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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2018-11-19 13:48:19 -0500
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2018-11-19 13:48:19 -0500
commit593723b7940ba72a786fc4c7366c56f9813d977b (patch)
tree4d23fbef5bc5a20115f10ca04ae3379df78cc8e1 /src/SMAPI/Framework/SMultiplayer.cs
parent4f28ea33bd7cc65485402c5e85259083e86b49e1 (diff)
parent3dc27a5681dcfc4ae30e95570d9966f2e14a4dd7 (diff)
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Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Framework/SMultiplayer.cs')
-rw-r--r--src/SMAPI/Framework/SMultiplayer.cs484
1 files changed, 479 insertions, 5 deletions
diff --git a/src/SMAPI/Framework/SMultiplayer.cs b/src/SMAPI/Framework/SMultiplayer.cs
index 687b1922..629fce1d 100644
--- a/src/SMAPI/Framework/SMultiplayer.cs
+++ b/src/SMAPI/Framework/SMultiplayer.cs
@@ -1,9 +1,33 @@
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using Galaxy.Api;
+using Newtonsoft.Json;
+using Newtonsoft.Json.Linq;
+using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Events;
+using StardewModdingAPI.Framework.Networking;
+using StardewModdingAPI.Framework.Reflection;
+using StardewModdingAPI.Toolkit.Serialisation;
using StardewValley;
+using StardewValley.Network;
+using StardewValley.SDKs;
namespace StardewModdingAPI.Framework
{
/// <summary>SMAPI's implementation of the game's core multiplayer logic.</summary>
+ /// <remarks>
+ /// SMAPI syncs mod context to all players through the host as such:
+ /// 1. Farmhand sends ModContext + PlayerIntro.
+ /// 2. If host receives ModContext: it stores the context, replies with known contexts, and forwards it to other farmhands.
+ /// 3. If host receives PlayerIntro before ModContext: it stores a 'vanilla player' context, and forwards it to other farmhands.
+ /// 4. If farmhand receives ModContext: it stores it.
+ /// 5. If farmhand receives ServerIntro without a preceding ModContext: it stores a 'vanilla host' context.
+ /// 6. If farmhand receives PlayerIntro without a preceding ModContext AND it's not the host peer: it stores a 'vanilla player' context.
+ ///
+ /// Once a farmhand/server stored a context, messages can be sent to that player through the SMAPI APIs.
+ /// </remarks>
internal class SMultiplayer : Multiplayer
{
/*********
@@ -12,9 +36,31 @@ namespace StardewModdingAPI.Framework
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
+ /// <summary>Tracks the installed mods.</summary>
+ private readonly ModRegistry ModRegistry;
+
+ /// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
+ private readonly JsonHelper JsonHelper;
+
+ /// <summary>Simplifies access to private code.</summary>
+ private readonly Reflector Reflection;
+
/// <summary>Manages SMAPI events.</summary>
private readonly EventManager EventManager;
+ /// <summary>A callback to invoke when a mod message is received.</summary>
+ private readonly Action<ModMessageModel> OnModMessageReceived;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The metadata for each connected peer.</summary>
+ public IDictionary<long, MultiplayerPeer> Peers { get; } = new Dictionary<long, MultiplayerPeer>();
+
+ /// <summary>The metadata for the host player, if the current player is a farmhand.</summary>
+ public MultiplayerPeer HostPeer;
+
/*********
** Public methods
@@ -22,26 +68,454 @@ namespace StardewModdingAPI.Framework
