summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/Networking
diff options
context:
space:
mode:
Diffstat (limited to 'src/SMAPI/Framework/Networking')
-rw-r--r--src/SMAPI/Framework/Networking/MessageType.cs26
-rw-r--r--src/SMAPI/Framework/Networking/ModMessageModel.cs72
-rw-r--r--src/SMAPI/Framework/Networking/MultiplayerPeer.cs132
-rw-r--r--src/SMAPI/Framework/Networking/MultiplayerPeerMod.cs30
-rw-r--r--src/SMAPI/Framework/Networking/RemoteContextModModel.cs15
-rw-r--r--src/SMAPI/Framework/Networking/RemoteContextModel.cs24
-rw-r--r--src/SMAPI/Framework/Networking/SLidgrenClient.cs49
-rw-r--r--src/SMAPI/Framework/Networking/SLidgrenServer.cs148
8 files changed, 496 insertions, 0 deletions
diff --git a/src/SMAPI/Framework/Networking/MessageType.cs b/src/SMAPI/Framework/Networking/MessageType.cs
new file mode 100644
index 00000000..bd9acfa9
--- /dev/null
+++ b/src/SMAPI/Framework/Networking/MessageType.cs
@@ -0,0 +1,26 @@
+using StardewValley;
+
+namespace StardewModdingAPI.Framework.Networking
+{
+ /// <summary>Network message types recognised by SMAPI and Stardew Valley.</summary>
+ internal enum MessageType : byte
+ {
+ /*********
+ ** SMAPI
+ *********/
+ /// <summary>A data message intended for mods to consume.</summary>
+ ModMessage = 254,
+
+ /// <summary>Metadata context about a player synced by SMAPI.</summary>
+ ModContext = 255,
+
+ /*********
+ ** Vanilla
+ *********/
+ /// <summary>Metadata about the host server sent to a farmhand.</summary>
+ ServerIntroduction = Multiplayer.serverIntroduction,
+
+ /// <summary>Metadata about a player sent to a farmhand or server.</summary>
+ PlayerIntroduction = Multiplayer.playerIntroduction
+ }
+}
diff --git a/src/SMAPI/Framework/Networking/ModMessageModel.cs b/src/SMAPI/Framework/Networking/ModMessageModel.cs
new file mode 100644
index 00000000..7ee39863
--- /dev/null
+++ b/src/SMAPI/Framework/Networking/ModMessageModel.cs
@@ -0,0 +1,72 @@
+using System.Linq;
+using Newtonsoft.Json.Linq;
+
+namespace StardewModdingAPI.Framework.Networking
+{
+ /// <summary>The metadata for a mod message.</summary>
+ internal class ModMessageModel
+ {
+ /*********
+ ** Accessors
+ *********/
+ /****
+ ** Origin
+ ****/
+ /// <summary>The unique ID of the player who broadcast the message.</summary>
+ public long FromPlayerID { get; set; }
+
+ /// <summary>The unique ID of the mod which broadcast the message.</summary>
+ public string FromModID { get; set; }
+
+ /****
+ ** Destination
+ ****/
+ /// <summary>The players who should receive the message, or <c>null</c> for all players.</summary>
+ public long[] ToPlayerIDs { get; set; }
+
+ /// <summary>The mods which should receive the message, or <c>null</c> for all mods.</summary>
+ public string[] ToModIDs { get; set; }
+
+ /// <summary>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.</summary>
+ public string Type { get; set; }
+
+ /// <summary>The custom mod data being broadcast.</summary>
+ public JToken Data { get; set; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public ModMessageModel() { }
+
+ /// <summary>Construct an instance.</summary>
+ /// <param name="fromPlayerID">The unique ID of the player who broadcast the message.</param>
+ /// <param name="fromModID">The unique ID of the mod which broadcast the message.</param>
+ /// <param name="toPlayerIDs">The players who should receive the message, or <c>null</c> for all players.</param>
+ /// <param name="toModIDs">The mods which should receive the message, or <c>null</c> for all mods.</param>
+ /// <param name="type">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="data">The custom mod data being broadcast.</param>
+ public ModMessageModel(long fromPlayerID, string fromModID, long[] toPlayerIDs, string[] toModIDs, string type, JToken data)
