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Welcome to websocket-sharp!

This fork is maintained for Unity/.NET 4.x usage while keeping the original websocket-sharp assembly identity stable for existing Unity projects. Fork modifications are copyright (c) 2026 aevien.

Current release:

  • Tag: v1.2.1
  • Release: websocket-sharp v1.2.1
  • Target framework: net472
  • Assembly name: websocket-sharp
  • Assembly version: 1.0.2.32832 (kept for Unity binary compatibility)
  • File/product version: 1.2.1.0
  • WebGL: not supported by this managed socket implementation. Unity WebGL should continue to use the browser JavaScript WebSocket layer.

Recent fork changes include safer TLS certificate validation defaults, bounded client/server handshake timeouts including TLS handshakes, replacement of delegate BeginInvoke usage, async lifecycle fixes, connect-storm protection, lifecycle stress coverage, stricter RFC 6455 frame validation, bounded receive/send resource limits, partial-frame receive timeouts, and bounded HTTP/WebSocket handshake parsing. The test suite also guards the public API surface and Unity/IL2CPP compatibility against accidental regressions.

websocket-sharp supports:

Branches

  • main contains release-ready code.
  • dev is used for ongoing development.

Verification summary

The current repository state was verified as a self-built Unity/.NET 4.x DLL.

  • Repository normal suite: 94/94 NUnit tests passed on net472.
  • Repository stress suite: 8/8 stress tests passed on net472.
  • Examples build: legacy Example, Example2, Example3 and modern console examples under Examples build on net472.
  • Async compatibility: no BeginInvoke / EndInvoke usage remains in websocket-sharp or tests.
  • Assembly identity: assembly name, strong-name token, and AssemblyVersion("1.0.2.32832") remain stable for existing Unity references.
  • Version metadata: assembly file/informational versions and DLL file/product versions all report 1.2.1.0.
  • Public API snapshot: exported public types, constructors, methods, properties, events, fields, and enum values are compared to a checked-in snapshot.
  • Unity/IL2CPP static scan: library sources are checked for known incompatible constructs such as delegate BeginInvoke/EndInvoke, runtime code generation, Thread.Abort, binary serialization, P/Invoke, runtime compilation, remoting, and dynamic assembly loading.
  • Unity smoke: the updated DLL was imported into a Unity project with Editor/Standalone plugin settings and passed the project smoke test.
  • TLS/WSS: default certificate validation rejects certificate policy errors, custom validation remains user-controlled, and secure loopback echo works with an explicitly trusted self-signed certificate.
  • TLS handshake timeout: silent TLS peers are bounded by client ConnectionTimeout, secure WebSocketServer.HandshakeTimeout, and secure HttpServer.HandshakeTimeout.
  • TLS stress: 20 silent TLS handshakes are disconnected by the server timeout while a valid secure echo client still opens, echoes, and closes.
  • Async lifecycle: repeated ConnectAsync / SendAsync / CloseAsync cycles complete successfully, including a 500-cycle stress run.
  • Connection timeout: silent TCP peers do not keep Connect() waiting for the old hardcoded timeout.
  • Proxy path: HTTP CONNECT tunnel echo, silent proxy timeout, failed proxy response, 407 without credentials, and Basic proxy auth retry after a closed challenge connection are covered.
  • Server handshake timeout: silent or slow TCP handshakes are disconnected without blocking valid WebSocket handshakes.
  • Handshake parser limits: oversized handshake headers, too-long request/header lines, and header-count flooding are rejected before a WebSocket session starts.
  • Client handshake abuse: malicious server responses with too many headers, too-long status/header lines, or invalid status lines are rejected without opening the WebSocket or hanging Connect().
  • Load coverage: 50 concurrent clients completed 100 echo messages each, for 5000 async text echo sends and callbacks.
  • Connect storm coverage: 50 simultaneous ConnectAsync clients open and close without ThreadPool starvation.
  • Resource lifecycle: repeated connect-storm and slow-handshake rounds return sessions to zero and do not show steady-state thread drift beyond the accepted bounds.
  • Resource abuse stress: 50 rejected handshake-flood clients and 25 fragment-limit clients complete without blocking a valid echo client or stranding sessions.
  • Close lifecycle: repeated Close / CloseAsync / Dispose calls, abrupt raw TCP disconnects, protocol-error close frames, and exception-throwing close/error handlers return server sessions to zero.
  • Protocol frames: payload boundaries 125, 126, and 66000 bytes round-trip; fragmented text can receive interleaved ping; reserved opcodes, unexpected RSV flags, invalid continuation sequences, close during fragmentation, and malformed frames close protocol-error sessions.
  • Close-frame validation: one-byte payloads, invalid/reserved close codes, invalid UTF-8 reasons, oversized control payloads, and non-minimal extended length encoding are covered.
  • Compression: permessage-deflate text echo, fragmented compressed input, corrupt compressed payloads, and compressed control-frame protocol errors are covered.
  • Payload limits: oversized single frames, fragmented messages over the assembled-message limit, many small fragments over the assembled-message limit, and compressed messages that inflate past the configured limit close with 1009 TooBig without delivering OnMessage.
  • Receive timeout: idle open connections are not closed by the timeout, but partial frame header/payload stalls close with protocol error without delivering OnMessage.