/// <summary>Construct an instance.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="eventManager">Manages SMAPI events.</param>
- public SMultiplayer(IMonitor monitor, EventManager eventManager)
+ /// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
+ /// <param name="modRegistry">Tracks the installed mods.</param>
+ /// <param name="reflection">Simplifies access to private code.</param>
+ /// <param name="onModMessageReceived">A callback to invoke when a mod message is received.</param>
+ public SMultiplayer(IMonitor monitor, EventManager eventManager, JsonHelper jsonHelper, ModRegistry modRegistry, Reflector reflection, Action<ModMessageModel> onModMessageReceived)
{
this.Monitor = monitor;
this.EventManager = eventManager;
+ this.JsonHelper = jsonHelper;
+ this.ModRegistry = modRegistry;
+ this.Reflection = reflection;
+ this.OnModMessageReceived = onModMessageReceived;
}
/// <summary>Handle sync messages from other players and perform other initial sync logic.</summary>
public override void UpdateEarly()
{
- this.EventManager.Multiplayer_BeforeMainSync.Raise();
+ this.EventManager.Legacy_BeforeMainSync.Raise();
base.UpdateEarly();
- this.EventManager.Multiplayer_AfterMainSync.Raise();
+ this.EventManager.Legacy_AfterMainSync.Raise();
}
/// <summary>Broadcast sync messages to other players and perform other final sync logic.</summary>
public override void UpdateLate(bool forceSync = false)
{
- this.EventManager.Multiplayer_BeforeMainBroadcast.Raise();
+ this.EventManager.Legacy_BeforeMainBroadcast.Raise();
base.UpdateLate(forceSync);
- this.EventManager.Multiplayer_AfterMainBroadcast.Raise();
+ this.EventManager.Legacy_AfterMainBroadcast.Raise();
+ }
+
+ /// <summary>Initialise a client before the game connects to a remote server.</summary>
+ /// <param name="client">The client to initialise.</param>
+ public override Client InitClient(Client client)
+ {
+ switch (client)
+ {
+ case LidgrenClient _:
+ {
+ string address = this.Reflection.GetField<string>(client, "address").GetValue();
+ return new SLidgrenClient(address, this.OnClientProcessingMessage, this.OnClientSendingMessage);
+ }
+
+ case GalaxyNetClient _:
+ {
+ GalaxyID address = this.Reflection.GetField<GalaxyID>(client, "lobbyId").GetValue();
+ return new SGalaxyNetClient(address, this.OnClientProcessingMessage, this.OnClientSendingMessage);
+ }
+
+ default:
+ return client;
+ }
+ }
+
+ /// <summary>Initialise a server before the game connects to an incoming player.</summary>
+ /// <param name="server">The server to initialise.</param>
+ public override Server InitServer(Server server)
+ {
+ switch (server)
+ {
+ case LidgrenServer _:
+ {
+ IGameServer gameServer = this.Reflection.GetField<IGameServer>(server, "gameServer").GetValue();
+ return new SLidgrenServer(gameServer, this, this.OnServerProcessingMessage);
+ }
+
+ case GalaxyNetServer _:
+ {
+ IGameServer gameServer = this.Reflection.GetField<IGameServer>(server, "gameServer").GetValue();
+ return new SGalaxyNetServer(gameServer, this, this.OnServerProcessingMessage);
+ }
+
+ default:
+ return server;
+ }
+ }
+
+ /// <summary>A callback raised when sending a message as a farmhand.</summary>
+ /// <param name="message">The message being sent.</param>
+ /// <param name="sendMessage">Send an arbitrary message through the client.</param>
+ /// <param name="resume">Resume sending the underlying message.</param>
+ protected void OnClientSendingMessage(OutgoingMessage message, Action<OutgoingMessage> sendMessage, Action resume)