+ {
+ this.FromPlayerID = fromPlayerID;
+ this.FromModID = fromModID;
+ this.ToPlayerIDs = toPlayerIDs;
+ this.ToModIDs = toModIDs;
+ this.Type = type;
+ this.Data = data;
+ }
+
+ /// <summary>Construct an instance.</summary>
+ /// <param name="message">The message to clone.</param>
+ public ModMessageModel(ModMessageModel message)
+ {
+ this.FromPlayerID = message.FromPlayerID;
+ this.FromModID = message.FromModID;
+ this.ToPlayerIDs = message.ToPlayerIDs?.ToArray();
+ this.ToModIDs = message.ToModIDs?.ToArray();
+ this.Type = message.Type;
+ this.Data = message.Data;
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/Networking/MultiplayerPeer.cs b/src/SMAPI/Framework/Networking/MultiplayerPeer.cs
new file mode 100644
index 00000000..7f0fa4f7
--- /dev/null
+++ b/src/SMAPI/Framework/Networking/MultiplayerPeer.cs
@@ -0,0 +1,132 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using Lidgren.Network;
+using StardewValley.Network;
+
+namespace StardewModdingAPI.Framework.Networking
+{
+ /// <summary>Metadata about a connected player.</summary>
+ internal class MultiplayerPeer : IMultiplayerPeer
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The server through which to send messages, if this is an incoming farmhand.</summary>
+ private readonly SLidgrenServer Server;
+
+ /// <summary>The client through which to send messages, if this is the host player.</summary>
+ private readonly SLidgrenClient Client;
+
+ /// <summary>The network connection to the player.</summary>
+ private readonly NetConnection ServerConnection;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The player's unique ID.</summary>
+ public long PlayerID { get; }
+
+ /// <summary>Whether this is a connection to the host player.</summary>
+ public bool IsHost { get; }
+
+ /// <summary>Whether the player has SMAPI installed.</summary>
+ public bool HasSmapi => this.ApiVersion != null;
+
+ /// <summary>The player's OS platform, if <see cref="HasSmapi"/> is true.</summary>
+ public GamePlatform? Platform { get; }
+
+ /// <summary>The installed version of Stardew Valley, if <see cref="HasSmapi"/> is true.</summary>
+ public ISemanticVersion GameVersion { get; }
+
+ /// <summary>The installed version of SMAPI, if <see cref="HasSmapi"/> is true.</summary>
+ public ISemanticVersion ApiVersion { get; }
+
+ /// <summary>The installed mods, if <see cref="HasSmapi"/> is true.</summary>
+ public IEnumerable<IMultiplayerPeerMod> Mods { get; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="playerID">The player's unique ID.</param>
+ /// <param name="model">The metadata to copy.</param>
+ /// <param name="server">The server through which to send messages.</param>
+ /// <param name="serverConnection">The server connection through which to send messages.</param>
+ /// <param name="client">The client through which to send messages.</param>
+ /// <param name="isHost">Whether this is a connection to the host player.</param>
+ public MultiplayerPeer(long playerID, RemoteContextModel model, SLidgrenServer server, NetConnection serverConnection, SLidgrenClient client, bool isHost)
+ {
+ this.PlayerID = playerID;
+ this.IsHost = isHost;
+ if (model != null)
+ {
+ this.Platform = model.Platform;
+ this.GameVersion = model.GameVersion;
+ this.ApiVersion = model.ApiVersion;
+ this.Mods = model.Mods.Select(mod => new MultiplayerPeerMod(mod)).ToArray();
+ }
+ this.Server = server;
+ this.ServerConnection = serverConnection;
+ this.Client = client;
+ }
+
+ /// <summary>Construct an instance for a connection to an incoming farmhand.</summary>
+ /// <param name="playerID">The player's unique ID.</param>
+ /// <param name="model">The metadata to copy, if available.</param>
+ /// <param name="server">The server through which to send messages.</param>
