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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2018-11-14 00:57:52 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2018-11-14 00:57:52 -0500
commit8e1d45b3100453a11bcdf663d3567935c592098c (patch)
tree0a86c9a891e75f3462169b0f64a4ba2355272643 /src/SMAPI/Framework/Networking
parent77a7a0fe58186e49e24c41f47a2a33661afbc81c (diff)
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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.cs52
-rw-r--r--src/SMAPI/Framework/Networking/SGalaxyNetServer.cs96
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());
+ }
+ });
+ }
+ }
+ }
+}