Build

websocket-sharp is built as a single assembly, websocket-sharp.dll.

This fork uses an SDK-style project targeting net472.

dotnet build websocket-sharp\websocket-sharp.csproj -c Release

The release DLL is written to:

websocket-sharp\bin\Release\net472\websocket-sharp.dll

Repository tests:

dotnet test tests\WebSocketSharp.Tests\WebSocketSharp.Tests.csproj -c Release
dotnet test tests\WebSocketSharp.StressTests\WebSocketSharp.StressTests.csproj -c Release --filter TestCategory=Stress

GitHub Actions:

  • CI runs on main, dev, and pull requests to those branches.
  • CI builds the library, normal tests, and all net472 console examples.
  • Stress Tests is manual and can be started from the Actions tab.

Install

GitHub Release

Download the Unity release from the GitHub release page:

Self Build

You should add your websocket-sharp.dll (e.g. /path/to/websocket-sharp/bin/Release/net472/websocket-sharp.dll) to the library references of your project.

If you would like to use that dll in your Unity project, you should add it to any folder of your project (e.g. Assets/Plugins) in the Unity Editor.

Recommended Unity import settings for this managed DLL:

  • Auto Reference: enabled
  • Validate References: enabled
  • Any Platform: disabled when you need explicit platform control
  • Include Editor, Standalone, and any mobile/IL2CPP target you actually test
  • Exclude WebGL; use the browser JavaScript WebSocket layer there
  • Assembly target should show .NET 4.x

For IL2CPP builds, keep this DLL as a managed plugin. The fork does not use runtime code generation or delegate BeginInvoke/EndInvoke, so it is suitable for Unity .NET 4.x profiles where managed sockets are available.

Runtime Limits

The fork keeps the original API shape but adds bounded defaults for common resource risks in old WebSocket stacks:

  • WebSocket.MaxFramePayloadLength: default 16 MiB
  • WebSocket.MaxMessagePayloadLength: default 64 MiB
  • WebSocket.MaxMessageEventQueueLength: default 1024
  • WebSocket.MaxAsyncSendQueueLength: default 256
  • WebSocket.ConnectionTimeout: default 10 seconds
  • WebSocketServer.HandshakeTimeout: default 10 seconds
  • HttpServer.HandshakeTimeout: default 10 seconds
  • WebSocket.FrameReadTimeout: default 10 seconds

The HTTP/WebSocket handshake parser also has fixed guardrails:

  • Maximum handshake header section: 8 KiB
  • Maximum request/header line length: 2 KiB
  • Maximum parsed header fields: 64

Set configurable runtime limits before Connect, ConnectAsync, or server Accept. For server services, set the matching properties on WebSocketBehavior in AddWebSocketService, for example:

wssv.AddWebSocketService<Echo> (
  "/Echo",
  s => {
    s.MaxFramePayloadLength = 1024 * 1024;
    s.MaxMessagePayloadLength = 4 * 1024 * 1024;
    s.FrameReadTimeout = TimeSpan.FromSeconds (5);
  }
);

FrameReadTimeout does not close an idle open connection with no incoming bytes. It applies after a peer starts a WebSocket frame and then stalls while the rest of that frame is being read.

For wss:// clients, ConnectionTimeout also bounds the TLS handshake. For secure WebSocketServer and HttpServer instances, HandshakeTimeout bounds both the TLS handshake and the first HTTP/WebSocket request.