+ /// <param name="serverConnection">The server connection through which to send messages.</param>
+ public static MultiplayerPeer ForConnectionToFarmhand(long playerID, RemoteContextModel model, SLidgrenServer server, NetConnection serverConnection)
+ {
+ return new MultiplayerPeer(
+ playerID: playerID,
+ model: model,
+ server: server,
+ serverConnection: serverConnection,
+ client: null,
+ isHost: false
+ );
+ }
+
+ /// <summary>Construct an instance for a connection to the host player.</summary>
+ /// <param name="playerID">The player's unique ID.</param>
+ /// <param name="model">The metadata to copy.</param>
+ /// <param name="client">The client through which to send messages.</param>
+ /// <param name="isHost">Whether this connection is for the host player.</param>
+ public static MultiplayerPeer ForConnectionToHost(long playerID, RemoteContextModel model, SLidgrenClient client, bool isHost)
+ {
+ return new MultiplayerPeer(
+ playerID: playerID,
+ model: model,
+ server: null,
+ serverConnection: null,
+ client: client,
+ isHost: isHost
+ );
+ }
+
+ /// <summary>Get metadata for a mod installed by the player.</summary>
+ /// <param name="id">The unique mod ID.</param>
+ /// <returns>Returns the mod info, or <c>null</c> if the player doesn't have that mod.</returns>
+ public IMultiplayerPeerMod GetMod(string id)
+ {
+ if (string.IsNullOrWhiteSpace(id) || this.Mods == null || !this.Mods.Any())
+ return null;
+
+ id = id.Trim();
+ return this.Mods.FirstOrDefault(mod => mod.ID != null && mod.ID.Equals(id, StringComparison.InvariantCultureIgnoreCase));
+ }
+
+ /// <summary>Send a message to the given peer, bypassing the game's normal validation to allow messages before the connection is approved.</summary>
+ /// <param name="message">The message to send.</param>
+ public void SendMessage(OutgoingMessage message)
+ {
+ if (this.IsHost)
+ this.Client.sendMessage(message);
+ else
+ this.Server.SendMessage(this.ServerConnection, message);
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/Networking/MultiplayerPeerMod.cs b/src/SMAPI/Framework/Networking/MultiplayerPeerMod.cs
new file mode 100644
index 00000000..1b324bcd
--- /dev/null
+++ b/src/SMAPI/Framework/Networking/MultiplayerPeerMod.cs
@@ -0,0 +1,30 @@
+namespace StardewModdingAPI.Framework.Networking
+{
+ internal class MultiplayerPeerMod : IMultiplayerPeerMod
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The mod's display name.</summary>
+ public string Name { get; }
+
+ /// <summary>The unique mod ID.</summary>
+ public string ID { get; }
+
+ /// <summary>The mod version.</summary>
+ public ISemanticVersion Version { get; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="mod">The mod metadata.</param>
+ public MultiplayerPeerMod(RemoteContextModModel mod)
+ {
+ this.Name = mod.Name;
+ this.ID = mod.ID?.Trim();
+ this.Version = mod.Version;
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/Networking/RemoteContextModModel.cs b/src/SMAPI/Framework/Networking/RemoteContextModModel.cs
new file mode 100644
index 00000000..9795d971
--- /dev/null
+++ b/src/SMAPI/Framework/Networking/RemoteContextModModel.cs
@@ -0,0 +1,15 @@
+namespace StardewModdingAPI.Framework.Networking
+{
+ /// <summary>Metadata about an installed mod exchanged with connected computers.</summary>
+ public class RemoteContextModModel
+ {
+ /// <summary>The mod's display name.</summary>
+ public string Name { get; set; }
+
+ /// <summary>The unique mod ID.</summary>
+ public string ID { get; set; }
+
+ /// <summary>The mod version.</summary>
+ public ISemanticVersion Version { get; set; }
+ }
+}
diff --git a/src/SMAPI/Framework/Networking/RemoteContextModel.cs b/src/SMAPI/Framework/Networking/RemoteContextModel.cs
new file mode 100644
index 00000000..7befb151
