- Remove Streaming* classes from Sockets. The main
API will be channels based and streaming transports
will use the PipelineChannel (formerly FramingChannel) to
access messages.
- Added WriteAsync and ReadAsync to Connection and hid
the IChannelConnection from public API.
- Also fixed the fact that unknown methods caused server side
exceptions.
- Changed the consumption pattern to WaitToReadAsync/TryRead to avoid
exceptions.
- React to API changes
- Fixed ChannelConnection to use IChannel<T> for
both sides of the connection. This allows use to close both the
input and the output when we are tearing down.
- Use TryComplete instead of complete to avoid exceptions thrown on
Complete(), particularly ChannelClosedException.
* Need a separate set of primitives to handle messaging
* Using Channels (not Pipelines!) to provide the data flow for messaging
* All transports are now "message" based transports
* Added an adaptor to convert message-based transports to serve
streaming endpoints
Making sure that OnConnected/OnDisconnected events are invoked correctly (e.g. if invoking OnDisconnectedAsync on hub threw we would not call OnDisconnectedAsync on lifetime manager and therefore we would continue to use/track connections that were already closed)
* Clean up shutdown management
- ConnectionManager now implements IApplicationEvents. It makes testing cleaner
but makes service registration a little messy.
* Cleaned up service registration and layering a bit
- Added SocketsApplicationLifetimeEvents instead of implementing it
on ConnectionManager directly.
- Exposed ConnectionManager.CloseConnections()
* add tests to WebSockets transport
* adds some error handling
* make logger factory required
* allow frames to be received after the application closes the output