diff options
Diffstat (limited to 'src/SMAPI/Framework/SMultiplayer.cs')
-rw-r--r-- | src/SMAPI/Framework/SMultiplayer.cs | 339 |
1 files changed, 257 insertions, 82 deletions
diff --git a/src/SMAPI/Framework/SMultiplayer.cs b/src/SMAPI/Framework/SMultiplayer.cs index a151272e..e4f912d2 100644 --- a/src/SMAPI/Framework/SMultiplayer.cs +++ b/src/SMAPI/Framework/SMultiplayer.cs @@ -1,7 +1,9 @@ +using System; using System.Collections.Generic; using System.Linq; using Lidgren.Network; using Newtonsoft.Json; +using Newtonsoft.Json.Linq; using StardewModdingAPI.Framework.Events; using StardewModdingAPI.Framework.Networking; using StardewModdingAPI.Framework.Reflection; @@ -38,6 +40,9 @@ namespace StardewModdingAPI.Framework /// <summary>Whether SMAPI should log more detailed information.</summary> private readonly bool VerboseLogging; + /// <summary>A callback to invoke when a mod message is received.</summary> + private readonly Action<ModMessageModel> OnModMessageReceived; + /********* ** Accessors @@ -45,9 +50,15 @@ namespace StardewModdingAPI.Framework /// <summary>The message ID for a SMAPI message containing context about a player.</summary> public const byte ContextSyncMessageID = 255; + /// <summary>The message ID for a mod message.</summary> + public const byte ModMessageID = 254; + /// <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 @@ -59,7 +70,8 @@ namespace StardewModdingAPI.Framework /// <param name="modRegistry">Tracks the installed mods.</param> /// <param name="reflection">Simplifies access to private code.</param> /// <param name="verboseLogging">Whether SMAPI should log more detailed information.</param> - public SMultiplayer(IMonitor monitor, EventManager eventManager, JsonHelper jsonHelper, ModRegistry modRegistry, Reflector reflection, bool verboseLogging) + /// <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, bool verboseLogging, Action<ModMessageModel> onModMessageReceived) { this.Monitor = monitor; this.EventManager = eventManager; @@ -67,6 +79,7 @@ namespace StardewModdingAPI.Framework this.ModRegistry = modRegistry; this.Reflection = reflection; this.VerboseLogging = verboseLogging; + this.OnModMessageReceived = onModMessageReceived; this.DisconnectingFarmers = reflection.GetField<List<long>>(this, "disconnectingFarmers").GetValue(); } @@ -113,7 +126,7 @@ namespace StardewModdingAPI.Framework return server; } - /// <summary>Process an incoming network message from an unknown farmhand.</summary> + /// <summary>Process an incoming network message from an unknown farmhand, usually a player whose connection hasn't been approved yet.</summary> /// <param name="server">The server instance that received the connection.</param> /// <param name="rawMessage">The raw network message that was received.</param> /// <param name="message">The message to process.</param> @@ -123,69 +136,99 @@ namespace StardewModdingAPI.Framework if (!Game1.IsMasterGame) return; - // sync SMAPI context with connected instances - if (message.MessageType == SMultiplayer.ContextSyncMessageID) + switch (message.MessageType) { - // get server - if (!(server is SLidgrenServer customServer)) - { - this.Monitor.Log($"Received context from farmhand {message.FarmerID} via unknown client {server.GetType().FullName}. Mods will not be able to sync data to that player.", LogLevel.Warn); - return; - } - - // parse message - string data = message.Reader.ReadString(); - RemoteContextModel model = this.JsonHelper.Deserialise<RemoteContextModel>(data); - if (model.ApiVersion == null) - model = null; // no data available for unmodded players - - // log info - if (model != null) - this.Monitor.Log($"Received context for farmhand {message.FarmerID} running SMAPI {model.ApiVersion} with {model.Mods.Length} mods{(this.VerboseLogging ? $": {data}" : "")}.", LogLevel.Trace); - else - this.Monitor.Log($"Received context for farmhand {message.FarmerID} running vanilla{(this.VerboseLogging ? $": {data}" : "")}.", LogLevel.Trace); - - // store peer - MultiplayerPeer newPeer = this.Peers[message.FarmerID] = MultiplayerPeer.ForConnectionToFarmhand(message.FarmerID, model, customServer, rawMessage.SenderConnection); - - // reply with known contexts - if (this.VerboseLogging) - this.Monitor.Log(" Replying with context for current player...", LogLevel.Trace); - newPeer.SendMessage(new OutgoingMessage(SMultiplayer.ContextSyncMessageID, Game1.player.UniqueMultiplayerID, this.GetContextSyncMessageFields())); - foreach (MultiplayerPeer otherPeer in this.Peers.Values.Where(p => p.PlayerID != newPeer.PlayerID)) - { - if (this.VerboseLogging) - this.Monitor.Log($" Replying with context for player {otherPeer.PlayerID}...", LogLevel.Trace); - newPeer.SendMessage(new OutgoingMessage(SMultiplayer.ContextSyncMessageID, otherPeer.PlayerID, this.GetContextSyncMessageFields(otherPeer))); - } + // sync SMAPI context with connected instances + case SMultiplayer.ContextSyncMessageID: + { + // get server + if (!(server is SLidgrenServer customServer)) + { + this.Monitor.Log($"Received context from farmhand {message.FarmerID} via unknown client {server.GetType().FullName}. Mods will not be able to sync data to that player.", LogLevel.Warn); + return; + } + + // parse message + string data = message.Reader.ReadString(); + RemoteContextModel model = this.JsonHelper.Deserialise<RemoteContextModel>(data); + if (model.ApiVersion == null) + model = null; // no data available for unmodded players + + // log info + if (model != null) + this.Monitor.Log($"Received context for farmhand {message.FarmerID} running SMAPI {model.ApiVersion} with {model.Mods.Length} mods{(this.VerboseLogging ? $": {data}" : "")}.", LogLevel.Trace); + else + this.Monitor.Log($"Received context for farmhand {message.FarmerID} running vanilla{(this.VerboseLogging ? $": {data}" : "")}.", LogLevel.Trace); + + // store peer + MultiplayerPeer newPeer = this.Peers[message.FarmerID] = MultiplayerPeer.ForConnectionToFarmhand(message.FarmerID, model, customServer, rawMessage.SenderConnection); + + // reply with known contexts + this.VerboseLog(" Replying with context for current player..."); + newPeer.SendMessage(new OutgoingMessage(SMultiplayer.ContextSyncMessageID, Game1.player.UniqueMultiplayerID, this.GetContextSyncMessageFields())); + foreach (MultiplayerPeer otherPeer in this.Peers.Values.Where(p => p.PlayerID != newPeer.PlayerID)) + { + this.VerboseLog($" Replying with context for player {otherPeer.PlayerID}..."); + newPeer.SendMessage(new OutgoingMessage(SMultiplayer.ContextSyncMessageID, 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.VerboseLog($" Forwarding context to player {otherPeer.PlayerID}..."); + otherPeer.SendMessage(new OutgoingMessage(SMultiplayer.ContextSyncMessageID, newPeer.PlayerID, fields)); + } + } + } + break; - // forward to other peers - if (this.Peers.Count > 1) - { - object[] fields = this.GetContextSyncMessageFields(newPeer); - foreach (MultiplayerPeer otherPeer in this.Peers.Values.Where(p => p.PlayerID != newPeer.PlayerID)) + // handle intro from unmodded player + case Multiplayer.playerIntroduction: + if (!this.Peers.ContainsKey(message.FarmerID)) { - if (this.VerboseLogging) - this.Monitor.Log($" Forwarding context to player {otherPeer.PlayerID}...", LogLevel.Trace); - otherPeer.SendMessage(new OutgoingMessage(SMultiplayer.ContextSyncMessageID, newPeer.PlayerID, fields)); + // get server + if (!