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-rw-r--r--src/SMAPI/Framework/Networking/SGalaxyNetServer.cs63
-rw-r--r--src/SMAPI/Framework/Networking/SLidgrenServer.cs59
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;
}
}
}