Usage

WebSocket Client

using System;
using WebSocketSharp;

namespace Example
{
  public class Program
  {
    public static void Main (string[] args)
    {
      using (var ws = new WebSocket ("ws://dragonsnest.far/Laputa")) {
        ws.OnMessage += (sender, e) =>
                          Console.WriteLine ("Laputa says: " + e.Data);

        ws.Connect ();
        ws.Send ("BALUS");
        Console.ReadKey (true);
      }
    }
  }
}

Step 1

Required namespace.

using WebSocketSharp;

The WebSocket class exists in the WebSocketSharp namespace.

Step 2

Creating a new instance of the WebSocket class with the WebSocket URL to connect.

var ws = new WebSocket ("ws://example.com");

The WebSocket class inherits the System.IDisposable interface, so you can create it with the using statement.

using (var ws = new WebSocket ("ws://example.com")) {
  ...
}

This will close the WebSocket connection with status code 1001 (going away) when the control leaves the using block.

Step 3

Setting the WebSocket events.

WebSocket.OnOpen Event

This event occurs when the WebSocket connection has been established.

ws.OnOpen += (sender, e) => {
               ...
             };

System.EventArgs.Empty is passed as e, so you do not need to use it.

WebSocket.OnMessage Event

This event occurs when the WebSocket instance receives a message.

ws.OnMessage += (sender, e) => {
                  ...
                };

A WebSocketSharp.MessageEventArgs instance is passed as e.

If you would like to get the message data, you should access e.Data or e.RawData property.

e.Data property returns a string, so it is mainly used to get the text message data.

e.RawData property returns a byte[], so it is mainly used to get the binary message data.

if (e.IsText) {
  // Do something with e.Data.
  ...

  return;
}

if (e.IsBinary) {
  // Do something with e.RawData.
  ...

  return;
}

And if you would like to notify that a ping has been received, via this event, you should set the WebSocket.EmitOnPing property to true.

ws.EmitOnPing = true;
ws.OnMessage += (sender, e) => {
                  if (e.IsPing) {
                    // Do something to notify that a ping has been received.
                    ...

                    return;
                  }
                };
WebSocket.OnError Event

This event occurs when the WebSocket instance gets an error.

ws.OnError += (sender, e) => {
                ...
              };

A WebSocketSharp.ErrorEventArgs instance is passed as e.

If you would like to get the error message, you should access e.Message property.

e.Message property returns a string that represents the error message.

And e.Exception property returns a System.Exception instance that represents the cause of the error if it is due to an exception.

WebSocket.OnClose Event

This event occurs when the WebSocket connection has been closed.

ws.OnClose += (sender, e) => {
                ...
              };

A WebSocketSharp.CloseEventArgs instance is passed as e.

If you would like to get the reason for the close, you should access e.Code or e.Reason property.

e.Code property returns a ushort that represents the status code for the close.

e.Reason property returns a string that represents the reason for the close.

Step 4

Connecting to the WebSocket server.

ws.Connect ();

If you would like to connect to the server asynchronously, you should use the WebSocket.ConnectAsync () method.

Step 5

Sending data to the WebSocket server.

ws.Send (data);

The WebSocket.Send method is overloaded.

You can use the WebSocket.Send (string), WebSocket.Send (byte[]), WebSocket.Send (System.IO.FileInfo), or WebSocket.Send (System.IO.Stream, int) method to send the data.

If you would like to send the data asynchronously, you should use the WebSocket.SendAsync method.

ws.SendAsync (data, completed);

And also if you would like to do something when the send is complete, you should set completed to any Action<bool> delegate.

Step 6

Closing the WebSocket connection.

ws.Close (code, reason);

If you would like to close the connection explicitly, you should use the WebSocket.Close method.

The WebSocket.Close method is overloaded.

You can use the WebSocket.Close (), WebSocket.Close (ushort), WebSocket.Close (WebSocketSharp.CloseStatusCode), WebSocket.Close (ushort, string), or WebSocket.Close (WebSocketSharp.CloseStatusCode, string) method to close the connection.

If you would like to close the connection asynchronously, you should use the WebSocket.CloseAsync method.

WebSocket Server

using System;
using WebSocketSharp;
using WebSocketSharp.Server;

namespace Example
{
  public class Laputa : WebSocketBehavior
  {
    protected override void OnMessage (MessageEventArgs e)
    {
      var msg = e.Data == "BALUS"
                ? "Are you kidding?"
                : "I'm not available now.";

      Send (msg);
    }
  }

  public class Program
  {
    public static void Main (string[] args)
    {
      var wssv = new WebSocketServer ("ws://dragonsnest.far");

      wssv.AddWebSocketService<Laputa> ("/Laputa");
      wssv.Start ();
      Console.ReadKey (true);
      wssv.Stop ();
    }
  }
}

Step 1

Required namespace.

using WebSocketSharp.Server;

The WebSocketBehavior and WebSocketServer classes exist in the WebSocketSharp.Server namespace.