(server is SLidgrenServer customServer)) + { + this.Monitor.Log($"Received connection from farmhand {message.FarmerID} with unknown client {server.GetType().FullName}. Mods will not be able to sync data to that player.", LogLevel.Warn); + return; + } + + // store peer + this.Monitor.Log($"Received connection for vanilla player {message.FarmerID}.", LogLevel.Trace); + var peer = MultiplayerPeer.ForConnectionToFarmhand(message.FarmerID, null, customServer, rawMessage.SenderConnection); + this.Peers[message.FarmerID] = peer; + if (peer.IsHost) + this.HostPeer = peer; } - } + break; + + // handle mod message + case SMultiplayer.ModMessageID: + this.ReceiveModMessage(message); + break; } + } - // handle intro from unmodded player - else if (message.MessageType == Multiplayer.playerIntroduction && !this.Peers.ContainsKey(message.FarmerID)) + /// <summary>Process an incoming message from an approved connection.</summary> + /// <param name="message">The message to process.</param> + public override void processIncomingMessage(IncomingMessage message) + { + switch (message.MessageType) { - // get server - if (!(server is SLidgrenServer customServer)) - { - this.Monitor.Log($"Received connection from farmhand {message.FarmerID} with unknown client {server.GetType().FullName}. Mods will not be able to sync data to that player.", LogLevel.Warn); - return; - } - - // store peer - this.Monitor.Log($"Received connection for vanilla player {message.FarmerID}.", LogLevel.Trace); - this.Peers[message.FarmerID] = MultiplayerPeer.ForConnectionToFarmhand(message.FarmerID, null, customServer, rawMessage.SenderConnection); + // handle mod message + case SMultiplayer.ModMessageID: + this.ReceiveModMessage(message); + break; + + // let game process message + default: + base.processIncomingMessage(message); + break; } + } /// <summary>Process an incoming network message from the server.</summary> @@ -194,33 +237,50 @@ namespace StardewModdingAPI.Framework /// <returns>Returns whether the message was handled.</returns> public bool TryProcessMessageFromServer(SLidgrenClient client, IncomingMessage message) { - // receive SMAPI context from a connected player - if (message.MessageType == SMultiplayer.ContextSyncMessageID) + switch (message.MessageType) { - // parse message - string data = message.Reader.ReadString(); - RemoteContextModel model = this.JsonHelper.Deserialise<RemoteContextModel>(data); - - // log info - if (model != null) - this.Monitor.Log($"Received context for {(model.IsHost ? "host" : "farmhand")} {message.FarmerID} running SMAPI {model.ApiVersion} with {model.Mods.Length} mods{(this.VerboseLogging ? $": {data}" : "")}.", LogLevel.Trace); - else - this.Monitor.Log($"Received context for player {message.FarmerID} running vanilla{(this.VerboseLogging ? $": {data}" : "")}.", LogLevel.Trace); - - // store peer - this.Peers[message.FarmerID] = MultiplayerPeer.ForConnectionToHost(message.FarmerID, model, client); - return true; - } + // receive SMAPI context from a connected player + case SMultiplayer.ContextSyncMessageID: + { + // parse message + string data = message.Reader.ReadString(); + RemoteContextModel model = this.JsonHelper.Deserialise<RemoteContextModel>(data); + + // log info + if (model != null) + this.Monitor.Log($"Received context for {(model.IsHost ? "host" : "farmhand")} {message.FarmerID} running SMAPI {model.ApiVersion} with {model.Mods.Length} mods{(this.VerboseLogging ? $": {data}" : "")}.", LogLevel.Trace); + else + this.Monitor.Log($"Received context for player {message.FarmerID} running vanilla{(this.VerboseLogging ? $": {data}" : "")}.", LogLevel.Trace); + + // store peer + MultiplayerPeer peer = MultiplayerPeer.ForConnectionToHost(message.FarmerID, model, client); + this.Peers[message.FarmerID] = peer; + if (peer.IsHost) + this.HostPeer = peer; + } + return true; - // handle intro from unmodded player - if (message.MessageType == Multiplayer.playerIntroduction && !this.Peers.ContainsKey(message.FarmerID)) - { - // store peer - this.Monitor.Log($"Received connection for vanilla player {message.FarmerID}.", LogLevel.Trace); - this.Peers[message.FarmerID] = MultiplayerPeer.ForConnectionToHost(message.FarmerID, null, client); - } + // handle intro from unmodded player + case Multiplayer.playerIntroduction: + if (!this.Peers.ContainsKey(message.FarmerID)) + { + // store peer + this.Monitor.Log($"Received connection for vanilla player {message.FarmerID}.", LogLevel.Trace); + var peer = MultiplayerPeer.ForConnectionToHost(message.FarmerID, null, client); + this.Peers[message.FarmerID] = peer; + if (peer.IsHost) + this.HostPeer = peer; + } + return false; + + // handle mod message + case SMultiplayer.ModMessageID: + this.ReceiveModMessage(message); + return true; - return false; + default: + return false; + } } /// <summary>Remove players who are disconnecting.</summary> @@ -235,10 +295,117 @@ namespace StardewModdingAPI.Framework 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.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.VerboseLog($"Ignored '{messageType}' broadcast from mod {fromModID}: none of the specified player IDs are connected."); + return; + } + } + + // get data to send + ModMessageModel model = new ModMessageModel( + fromPlayerID: Game1.player.UniqueMultiplayerID, + fromModID: fromModID, + toModIDs: toModIDs, + toPlayerIDs: playerIDs?.ToArray(), + type: messageType, + data: JToken.FromObject(message) + ); + string data = JsonConvert.SerializeObject(model, Formatting.None); + + // log message + if (this.VerboseLogging) + this.Monitor.Log($"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(SMultiplayer.ModMessageID, peer.PlayerID, data)); + } + } + } + else if (this.HostPeer != null && this.HostPeer.HasSmapi) + this.HostPeer.SendMessage(new OutgoingMessage(SMultiplayer.ModMessageID, this.HostPeer.PlayerID, data)); + else + this.VerboseLog(" Can't send message because no valid connections were found."); + + } + /********* ** Private methods *********/ + /// <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.VerboseLogging) + this.Monitor.Log($"Received message: {json}."); + + // notify local mods + if (playerIDs.Contains(Game1.player.UniqueMultiplayerID)) + this.OnModMessageReceived(model); + + // forward to other players + if (Context.IsMainPlayer && playerIDs.Any(p => p != Game1.player.UniqueMultiplayerID)) + { + ModMessageModel newModel = new ModMessageModel(model); + foreach (long playerID in playerIDs) + { + if (playerID != Game1.player.UniqueMultiplayerID && playerID != model.FromPlayerID && this.Peers.TryGetValue(playerID, out MultiplayerPeer peer)) + { + newModel.ToPlayerIDs = new[] { peer.PlayerID }; + this.VerboseLog($" Forwarding message to player {peer.PlayerID}."); + peer.SendMessage(new OutgoingMessage(SMultiplayer.ModMessageID, 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() { @@ -271,7 +438,7 @@ namespace StardewModdingAPI.Framework RemoteContextModel model = new RemoteContextModel { - IsHost = peer.IsHostPlayer, + IsHost = peer.IsHost, Platform = peer.Platform.Value, ApiVersion = peer.ApiVersion, GameVersion = peer.GameVersion, @@ -287,5 +454,13 @@ namespace StardewModdingAPI.Framework return new object[] { this.JsonHelper.Serialise(model, Formatting.None) }; } + + /// <summary>Log a trace message if <see cref="VerboseLogging"/> is enabled.</summary> + /// <param name="message">The message to log.</param> + private void VerboseLog(string message) + { + if (this.VerboseLogging) + this.Monitor.Log(message, LogLevel.Trace); + } } } |