diff options
author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2018-11-14 18:18:32 -0500 |
---|---|---|
committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2018-11-14 18:18:32 -0500 |
commit | 0a50cdb162d7ba1c9219d1982dccbb5828b070c3 (patch) | |
tree | 92e715dd90777d1a605c744d4f40b34a51639007 /src/SMAPI/Framework/Networking | |
parent | 15acbc8f230dd2c4ba394960cdcc12a22a831bbf (diff) | |
download | SMAPI-0a50cdb162d7ba1c9219d1982dccbb5828b070c3.tar.gz SMAPI-0a50cdb162d7ba1c9219d1982dccbb5828b070c3.tar.bz2 SMAPI-0a50cdb162d7ba1c9219d1982dccbb5828b070c3.zip |
update multiplayer code for Stardew Valley 1.3.22 (#480)
Diffstat (limited to 'src/SMAPI/Framework/Networking')
-rw-r--r-- | src/SMAPI/Framework/Networking/SGalaxyNetServer.cs | 63 | ||||
-rw-r--r-- | src/SMAPI/Framework/Networking/SLidgrenServer.cs | 59 |
2 files changed, 74 insertions, 48 deletions
diff --git a/src/SMAPI/Framework/Networking/SGalaxyNetServer.cs b/src/SMAPI/Framework/Networking/SGalaxyNetServer.cs new file mode 100644 index 00000000..2fc92737 --- /dev/null +++ b/src/SMAPI/Framework/Networking/SGalaxyNetServer.cs @@ -0,0 +1,63 @@ +using System; +using System.Diagnostics.CodeAnalysis; +using System.IO; +using Galaxy.Api; +using StardewValley.Network; +using StardewValley.SDKs; + +namespace StardewModdingAPI.Framework.Networking +{ + /// <summary>A multiplayer server used to connect to an incoming player. This is an implementation of <see cref="LidgrenServer"/> that adds support for SMAPI's metadata context exchange.</summary> + internal class SGalaxyNetServer : GalaxyNetServer + { + /********* + ** Properties + *********/ + /// <summary>A callback to raise when receiving a message. This receives the incoming message, a method to send a message, and a callback to run the default logic.</summary> + private readonly Action<IncomingMessage, Action<OutgoingMessage>, Action> OnProcessingMessage; + + /// <summary>SMAPI's implementation of the game's core multiplayer logic.</summary> + private readonly SMultiplayer Multiplayer; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="gameServer">The underlying game server.</param> + /// <param name="multiplayer">SMAPI's implementation of the game's core multiplayer logic.</param> + /// <param name="onProcessingMessage">A callback to raise when receiving a message. This receives the incoming message, a method to send a message, and a callback to run the default logic.</param> + public SGalaxyNetServer(IGameServer gameServer, SMultiplayer multiplayer, Action<IncomingMessage, Action<OutgoingMessage>, Action> onProcessingMessage) + : base(gameServer) + { + this.Multiplayer = multiplayer; + this.OnProcessingMessage = onProcessingMessage; + } + + /// <summary>Read and process a message from the client.</summary> + /// <param name="peer">The Galaxy peer ID.</param> + /// <param name="messageStream">The data to process.</param> + [SuppressMessage("ReSharper", "AccessToDisposedClosure", Justification = "The callback is invoked synchronously.")] + protected override void onReceiveMessage(GalaxyID peer, Stream messageStream) + { + using (IncomingMessage message = new IncomingMessage()) + using (BinaryReader reader = new BinaryReader(messageStream)) + { + message.Read(reader); + this.OnProcessingMessage(message, outgoing => this.sendMessage(peer, outgoing), () => + { + if (this.peers.ContainsLeft(message.FarmerID) && (long)this.peers[message.FarmerID] == (long)peer.ToUint64()) + { + this.gameServer.processIncomingMessage(message); + } + else if (message.MessageType == StardewValley.Multiplayer.playerIntroduction) + { + NetFarmerRoot farmer = this.Multiplayer.readFarmer(message.Reader); + GalaxyID capturedPeer = new GalaxyID(peer.ToUint64()); + this.gameServer.checkFarmhandRequest(Convert.ToString(peer.ToUint64()), farmer, msg => this.sendMessage(capturedPeer, msg), () => this.peers[farmer.Value.UniqueMultiplayerID] = capturedPeer.ToUint64()); + } + }); + } + } + } +} diff --git a/src/SMAPI/Framework/Networking/SLidgrenServer.cs b/src/SMAPI/Framework/Networking/SLidgrenServer.cs index 36f96bc3..37e546a1 100644 --- a/src/SMAPI/Framework/Networking/SLidgrenServer.cs +++ b/src/SMAPI/Framework/Networking/SLidgrenServer.cs @@ -1,11 +1,7 @@ using System; using System.Diagnostics.CodeAnalysis; using System.IO; -using System.Reflection; using Lidgren.Network; -using StardewModdingAPI.Framework.Reflection; -using StardewModdingAPI.Patches; -using StardewValley; using StardewValley.Network; namespace StardewModdingAPI.Framework.Networking @@ -16,46 +12,36 @@ namespace StardewModdingAPI.Framework.Networking /********* ** Properties *********/ - - /// <summary>The constructor for the internal <c>NetBufferReadStream</c> type.