Step 2

Creating the class that inherits the WebSocketBehavior class.

For example, if you would like to provide an echo service,

using System;
using WebSocketSharp;
using WebSocketSharp.Server;

public class Echo : WebSocketBehavior
{
  protected override void OnMessage (MessageEventArgs e)
  {
    Send (e.Data);
  }
}

And if you would like to provide a chat service,

using System;
using WebSocketSharp;
using WebSocketSharp.Server;

public class Chat : WebSocketBehavior
{
  private string _suffix;

  public Chat ()
  {
    _suffix = String.Empty;
  }

  public string Suffix {
    get {
      return _suffix;
    }

    set {
      _suffix = value ?? String.Empty;
    }
  }

  protected override void OnMessage (MessageEventArgs e)
  {
    Sessions.Broadcast (e.Data + _suffix);
  }
}

You can define the behavior of any WebSocket service by creating the class that inherits the WebSocketBehavior class.

If you override the WebSocketBehavior.OnMessage (MessageEventArgs) method, it will be called when the WebSocket used in a session in the service receives a message.

And if you override the WebSocketBehavior.OnOpen (), WebSocketBehavior.OnError (ErrorEventArgs), and WebSocketBehavior.OnClose (CloseEventArgs) methods, each of them will be called when each of the WebSocket events (OnOpen, OnError, and OnClose) occurs.

The WebSocketBehavior.Send method can send data to the client on a session in the service.

If you would like to get the sessions in the service, you should access the WebSocketBehavior.Sessions property (returns a WebSocketSharp.Server.WebSocketSessionManager).

The WebSocketBehavior.Sessions.Broadcast method can send data to every client in the service.

Step 3

Creating a new instance of the WebSocketServer class.

var wssv = new WebSocketServer (4649);

wssv.AddWebSocketService<Echo> ("/Echo");
wssv.AddWebSocketService<Chat> ("/Chat");
wssv.AddWebSocketService<Chat> ("/ChatWithNyan", s => s.Suffix = " Nyan!");

You can add any WebSocket service to your WebSocketServer with the specified behavior and absolute path to the service, by using the WebSocketServer.AddWebSocketService<TBehavior> (string) or WebSocketServer.AddWebSocketService<TBehavior> (string, Action<TBehavior>) method.

The type of TBehavior must inherit the WebSocketBehavior class, and must have a public parameterless constructor.

So you can use a class in the above Step 2 to add the service.

If you create a new instance of the WebSocketServer class without a port number, it sets the port number to 80. So it is necessary to run with root permission.

$ sudo mono example2.exe

Step 4

Starting the WebSocket server.

wssv.Start ();

Step 5

Stopping the WebSocket server.

wssv.Stop ();

HTTP Server with the WebSocket

I have modified the System.Net.HttpListener, System.Net.HttpListenerContext, and some other classes from Mono to create an HTTP server that allows to accept the WebSocket handshake requests.

So websocket-sharp provides the WebSocketSharp.Server.HttpServer class.

You can add any WebSocket service to your HttpServer with the specified behavior and path to the service, by using the HttpServer.AddWebSocketService<TBehavior> (string) or HttpServer.AddWebSocketService<TBehavior> (string, Action<TBehavior>) method.

var httpsv = new HttpServer (4649);

httpsv.AddWebSocketService<Echo> ("/Echo");
httpsv.AddWebSocketService<Chat> ("/Chat");
httpsv.AddWebSocketService<Chat> ("/ChatWithNyan", s => s.Suffix = " Nyan!");

For more information, see the local Example3 folder.

WebSocket Extensions

Per-message Compression

websocket-sharp supports the per-message compression extension, but does not support context takeover.

As a WebSocket client, if you would like to enable this extension, you should set the WebSocket.Compression property to a compression method before calling the connect method.

ws.Compression = CompressionMethod.Deflate;

And then the client will send the following header in the handshake request to the server.

Sec-WebSocket-Extensions: permessage-deflate; server_no_context_takeover; client_no_context_takeover

If the server supports this extension, it will return the same header which has the corresponding value.

So eventually this extension will be available when the client receives the header in the handshake response.