+ {
+ if (this.Monitor.IsVerbose)
+ this.Monitor.Log($"CLIENT SEND {(MessageType)message.MessageType} {message.FarmerID}", LogLevel.Trace);
+
+ switch (message.MessageType)
+ {
+ // sync mod context (step 1)
+ case (byte)MessageType.PlayerIntroduction:
+ sendMessage(new OutgoingMessage((byte)MessageType.ModContext, Game1.player.UniqueMultiplayerID, this.GetContextSyncMessageFields()));
+ resume();
+ break;
+
+ // run default logic
+ default:
+ resume();
+ break;
+ }
+ }
+
+ /// <summary>Process an incoming network message as the host player.</summary>
+ /// <param name="message">The message to process.</param>
+ /// <param name="sendMessage">A method which sends the given message to the client.</param>
+ /// <param name="resume">Process the message using the game's default logic.</param>
+ public void OnServerProcessingMessage(IncomingMessage message, Action<OutgoingMessage> sendMessage, Action resume)
+ {
+ if (this.Monitor.IsVerbose)
+ this.Monitor.Log($"SERVER RECV {(MessageType)message.MessageType} {message.FarmerID}", LogLevel.Trace);
+
+ switch (message.MessageType)
+ {
+ // sync mod context (step 2)
+ case (byte)MessageType.ModContext:
+ {
+ // parse message
+ RemoteContextModel model = this.ReadContext(message.Reader);
+ this.Monitor.Log($"Received context for farmhand {message.FarmerID} running {(model != null ? $"SMAPI {model.ApiVersion} with {model.Mods.Length} mods" : "vanilla")}.", LogLevel.Trace);
+
+ // store peer
+ MultiplayerPeer newPeer = new MultiplayerPeer(message.FarmerID, model, sendMessage, isHost: false);
+ if (this.Peers.ContainsKey(message.FarmerID))
+ {
+ this.Monitor.Log($"Rejected mod context from farmhand {message.FarmerID}: already received context for that player.", LogLevel.Error);
+ return;
+ }
+ this.AddPeer(newPeer, canBeHost: false, raiseEvent: false);
+
+ // reply with own context
+ this.Monitor.VerboseLog(" Replying with host context...");
+ newPeer.SendMessage(new OutgoingMessage((byte)MessageType.ModContext, Game1.player.UniqueMultiplayerID, this.GetContextSyncMessageFields()));
+
+ // reply with other players' context
+ foreach (MultiplayerPeer otherPeer in this.Peers.Values.Where(p => p.PlayerID != newPeer.PlayerID))
+ {
+ this.Monitor.VerboseLog($" Replying with context for player {otherPeer.PlayerID}...");
+ newPeer.SendMessage(new OutgoingMessage((byte)MessageType.ModContext, otherPeer.PlayerID, this.GetContextSyncMessageFields(otherPeer)));
+ }
+
+ // forward to other peers
+ if (this.Peers.Count > 1)
+ {
+ object[] fields = this.GetContextSyncMessageFields(newPeer);
+ foreach (MultiplayerPeer otherPeer in this.Peers.Values.Where(p => p.PlayerID != newPeer.PlayerID))
+ {
+ this.Monitor.VerboseLog($" Forwarding context to player {otherPeer.PlayerID}...");
+ otherPeer.SendMessage(new OutgoingMessage((byte)MessageType.ModContext, newPeer.PlayerID, fields));
+ }
+ }
+
+ // raise event
+ this.EventManager.PeerContextReceived.Raise(new PeerContextReceivedEventArgs(newPeer));
+ }
+ break;
+
+ // handle player intro
+ case (byte)MessageType.PlayerIntroduction:
+ // store peer if new
+ if (!this.Peers.ContainsKey(message.FarmerID))
+ {
+ this.Monitor.Log($"Received connection for vanilla player {message.FarmerID}.", LogLevel.Trace);
+ MultiplayerPeer peer = new MultiplayerPeer(message.FarmerID, null, sendMessage, isHost: false);
+ this.AddPeer(peer, canBeHost: false);
+ }
