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/*---------------------------------------------------------------------------------------------
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* Copyright (c) Microsoft Corporation. All rights reserved.
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* Licensed under the MIT License. See License.txt in the project root for license information.
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*--------------------------------------------------------------------------------------------*/
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using System;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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namespace Microsoft.Unity.VisualStudio.Editor.Messaging
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{
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internal class TcpClient
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{
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private const int ConnectOrReadTimeoutMilliseconds = 5000;
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private class State
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{
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public System.Net.Sockets.TcpClient TcpClient;
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public NetworkStream NetworkStream;
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public byte[] Buffer;
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public Action<byte[]> OnBufferAvailable;
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}
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public static void Queue(IPAddress address, int port, int bufferSize, Action<byte[]> onBufferAvailable)
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{
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var client = new System.Net.Sockets.TcpClient();
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var state = new State {OnBufferAvailable = onBufferAvailable, TcpClient = client, Buffer = new byte[bufferSize]};
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try
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{
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ThreadPool.QueueUserWorkItem(_ =>
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{
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var handle = client.BeginConnect(address, port, OnClientConnected, state);
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if (!handle.AsyncWaitHandle.WaitOne(ConnectOrReadTimeoutMilliseconds))
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Cleanup(state);
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});
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}
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catch (Exception)
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{
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Cleanup(state);
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}
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}
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private static void OnClientConnected(IAsyncResult result)
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{
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var state = (State)result.AsyncState;
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try
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{
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state.TcpClient.EndConnect(result);
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state.NetworkStream = state.TcpClient.GetStream();
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var handle = state.NetworkStream.BeginRead(state.Buffer, 0, state.Buffer.Length, OnEndRead, state);
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if (!handle.AsyncWaitHandle.WaitOne(ConnectOrReadTimeoutMilliseconds))
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Cleanup(state);
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}
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catch (Exception)
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{
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Cleanup(state);
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}
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}
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private static void OnEndRead(IAsyncResult result)
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{
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var state = (State)result.AsyncState;
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try
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{
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var count = state.NetworkStream.EndRead(result);
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if (count == state.Buffer.Length)
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state.OnBufferAvailable?.Invoke(state.Buffer);
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}
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catch (Exception)
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{
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// Ignore and cleanup
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}
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finally
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{
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Cleanup(state);
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}
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}
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private static void Cleanup(State state)
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{
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state.NetworkStream?.Dispose();
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state.TcpClient?.Close();
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state.NetworkStream = null;
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state.TcpClient = null;
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state.Buffer = null;
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state.OnBufferAvailable = null;
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}
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}
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}
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