</summary> - private readonly ConstructorInfo NetBufferReadStreamConstructor = SLidgrenServer.GetNetBufferReadStreamConstructor(); - - /// <summary>A method which reads farmer data from the given binary reader.</summary> - private readonly Func<BinaryReader, NetFarmerRoot> ReadFarmer; + /// <summary>SMAPI's implementation of the game's core multiplayer logic.</summary> + private readonly SMultiplayer Multiplayer; /// <summary>A callback to raise when receiving a message. This receives the incoming message, a method to send a message, and a callback to run the default logic.</summary> private readonly Action<IncomingMessage, Action<OutgoingMessage>, Action> OnProcessingMessage; - /// <summary>The peer connections.</summary> - private readonly Bimap<long, NetConnection> Peers; - /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> + /// <param name="multiplayer">SMAPI's implementation of the game's core multiplayer logic.</param> /// <param name="gameServer">The underlying game server.</param> - /// <param name="reflection">Simplifies access to private code.</param> - /// <param name="readFarmer">A method which reads farmer data from the given binary reader.</param> /// <param name="onProcessingMessage">A callback to raise when receiving a message. This receives the incoming message, a method to send a message, and a callback to run the default logic.</param> - public SLidgrenServer(IGameServer gameServer, Reflector reflection, Func<BinaryReader, NetFarmerRoot> readFarmer, Action<IncomingMessage, Action<OutgoingMessage>, Action> onProcessingMessage) + public SLidgrenServer(IGameServer gameServer, SMultiplayer multiplayer, Action<IncomingMessage, Action<OutgoingMessage>, Action> onProcessingMessage) : base(gameServer) { - this.ReadFarmer = readFarmer; + this.Multiplayer = multiplayer; this.OnProcessingMessage = onProcessingMessage; - this.Peers = reflection.GetField<Bimap<long, NetConnection>>(this, "peers").GetValue(); } /// <summary>Parse a data message from a client.</summary> /// <param name="rawMessage">The raw network message to parse.</param> - /// <remarks>This is an implementation of <see cref="LidgrenServer.parseDataMessageFromClient"/> which calls <see cref="OnProcessingMessage"/>. This method is invoked via <see cref="LidgrenServerPatch.Prefix_LidgrenServer_ParseDataMessageFromClient"/>.</remarks> [SuppressMessage("ReSharper", "AccessToDisposedClosure", Justification = "The callback is invoked synchronously.")] - public bool ParseDataMessageFromClient(NetIncomingMessage rawMessage) + protected override void parseDataMessageFromClient(NetIncomingMessage rawMessage) { // add hook to call multiplayer core NetConnection peer = rawMessage.SenderConnection; using (IncomingMessage message = new IncomingMessage()) - using (Stream readStream = (Stream)this.NetBufferReadStreamConstructor.Invoke(new object[] { rawMessage })) + using (Stream readStream = new NetBufferReadStream(rawMessage)) using (BinaryReader reader = new BinaryReader(readStream)) { while (rawMessage.LengthBits - rawMessage.Position >= 8) @@ -63,39 +49,16 @@ namespace StardewModdingAPI.Framework.Networking message.Read(reader); this.OnProcessingMessage(message, outgoing => this.sendMessage(rawMessage.SenderConnection, outgoing), () => { - if (this.Peers.ContainsLeft(message.FarmerID) && this.Peers[message.FarmerID] == peer) + if (this.peers.ContainsLeft(message.FarmerID) && this.peers[message.FarmerID] == peer) this.gameServer.processIncomingMessage(message); - else if (message.MessageType == Multiplayer.playerIntroduction) + else if (message.MessageType == StardewValley.Multiplayer.playerIntroduction) { - NetFarmerRoot farmer = this.ReadFarmer(message.Reader); - this.gameServer.checkFarmhandRequest("", farmer, msg => this.sendMessage(peer, msg), () => this.Peers[farmer.Value.UniqueMultiplayerID] = peer); + NetFarmerRoot farmer = this.Multiplayer.readFarmer(message.Reader); + this.gameServer.checkFarmhandRequest("", farmer, msg => this.sendMessage(peer, msg), () => this.peers[farmer.Value.UniqueMultiplayerID] = peer); } }); } } - - return false; - } - - - /********* - ** Private methods - *********/ - /// <summary>Get the constructor for the internal <c>NetBufferReadStream</c> type.</summary> - private static ConstructorInfo GetNetBufferReadStreamConstructor() - { - // get type - string typeName = $"StardewValley.Network.NetBufferReadStream, {Constants.GameAssemblyName}"; - Type type = Type.GetType(typeName); - if (type == null) - throw new InvalidOperationException($"Can't find type: {typeName}"); - - // get constructor - ConstructorInfo constructor = type.GetConstructor(new[] { typeof(NetBuffer) }); - if (constructor == null) - throw new InvalidOperationException($"Can't find constructor for type: {typeName}"); - - return constructor; } } } |