+
+ resume();
+ break;
+
+ // handle mod message
+ case (byte)MessageType.ModMessage:
+ this.ReceiveModMessage(message);
+ break;
+
+ default:
+ resume();
+ break;
+ }
+ }
+
+ /// <summary>Process an incoming network message as a farmhand.</summary>
+ /// <param name="message">The message to process.</param>
+ /// <param name="sendMessage">Send an arbitrary message through the client.</param>
+ /// <param name="resume">Resume processing the message using the game's default logic.</param>
+ /// <returns>Returns whether the message was handled.</returns>
+ public void OnClientProcessingMessage(IncomingMessage message, Action<OutgoingMessage> sendMessage, Action resume)
+ {
+ if (this.Monitor.IsVerbose)
+ this.Monitor.Log($"CLIENT RECV {(MessageType)message.MessageType} {message.FarmerID}", LogLevel.Trace);
+
+ switch (message.MessageType)
+ {
+ // mod context sync (step 4)
+ case (byte)MessageType.ModContext:
+ {
+ // parse message
+ RemoteContextModel model = this.ReadContext(message.Reader);
+ this.Monitor.Log($"Received context for {(model?.IsHost == true ? "host" : "farmhand")} {message.FarmerID} running {(model != null ? $"SMAPI {model.ApiVersion} with {model.Mods.Length} mods" : "vanilla")}.", LogLevel.Trace);
+
+ // store peer
+ MultiplayerPeer peer = new MultiplayerPeer(message.FarmerID, model, sendMessage, isHost: model?.IsHost ?? this.HostPeer == null);
+ if (peer.IsHost && this.HostPeer != null)
+ {
+ this.Monitor.Log($"Rejected mod context from host player {peer.PlayerID}: already received host data from {(peer.PlayerID == this.HostPeer.PlayerID ? "that player" : $"player {peer.PlayerID}")}.", LogLevel.Error);
+ return;
+ }
+ this.AddPeer(peer, canBeHost: true);
+ }
+ break;
+
+ // handle server intro
+ case (byte)MessageType.ServerIntroduction:
+ {
+ // store peer
+ if (!this.Peers.ContainsKey(message.FarmerID) && this.HostPeer == null)
+ {
+ this.Monitor.Log($"Received connection for vanilla host {message.FarmerID}.", LogLevel.Trace);
+ this.AddPeer(new MultiplayerPeer(message.FarmerID, null, sendMessage, isHost: true), canBeHost: false);
+ }
+ resume();
+ break;
+ }
+
+ // handle player intro
+ case (byte)MessageType.PlayerIntroduction:
+ {
+ // store peer
+ if (!this.Peers.TryGetValue(message.FarmerID, out MultiplayerPeer peer))
+ {
+ peer = new MultiplayerPeer(message.FarmerID, null, sendMessage, isHost: this.HostPeer == null);
+ this.Monitor.Log($"Received connection for vanilla {(peer.IsHost ? "host" : "farmhand")} {message.FarmerID}.", LogLevel.Trace);
+ this.AddPeer(peer, canBeHost: true);
+ }
+
+ resume();
+ break;
+ }
+
+ // handle mod message
+ case (byte)MessageType.ModMessage:
+ this.ReceiveModMessage(message);
+ break;
+
+ default:
+ resume();
+ break;
+ }
+ }
+
+ /// <summary>Remove players who are disconnecting.</summary>
+ protected override void removeDisconnectedFarmers()
+ {
+ foreach (long playerID in this.disconnectingFarmers)
+ {
+ if (this.Peers.TryGetValue(playerID, out MultiplayerPeer peer))
+ {
+ this.Monitor.Log($"Player quit: {playerID}", LogLevel.Trace);
+ this.Peers.Remove(playerID);
+ this.EventManager.PeerDisconnected.Raise(new PeerDisconnectedEventArgs(peer));
+ }
+ }
+
+ base.removeDisconnectedFarmers();
+ }
+
+ /// <summary>Broadcast a mod message to matching players.</summary>
+ /// <param name="message">The data to send over the network.</param>