Ignoring the extensions

As a WebSocket server, if you would like to ignore the extensions requested from a client, you should set the WebSocketBehavior.IgnoreExtensions property to true in your WebSocketBehavior constructor or initializing it, such as the following.

wssv.AddWebSocketService<Chat> (
  "/Chat",
  s => s.IgnoreExtensions = true // To ignore the extensions requested from a client.
);

If it is set to true, the service will not return the Sec-WebSocket-Extensions header in its handshake response.

I think this is useful when you get something error in connecting the server and exclude the extensions as a cause of the error.

Secure Connection

websocket-sharp supports the secure connection with SSL/TLS.

As a WebSocket client, you should create a new instance of the WebSocket class with a wss scheme WebSocket URL.

var ws = new WebSocket ("wss://example.com");

If you would like to set a custom validation for the server certificate, you should set the WebSocket.SslConfiguration.ServerCertificateValidationCallback property to a callback for it.

ws.SslConfiguration.ServerCertificateValidationCallback =
  (sender, certificate, chain, sslPolicyErrors) => {
    // Do something to validate the server certificate.
    ...

    return true; // If the server certificate is valid.
  };

The default callback accepts only certificates that pass platform validation without SslPolicyErrors. For self-signed or private certificates, provide a custom ServerCertificateValidationCallback and validate the expected certificate explicitly.

As a WebSocket server, you should create a new instance of the WebSocketServer or HttpServer class with some settings for the secure connection, such as the following.

var wssv = new WebSocketServer (5963, true);
wssv.SslConfiguration.ServerCertificate = new X509Certificate2 (
                                            "/path/to/cert.pfx", "password for cert.pfx"
                                          );

HTTP Authentication

websocket-sharp supports HTTP Authentication with Basic and Digest schemes.

As a WebSocket client, you should set a pair of user name and password for the HTTP authentication, by using the WebSocket.SetCredentials (string, string, bool) method before calling the connect method.

ws.SetCredentials ("nobita", "password", preAuth);

If preAuth is true, the client will send the credentials for the Basic authentication in the first handshake request to the server.

Otherwise, it will send the credentials for either the Basic or Digest (determined by the unauthorized response to the first handshake request) authentication in the second handshake request to the server.

As a WebSocket server, you should set an HTTP authentication scheme, a realm, and any function to find the user credentials before calling the start method, such as the following.

wssv.AuthenticationSchemes = AuthenticationSchemes.Basic;
wssv.Realm = "WebSocket Test";
wssv.UserCredentialsFinder = id => {
    var name = id.Name;

    // Return user name, password, and roles.
    return name == "nobita"
           ? new NetworkCredential (name, "password", "gunfighter")
           : null; // If the user credentials are not found.
  };

If you would like to provide the Digest authentication, you should set such as the following.

wssv.AuthenticationSchemes = AuthenticationSchemes.Digest;

Query string, Origin header, Cookies, and User headers

Query string

As a WebSocket client, if you would like to send the query string in the handshake request, you should create a new instance of the WebSocket class with a WebSocket URL that includes query string parameters.

var ws = new WebSocket ("ws://example.com/?name=nobita");

As a WebSocket server, if you would like to get the query string included in a handshake request, you should access the WebSocketBehavior.QueryString property, such as the following.

public class Chat : WebSocketBehavior
{
  private string _name;
  ...

  protected override void OnOpen ()
  {
    _name = QueryString["name"];
  }

  ...
}

Origin header

As a WebSocket client, if you would like to send the Origin header in the handshake request, you should set the WebSocket.Origin property to an allowable value before calling the connect method.

ws.Origin = "http://example.com";

As a WebSocket server, if you would like to validate the Origin header, you should set a validation for it with your WebSocketBehavior, for example, by using the WebSocketServer.AddWebSocketService<TBehavior> (string, Action<TBehavior>) method with initializing, such as the following.

wssv.AddWebSocketService<Chat> (
  "/Chat",
  s => {
    s.OriginValidator =
      val => {
        // Check the value of the Origin header, and return true if valid.

