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@ -145,31 +145,31 @@ public final class SocketIOClient: NSObject, SocketEngineClient, SocketLogClient
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*/
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public func connect(timeoutAfter timeoutAfter:Int,
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withTimeoutHandler handler:(() -> Void)?) {
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guard status != SocketIOClientStatus.Connected else {
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return
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}
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if status == SocketIOClientStatus.Closed {
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SocketLogger.log("Warning! This socket was previously closed. This might be dangerous!", client: self)
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}
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status = SocketIOClientStatus.Connecting
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addEngine()
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engine?.open(connectParams)
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guard timeoutAfter != 0 else {
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return
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}
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let time = dispatch_time(DISPATCH_TIME_NOW, Int64(timeoutAfter) * Int64(NSEC_PER_SEC))
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dispatch_after(time, dispatch_get_main_queue()) {[weak self] in
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if let this = self where this.status != SocketIOClientStatus.Connected {
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this.status = SocketIOClientStatus.Closed
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this.engine?.close(fast: true)
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handler?()
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guard status != SocketIOClientStatus.Connected else {
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return
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}
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if status == SocketIOClientStatus.Closed {
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SocketLogger.log("Warning! This socket was previously closed. This might be dangerous!", client: self)
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}
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status = SocketIOClientStatus.Connecting
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addEngine()
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engine?.open(connectParams)
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guard timeoutAfter != 0 else {
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return
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}
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let time = dispatch_time(DISPATCH_TIME_NOW, Int64(timeoutAfter) * Int64(NSEC_PER_SEC))
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dispatch_after(time, dispatch_get_main_queue()) {[weak self] in
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if let this = self where this.status != SocketIOClientStatus.Connected {
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this.status = SocketIOClientStatus.Closed
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this.engine?.close(fast: true)
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handler?()
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}
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}
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}
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}
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private func createOnAck(event: String, items: [AnyObject]) -> OnAckCallback {
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@ -379,8 +379,8 @@ public final class SocketIOClient: NSObject, SocketEngineClient, SocketLogClient
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/**
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Joins namespace /
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*/
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public func joinNamespace(namespace:String) {
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self.nsp = namespace
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public func joinNamespace(namespace: String) {
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self.nsp = namespace
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joinNamespace()
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}
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@ -452,10 +452,11 @@ public final class SocketIOClient: NSObject, SocketEngineClient, SocketLogClient
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tryReconnect()
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}
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@objc private func tryReconnect() {
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@objc prgivate func tryReconnect() {
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guard status != SocketIOClientStatus.Connected else {
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return
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}
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if reconnectAttempts != -1 && currentReconnectAttempt + 1 > reconnectAttempts || !reconnects {
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clearReconnectTimer()
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didDisconnect("Reconnect Failed")
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