+ /// <param name="messageType">A message type which receiving mods can use to decide whether it's the one they want to handle, like <c>SetPlayerLocation</c>. This doesn't need to be globally unique, since mods should check the originating mod ID.</param>
+ /// <param name="fromModID">The unique ID of the mod sending the message.</param>
+ /// <param name="toModIDs">The mod IDs which should receive the message on the destination computers, or <c>null</c> for all mods. Specifying mod IDs is recommended to improve performance, unless it's a general-purpose broadcast.</param>
+ /// <param name="toPlayerIDs">The <see cref="Farmer.UniqueMultiplayerID" /> values for the players who should receive the message, or <c>null</c> for all players. If you don't need to broadcast to all players, specifying player IDs is recommended to reduce latency.</param>
+ public void BroadcastModMessage<TMessage>(TMessage message, string messageType, string fromModID, string[] toModIDs, long[] toPlayerIDs)
+ {
+ // validate
+ if (message == null)
+ throw new ArgumentNullException(nameof(message));
+ if (string.IsNullOrWhiteSpace(messageType))
+ throw new ArgumentNullException(nameof(messageType));
+ if (string.IsNullOrWhiteSpace(fromModID))
+ throw new ArgumentNullException(nameof(fromModID));
+ if (!this.Peers.Any())
+ {
+ this.Monitor.VerboseLog($"Ignored '{messageType}' broadcast from mod {fromModID}: not connected to any players.");
+ return;
+ }
+
+ // filter player IDs
+ HashSet<long> playerIDs = null;
+ if (toPlayerIDs != null && toPlayerIDs.Any())
+ {
+ playerIDs = new HashSet<long>(toPlayerIDs);
+ playerIDs.RemoveWhere(id => !this.Peers.ContainsKey(id));
+ if (!playerIDs.Any())
+ {
+ this.Monitor.VerboseLog($"Ignored '{messageType}' broadcast from mod {fromModID}: none of the specified player IDs are connected.");
+ return;
+ }
+ }
+
+ // get data to send
+ ModMessageModel model = new ModMessageModel(
+ fromPlayerID: Game1.player.UniqueMultiplayerID,
+ fromModID: fromModID,
+ toModIDs: toModIDs,
+ toPlayerIDs: playerIDs?.ToArray(),
+ type: messageType,
+ data: JToken.FromObject(message)
+ );
+ string data = JsonConvert.SerializeObject(model, Formatting.None);
+
+ // log message
+ if (this.Monitor.IsVerbose)
+ this.Monitor.Log($"Broadcasting '{messageType}' message: {data}.", LogLevel.Trace);
+
+ // send message
+ if (Context.IsMainPlayer)
+ {
+ foreach (MultiplayerPeer peer in this.Peers.Values)
+ {
+ if (playerIDs == null || playerIDs.Contains(peer.PlayerID))
+ {
+ model.ToPlayerIDs = new[] { peer.PlayerID };
+ peer.SendMessage(new OutgoingMessage((byte)MessageType.ModMessage, peer.PlayerID, data));
+ }
+ }
+ }
+ else if (this.HostPeer != null && this.HostPeer.HasSmapi)
+ this.HostPeer.SendMessage(new OutgoingMessage((byte)MessageType.ModMessage, this.HostPeer.PlayerID, data));
+ else
+ this.Monitor.VerboseLog(" Can't send message because no valid connections were found.");
+
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Save a received peer.</summary>
+ /// <param name="peer">The peer to add.</param>
+ /// <param name="canBeHost">Whether to track the peer as the host if applicable.</param>
+ /// <param name="raiseEvent">Whether to raise the <see cref="Events.EventManager.PeerContextReceived"/> event.</param>
+ private void AddPeer(MultiplayerPeer peer, bool canBeHost, bool raiseEvent = true)
+ {
+ // store
+ this.Peers[peer.PlayerID] = peer;
+ if (canBeHost && peer.IsHost)
+ this.HostPeer = peer;
+
+ // raise event
+ if (raiseEvent)