--- /dev/null
+++ b/src/SMAPI/Framework/Networking/RemoteContextModel.cs
@@ -0,0 +1,24 @@
+namespace StardewModdingAPI.Framework.Networking
+{
+ /// <summary>Metadata about the game, SMAPI, and installed mods exchanged with connected computers.</summary>
+ internal class RemoteContextModel
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>Whether this player is the host player.</summary>
+ public bool IsHost { get; set; }
+
+ /// <summary>The game's platform version.</summary>
+ public GamePlatform Platform { get; set; }
+
+ /// <summary>The installed version of Stardew Valley.</summary>
+ public ISemanticVersion GameVersion { get; set; }
+
+ /// <summary>The installed version of SMAPI.</summary>
+ public ISemanticVersion ApiVersion { get; set; }
+
+ /// <summary>The installed mods.</summary>
+ public RemoteContextModModel[] Mods { get; set; }
+ }
+}
diff --git a/src/SMAPI/Framework/Networking/SLidgrenClient.cs b/src/SMAPI/Framework/Networking/SLidgrenClient.cs
new file mode 100644
index 00000000..c05e6b76
--- /dev/null
+++ b/src/SMAPI/Framework/Networking/SLidgrenClient.cs
@@ -0,0 +1,49 @@
+using System;
+using StardewValley.Network;
+
+namespace StardewModdingAPI.Framework.Networking
+{
+ /// <summary>A multiplayer client used to connect to a hosted server. This is an implementation of <see cref="LidgrenClient"/> with callbacks for SMAPI functionality.</summary>
+ internal class SLidgrenClient : LidgrenClient
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>A callback to raise when receiving a message. This receives the client instance, incoming message, and a callback to run the default logic.</summary>
+ private readonly Action<SLidgrenClient, IncomingMessage, Action> OnProcessingMessage;
+
+ /// <summary>A callback to raise when sending a message. This receives the client instance, outgoing message, and a callback to run the default logic.</summary>
+ private readonly Action<SLidgrenClient, 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 client instance, incoming message, and a callback to run the default logic.</param>
+ /// <param name="onSendingMessage">A callback to raise when sending a message. This receives the client instance, outgoing message, and a callback to run the default logic.</param>
+ public SLidgrenClient(string address, Action<SLidgrenClient, IncomingMessage, Action> onProcessingMessage, Action<SLidgrenClient, 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(this, message, () => 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(this, message, () => base.processIncomingMessage(message));
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/Networking/SLidgrenServer.cs b/src/SMAPI/Framework/Networking/SLidgrenServer.cs
new file mode 100644
index 00000000..060b433b
--- /dev/null
+++ b/src/SMAPI/Framework/Networking/SLidgrenServer.cs
@@ -0,0 +1,148 @@
+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
+{
+ /// <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 SLidgrenServer : LidgrenServer
+ {
+ /*********
+ ** Properties
+ *********/
+
+ /// <summary>The constructor for the internal <c>NetBufferReadStream</c> type.</summary>
+ private readonly ConstructorInfo NetBufferReadStreamConstructor = SLidgrenServer.GetNetBufferReadStreamConstructor();
+
+ /// <summary>The constructor for the internal <c>NetBufferWriteStream</c> type.</summary>
+ private readonly ConstructorInfo NetBufferWriteStreamConstructor = SLidgrenServer.GetNetBufferWriteStreamConstructor();
+
+ /// <summary>A method which reads farmer data from the given binary reader.</summary>
+ private readonly Func<BinaryReader, NetFarmerRoot> ReadFarmer;
+
+ /// <summary>A callback to raise when receiving a message. This receives the server instance, raw/parsed incoming message, and a callback to run the default logic.</summary>
