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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2018-11-14 01:36:43 -0500 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2018-11-14 01:36:43 -0500 |
commit | 15acbc8f230dd2c4ba394960cdcc12a22a831bbf (patch) | |
tree | d46a0b646eb8a9248f91af345e0284bc7ecf1fce /src/SMAPI/Framework/Networking | |
parent | 8e1d45b3100453a11bcdf663d3567935c592098c (diff) | |
download | SMAPI-15acbc8f230dd2c4ba394960cdcc12a22a831bbf.tar.gz SMAPI-15acbc8f230dd2c4ba394960cdcc12a22a831bbf.tar.bz2 SMAPI-15acbc8f230dd2c4ba394960cdcc12a22a831bbf.zip |
patch GalaxyNetServer to support context sync pending game code changes to make it public (#480)
Diffstat (limited to 'src/SMAPI/Framework/Networking')
-rw-r--r-- | src/SMAPI/Framework/Networking/SGalaxyNetServer.cs | 96 |
1 files changed, 0 insertions, 96 deletions
diff --git a/src/SMAPI/Framework/Networking/SGalaxyNetServer.cs b/src/SMAPI/Framework/Networking/SGalaxyNetServer.cs deleted file mode 100644 index 99eae8ad..00000000 --- a/src/SMAPI/Framework/Networking/SGalaxyNetServer.cs +++ /dev/null @@ -1,96 +0,0 @@ -using System; -using System.IO; -using Galaxy.Api; -using StardewModdingAPI.Framework.Reflection; -using StardewValley; -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>The peer connections.</summary> - private readonly Bimap<long, ulong> Peers; - - /// <summary>The underlying net server.</summary> - private readonly IReflectedField<GalaxySocket> Server; - - /// <summary>The underlying method which handles incoming connections.</summary> - private readonly Action<GalaxyID> BaseReceiveConnection; - - /// <summary>The underlying method which handles incoming disconnections.</summary> - private readonly Action<GalaxyID> BaseReceiveDisconnect; - - /// <summary>The underlying method which handles incoming errors.</summary> - private readonly Action<string> BaseReceiveError; - - - /********* - ** Public methods - *********/ - /// <summary>Construct an instance.</summary> - /// <param name="gameServer">The underlying game server.</param> - /// <param name="reflection">Simplifies access to private code.</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, Reflector reflection, Action<IncomingMessage, Action<OutgoingMessage>, Action> onProcessingMessage) - : base(gameServer) - { - this.OnProcessingMessage = onProcessingMessage; - this.Peers = reflection.GetField<Bimap<long, ulong>>(this, "peers").GetValue(); - this.Server = reflection.GetField<GalaxySocket>(this, "server"); - - this.BaseReceiveConnection = (Action<GalaxyID>)Delegate.CreateDelegate(typeof(Action<GalaxyID>), this, reflection.GetMethod(this, "onReceiveConnection").MethodInfo); - this.BaseReceiveDisconnect = (Action<GalaxyID>)Delegate.CreateDelegate(typeof(Action<GalaxyID>), this, reflection.GetMethod(this, "onReceiveDisconnect").MethodInfo); - this.BaseReceiveError = (Action<string>)Delegate.CreateDelegate(typeof(Action<string>), this, reflection.GetMethod(this, "onReceiveError").MethodInfo); - } - - /// <summary>Receive and process messages from the client.</summary> - public override void receiveMessages() - { - GalaxySocket server = this.Server.GetValue(); - if (server == null) - return; - - server.Receive(this.BaseReceiveConnection, this.OnReceiveMessage, this.BaseReceiveDisconnect, this.BaseReceiveError); - server.Heartbeat(server.LobbyMembers()); - foreach (GalaxyID connection in server.Connections) - { - if (server.GetPingWith(connection) > 30000L) - server.Kick(connection); - } - } - - /// <summary>Read and process a message from the client.</summary> - /// <param name="peerID">The Galaxy peer ID.</param> - /// <param name="data">The data to process.</param> - private void OnReceiveMessage(GalaxyID peerID, Stream data) - { - using (IncomingMessage message = new IncomingMessage()) - using (BinaryReader reader = new BinaryReader(data)) - { - message.Read(reader); - this.OnProcessingMessage(message, outgoing => this.sendMessage(peerID, outgoing), () => - { - if (this.Peers.ContainsLeft(message.FarmerID) && (long)this.Peers[message.FarmerID] == (long)peerID.ToUint64()) - { - this.gameServer.processIncomingMessage(message); - } - else if (message.MessageType == Multiplayer.playerIntroduction) - { - NetFarmerRoot farmer = Game1.multiplayer.readFarmer(message.Reader); - GalaxyID capturedPeer = new GalaxyID(peerID.ToUint64()); - this.gameServer.checkFarmhandRequest(Convert.ToString(peerID.ToUint64()), farmer, msg => this.sendMessage(capturedPeer, msg), () => this.Peers[farmer.Value.UniqueMultiplayerID] = capturedPeer.ToUint64()); - } - }); - } - } - } -} |