+ this.EventManager.PeerContextReceived.Raise(new PeerContextReceivedEventArgs(peer));
+ }
+
+ /// <summary>Read the metadata context for a player.</summary>
+ /// <param name="reader">The stream reader.</param>
+ private RemoteContextModel ReadContext(BinaryReader reader)
+ {
+ string data = reader.ReadString();
+ RemoteContextModel model = this.JsonHelper.Deserialise<RemoteContextModel>(data);
+ return model.ApiVersion != null
+ ? model
+ : null; // no data available for unmodded players
+ }
+
+ /// <summary>Receive a mod message sent from another player's mods.</summary>
+ /// <param name="message">The raw message to parse.</param>
+ private void ReceiveModMessage(IncomingMessage message)
+ {
+ // parse message
+ string json = message.Reader.ReadString();
+ ModMessageModel model = this.JsonHelper.Deserialise<ModMessageModel>(json);
+ HashSet<long> playerIDs = new HashSet<long>(model.ToPlayerIDs ?? this.GetKnownPlayerIDs());
+ if (this.Monitor.IsVerbose)
+ this.Monitor.Log($"Received message: {json}.");
+
+ // notify local mods
+ if (playerIDs.Contains(Game1.player.UniqueMultiplayerID))
+ this.OnModMessageReceived(model);
+
+ // forward to other players
+ if (Context.IsMainPlayer && playerIDs.Any(p => p != Game1.player.UniqueMultiplayerID))
+ {
+ ModMessageModel newModel = new ModMessageModel(model);
+ foreach (long playerID in playerIDs)
+ {
+ if (playerID != Game1.player.UniqueMultiplayerID && playerID != model.FromPlayerID && this.Peers.TryGetValue(playerID, out MultiplayerPeer peer))
+ {
+ newModel.ToPlayerIDs = new[] { peer.PlayerID };
+ this.Monitor.VerboseLog($" Forwarding message to player {peer.PlayerID}.");
+ peer.SendMessage(new OutgoingMessage((byte)MessageType.ModMessage, peer.PlayerID, this.JsonHelper.Serialise(newModel, Formatting.None)));
+ }
+ }
+ }
+ }
+
+ /// <summary>Get all connected player IDs, including the current player.</summary>
+ private IEnumerable<long> GetKnownPlayerIDs()
+ {
+ yield return Game1.player.UniqueMultiplayerID;
+ foreach (long peerID in this.Peers.Keys)
+ yield return peerID;
+ }
+
+ /// <summary>Get the fields to include in a context sync message sent to other players.</summary>
+ private object[] GetContextSyncMessageFields()
+ {
+ RemoteContextModel model = new RemoteContextModel
+ {
+ IsHost = Context.IsWorldReady && Context.IsMainPlayer,
+ Platform = Constants.TargetPlatform,
+ ApiVersion = Constants.ApiVersion,
+ GameVersion = Constants.GameVersion,
+ Mods = this.ModRegistry
+ .GetAll()
+ .Select(mod => new RemoteContextModModel
+ {
+ ID = mod.Manifest.UniqueID,
+ Name = mod.Manifest.Name,
+ Version = mod.Manifest.Version
+ })
+ .ToArray()
+ };
+
+ return new object[] { this.JsonHelper.Serialise(model, Formatting.None) };
+ }
+
+ /// <summary>Get the fields to include in a context sync message sent to other players.</summary>
+ /// <param name="peer">The peer whose data to represent.</param>
+ private object[] GetContextSyncMessageFields(IMultiplayerPeer peer)
+ {
+ if (!peer.HasSmapi)
+ return new object[] { "{}" };
+
+ RemoteContextModel model = new RemoteContextModel
+ {
+ IsHost = peer.IsHost,
+ Platform = peer.Platform.Value,
+ ApiVersion = peer.ApiVersion,
+ GameVersion = peer.GameVersion,
+ Mods = peer.Mods
+ .Select(mod => new RemoteContextModModel
+ {
+ ID = mod.ID,
+ Name = mod.Name,
+ Version = mod.Version
+ })
+ .ToArray()
+ };
+
+ return new object[] { this.JsonHelper.Serialise(model, Formatting.None) };
}
}
}