.Dispose();
_request = null;
}
#endif
}, null);
#else
// Unity is playing
if (UnityToolbag.Dispatcher._instanceExists) {
UnityToolbag.Dispatcher.InvokeAsync(() => {
_callback(response);
IsCompleted = true;
_callback = null;
#if NETFX_CORE
if (null != _request) {
_request.Dispose();
_request = null;
}
#endif
});
} else { // Unity is in Edit Mode
#if UNITY_EDITOR
Mapbox.Unity.DispatcherEditor.InvokeAsync(() => {
_callback(response);
IsCompleted = true;
_callback = null;
#if NETFX_CORE
if (null != _request) {
_request.Dispose();
_request = null;
}
#endif
});
#endif
}
#endif
}
#endif
public void Cancel() {
#if !NETFX_CORE
if (null != _request) {
_request.Abort();
}
#else
_cancellationTokenSource.Cancel();
#endif
}
}
}
#endif