+ private readonly Action<SLidgrenServer, NetIncomingMessage, IncomingMessage, Action> OnProcessingMessage;
+
+ /// <summary>A callback to raise when sending a message. This receives the server instance, outgoing connection, outgoing message, target player ID, and a callback to run the default logic.</summary>
+ private readonly Action<SLidgrenServer, NetConnection, OutgoingMessage, Action> OnSendingMessage;
+
+ /// <summary>The peer connections.</summary>
+ private readonly Bimap<long, NetConnection> Peers;
+
+ /// <summary>The underlying net server.</summary>
+ private readonly IReflectedField<NetServer> Server;
+
+
+ /*********
+ ** 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="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 server instance, raw/parsed incoming message, and a callback to run the default logic.</param>
+ /// <param name="onSendingMessage">A callback to raise when sending a message. This receives the server instance, outgoing connection, outgoing message, and a callback to run the default logic.</param>
+ public SLidgrenServer(IGameServer gameServer, Reflector reflection, Func<BinaryReader, NetFarmerRoot> readFarmer, Action<SLidgrenServer, NetIncomingMessage, IncomingMessage, Action> onProcessingMessage, Action<SLidgrenServer, NetConnection, OutgoingMessage, Action> onSendingMessage)
+ : base(gameServer)
+ {
+ this.ReadFarmer = readFarmer;
+ this.OnProcessingMessage = onProcessingMessage;
+ this.OnSendingMessage = onSendingMessage;
+ this.Peers = reflection.GetField<Bimap<long, NetConnection>>(this, "peers").GetValue();
+ this.Server = reflection.GetField<NetServer>(this, "server");
+ }
+
+ /// <summary>Send a message to a remote server.</summary>
+ /// <param name="connection">The network connection.</param>
+ /// <param name="message">The message to send.</param>
+ /// <remarks>This is an implementation of <see cref="LidgrenServer.sendMessage(NetConnection, OutgoingMessage)"/> which calls <see cref="OnSendingMessage"/>. This method is invoked via <see cref="LidgrenServerPatch.Prefix_LidgrenServer_SendMessage"/>.</remarks>
+ public void SendMessage(NetConnection connection, OutgoingMessage message)
+ {
+ this.OnSendingMessage(this, connection, message, () =>
+ {
+ NetServer server = this.Server.GetValue();
+ NetOutgoingMessage netMessage = server.CreateMessage();
+ using (Stream bufferWriteStream = (Stream)this.NetBufferWriteStreamConstructor.Invoke(new object[] { netMessage }))
+ using (BinaryWriter writer = new BinaryWriter(bufferWriteStream))
+ message.Write(writer);
+
+ server.SendMessage(netMessage, connection, NetDeliveryMethod.ReliableOrdered);
+ });
+ }
+
+ /// <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)
+ {
+ // 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 (BinaryReader reader = new BinaryReader(readStream))
+ {
+ while (rawMessage.LengthBits - rawMessage.Position >= 8)
+ {
+ message.Read(reader);
+ this.OnProcessingMessage(this, rawMessage, message, () =>
+ {
+ if (this.Peers.ContainsLeft(message.FarmerID) && this.Peers[message.FarmerID] == peer)
+ this.gameServer.processIncomingMessage(message);
+ else if (message.MessageType == Multiplayer.playerIntroduction)
+ {
+ NetFarmerRoot farmer = this.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;
+ }
+
+ /// <summary>Get the constructor for the internal <c>NetBufferWriteStream</c> type.</summary>
+ private static ConstructorInfo GetNetBufferWriteStreamConstructor()
+ {
+ // get type
+ string typeName = $"StardewValley.Network.NetBufferWriteStream, {Constants.GameAssemblyName}";
+ Type type = Type.GetType(typeName);
+ if (type == null)
+ throw new InvalidOperationException($"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;
+ }
+ }
+}