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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2018-11-14 00:57:52 -0500 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2018-11-14 00:57:52 -0500 |
commit | 8e1d45b3100453a11bcdf663d3567935c592098c (patch) | |
tree | 0a86c9a891e75f3462169b0f64a4ba2355272643 /src/SMAPI/Framework/Networking | |
parent | 77a7a0fe58186e49e24c41f47a2a33661afbc81c (diff) | |
download | SMAPI-8e1d45b3100453a11bcdf663d3567935c592098c.tar.gz SMAPI-8e1d45b3100453a11bcdf663d3567935c592098c.tar.bz2 SMAPI-8e1d45b3100453a11bcdf663d3567935c592098c.zip |
override Galaxy client/server to support context sync (#480)
This commit assumes the changes I requested in the game code to make GalaxyNetClient and GalaxyNetServer public are implemented in 1.3.32.
Diffstat (limited to 'src/SMAPI/Framework/Networking')
-rw-r--r-- | src/SMAPI/Framework/Networking/SGalaxyNetClient.cs | 52 | ||||
-rw-r--r-- | src/SMAPI/Framework/Networking/SGalaxyNetServer.cs | 96 |
2 files changed, 148 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/Networking/SGalaxyNetClient.cs b/src/SMAPI/Framework/Networking/SGalaxyNetClient.cs new file mode 100644 index 00000000..fddd423d --- /dev/null +++ b/src/SMAPI/Framework/Networking/SGalaxyNetClient.cs @@ -0,0 +1,52 @@ +using System; +using Galaxy.Api; +using StardewValley.Network; +using StardewValley.SDKs; + +namespace StardewModdingAPI.Framework.Networking +{ + /// <summary>A multiplayer client used to connect to a hosted server. This is an implementation of <see cref="GalaxyNetClient"/> with callbacks for SMAPI functionality.</summary> + internal class SGalaxyNetClient : GalaxyNetClient + { + /********* + ** Properties + *********/ + /// <summary>A callback to raise when receiving a message. This receives the incoming message, a method to send an arbitrary message, and a callback to run the default logic.</summary> + private readonly Action<IncomingMessage, Action<OutgoingMessage>, Action> OnProcessingMessage; + + /// <summary>A callback to raise when sending a message. This receives the outgoing message, a method to send an arbitrary message, and a callback to resume the default logic.</summary> + private readonly Action<OutgoingMessage, Action<OutgoingMessage>, Action> OnSendingMessage; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="address">The remote address being connected.</param> + /// <param name="onProcessingMessage">A callback to raise when receiving a message. This receives the incoming message, a method to send an arbitrary message, and a callback to run the default logic.</param> + /// <param name="onSendingMessage">A callback to raise when sending a message. This receives the outgoing message, a method to send an arbitrary message, and a callback to resume the default logic.</param> + public SGalaxyNetClient(GalaxyID address, Action<IncomingMessage, Action<OutgoingMessage>, Action> onProcessingMessage, Action<OutgoingMessage, Action<OutgoingMessage>, Action> onSendingMessage) + : base(address) + { + this.OnProcessingMessage = onProcessingMessage; + this.OnSendingMessage = onSendingMessage; + } + + /// <summary>Send a message to the connected peer.</summary> + public override void sendMessage(OutgoingMessage message) + { + this.OnSendingMessage(message, base.sendMessage, () => base.sendMessage(message)); + } + + + /********* + ** Protected methods + *********/ + /// <summary>Process an incoming network message.</summary> + /// <param name="message">The message to process.</param> + protected override void processIncomingMessage(IncomingMessage message) + { + this.OnProcessingMessage(message, base.sendMessage, () => base.processIncomingMessage(message)); + } + } +} diff --git a/src/SMAPI/Framework/Networking/SGalaxyNetServer.cs b/src/SMAPI/Framework/Networking/SGalaxyNetServer.cs new file mode 100644 index 00000000..99eae8ad --- /dev/null +++ b/src/SMAPI/Framework/Networking/SGalaxyNetServer.cs @@ -0,0 +1,96 @@ +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()); + } + }); + } + } + } +} |