        Uri origin;

        return !val.IsNullOrEmpty ()
               && Uri.TryCreate (val, UriKind.Absolute, out origin)
               && origin.Host == "example.com";
      };
  }
);

Cookies

As a WebSocket client, if you would like to send the cookies in the handshake request, you should set any cookie by using the WebSocket.SetCookie (WebSocketSharp.Net.Cookie) method before calling the connect method.

ws.SetCookie (new Cookie ("name", "nobita"));

As a WebSocket server, if you would like to respond to the cookies, you should set a response action for it with your WebSocketBehavior, for example, by using the WebSocketServer.AddWebSocketService<TBehavior> (string, Action<TBehavior>) method with initializing, such as the following.

wssv.AddWebSocketService<Chat> (
  "/Chat",
  s => {
    s.CookiesResponder =
      (reqCookies, resCookies) => {
        foreach (var cookie in reqCookies) {
          cookie.Expired = true;

          resCookies.Add (cookie);
        }
      };
  }
);

User headers

As a WebSocket client, if you would like to send the user headers in the handshake request, you should set any user defined header by using the WebSocket.SetUserHeader (string, string) method before calling the connect method.

ws.SetUserHeader ("RequestForID", "ID");

And if you would like to get the user headers included in the handshake response, you should access the WebSocket.HandshakeResponseHeaders property after the handshake is done.

var id = ws.HandshakeResponseHeaders["ID"];

As a WebSocket server, if you would like to respond to the user headers, you should set a response action for it with your WebSocketBehavior, for example, by using the WebSocketServer.AddWebSocketService<TBehavior> (string, Action<TBehavior>) method with initializing, such as the following.

wssv.AddWebSocketService<Chat> (
  "/Chat",
  s => {
    s.UserHeadersResponder =
      (reqHeaders, userHeaders) => {
        var val = reqHeaders["RequestForID"];

        if (!val.IsNullOrEmpty ())
          userHeaders[val] = s.ID;
      };
  }
);

Connecting through the HTTP proxy server

websocket-sharp supports to connect through the HTTP proxy server.

If you would like to connect to a WebSocket server through the HTTP proxy server, you should set the proxy server URL, and if necessary, a pair of user name and password for the proxy server authentication (Basic/Digest), by using the WebSocket.SetProxy (string, string, string) method before calling the connect method.

var ws = new WebSocket ("ws://example.com");
ws.SetProxy ("http://localhost:3128", "nobita", "password");

If your proxy restricts CONNECT destinations, make sure the WebSocket target port is allowed by the proxy configuration.

# Example proxy policy may need to allow CONNECT to the target WebSocket port.

Logging

The WebSocket class has the own logging function.

You can use it with the WebSocket.Log property (returns a WebSocketSharp.Logger).

So if you would like to change the current logging level (WebSocketSharp.LogLevel.Error as the default), you should set the WebSocket.Log.Level property to any of the LogLevel enum values.

ws.Log.Level = LogLevel.Debug;

The above means a log with lower than LogLevel.Debug cannot be outputted.

And if you would like to output a log, you should use any of the output methods. The following outputs a log with LogLevel.Debug.

ws.Log.Debug ("This is a debug message.");

The WebSocketServer and HttpServer classes have the same logging function.

Examples

Examples using websocket-sharp are split into the original layout examples and newer documented examples under Examples.

Example

Example is an interactive console client. By default it connects to ws://localhost:4649/Chat; pass a URL argument to connect to another endpoint.

Example2

Example2 starts a loopback WebSocket server with /Echo and /Chat services. It demonstrates explicit handshake, frame, message, receive, and send queue limits.

Example3

Example3 starts a loopback HTTP server that serves Public/index.html and accepts WebSocket handshake requests for /Echo and /Chat.

Open http://localhost:4649 to do WebSocket Echo Test with your web browser while Example3 is running.

Examples/ClientLifecycle

Examples/ClientLifecycle demonstrates ConnectAsync, SendAsync, CloseAsync, lifecycle events, send completion tracking, and queueing callbacks back to an application/main thread.

Examples/ServerWithLimits

Examples/ServerWithLimits is a compact loopback echo server focused on resource limits and graceful shutdown.

Examples/SecureAndProxyClient

Examples/SecureAndProxyClient demonstrates secure client options: WSS certificate validation, explicit certificate thumbprint pinning, proxy, compression, origin, user headers, and connection timeout.

Examples/UnityClientLifecycle

Examples/UnityClientLifecycle is a source-only MonoBehaviour example. It is not built by dotnet because it references UnityEngine; copy it into a Unity project that already references websocket-sharp.dll. It shows main-thread dispatch from websocket callbacks, OnDisable / OnDestroy cleanup, and WebGL exclusion.

See Examples/README.md for build and run commands.

Supported WebSocket Specifications

websocket-sharp supports RFC 6455.

  • WebSocket protocol client and server behavior follows RFC 6455.
  • Per-message compression support is available without context takeover.

License

websocket-sharp is provided under the MIT License. See LICENSE.txt.

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A C# implementation of the WebSocket protocol client and server

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