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-rw-r--r--src/SMAPI/Framework/Networking/MultiplayerPeer.cs60
-rw-r--r--src/SMAPI/Framework/Networking/SGalaxyNetClient.cs52
-rw-r--r--src/SMAPI/Framework/Networking/SGalaxyNetServer.cs63
-rw-r--r--src/SMAPI/Framework/Networking/SLidgrenClient.cs19
-rw-r--r--src/SMAPI/Framework/Networking/SLidgrenServer.cs114
-rw-r--r--src/SMAPI/Framework/SCore.cs11
-rw-r--r--src/SMAPI/Framework/SMultiplayer.cs90
-rw-r--r--src/SMAPI/Patches/LidgrenServerPatch.cs89
-rw-r--r--src/SMAPI/StardewModdingAPI.csproj9
9 files changed, 201 insertions, 306 deletions
diff --git a/src/SMAPI/Framework/Networking/MultiplayerPeer.cs b/src/SMAPI/Framework/Networking/MultiplayerPeer.cs
index 7f0fa4f7..44a71978 100644
--- a/src/SMAPI/Framework/Networking/MultiplayerPeer.cs
+++ b/src/SMAPI/Framework/Networking/MultiplayerPeer.cs
@@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
-using Lidgren.Network;
using StardewValley.Network;
namespace StardewModdingAPI.Framework.Networking
@@ -12,14 +11,8 @@ namespace StardewModdingAPI.Framework.Networking
/*********
** 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;
+ /// <summary>A method which sends a message to the peer.</summary>
+ private readonly Action<OutgoingMessage> SendMessageImpl;
/*********
@@ -53,11 +46,9 @@ namespace StardewModdingAPI.Framework.Networking
/// <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="sendMessage">A method which sends a message to the peer.</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)
+ public MultiplayerPeer(long playerID, RemoteContextModel model, Action<OutgoingMessage> sendMessage, bool isHost)
{
this.PlayerID = playerID;
this.IsHost = isHost;
@@ -68,43 +59,7 @@ namespace StardewModdingAPI.Framework.Networking
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
- );
+ this.SendMessageImpl = sendMessage;
}
/// <summary>Get metadata for a mod installed by the player.</summary>
@@ -123,10 +78,7 @@ namespace StardewModdingAPI.Framework.Networking
/// <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);
+ this.SendMessageImpl(message);
}
}
}
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..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/SLidgrenClient.cs b/src/SMAPI/Framework/Networking/SLidgrenClient.cs
index c05e6b76..02d9d68f 100644
--- a/src/SMAPI/Framework/Networking/SLidgrenClient.cs
+++ b/src/SMAPI/Framework/Networking/SLidgrenClient.cs
@@ -9,20 +9,21 @@ namespace StardewModdingAPI.Framework.Networking
/*********
** 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 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;
- /// <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)
+ /// <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 SLidgrenClient(string address, Action<IncomingMessage, Action<OutgoingMessage>, Action> onProcessingMessage, Action<OutgoingMessage, Action<OutgoingMessage>, Action> onSendingMessage)
: base(address)
{
this.OnProcessingMessage = onProcessingMessage;
@@ -32,7 +33,7 @@ namespace StardewModdingAPI.Framework.Networking
/// <summary>Send a message to the connected peer.</summary>
public override void sendMessage(OutgoingMessage message)
{
- this.OnSendingMessage(this, message, () => base.sendMessage(message));
+ this.OnSendingMessage(message, base.sendMessage, () => base.sendMessage(message));
}
@@ -43,7 +44,7 @@ namespace StardewModdingAPI.Framework.Networking
/// <param name="message">The message to process.</param>
protected override void processIncomingMessage(IncomingMessage message)
{
- this.OnProcessingMessage(this, message, () => base.processIncomingMessage(message));
+ this.OnProcessingMessage(message, base.sendMessage, () => base.processIncomingMessage(message));
}
}
}
diff --git a/src/SMAPI/Framework/Networking/SLidgrenServer.cs b/src/SMAPI/Framework/Networking/SLidgrenServer.cs
index 060b433b..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
@@ -16,133 +12,53 @@ namespace StardewModdingAPI.Framework.Networking
/*********
** Properties
*********/
+ /// <summary>SMAPI's implementation of the game's core multiplayer logic.</summary>
+ private readonly SMultiplayer Multiplayer;
- /// <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;
+ /// <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;
/*********
** 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 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)
+ /// <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, SMultiplayer multiplayer, Action<IncomingMessage, Action<OutgoingMessage>, Action> onProcessingMessage)
: base(gameServer)
{
- this.ReadFarmer = readFarmer;
+ this.Multiplayer = multiplayer;
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)
+ 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)
{
message.Read(reader);
- this.OnProcessingMessage(this, rawMessage, message, () =>
+ 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;
- }
-
- /// <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($"Can't find constructor for type: {typeName}");
-
- return constructor;
}
}
}
diff --git a/src/SMAPI/Framework/SCore.cs b/src/SMAPI/Framework/SCore.cs
index 7e5b6e02..128659c7 100644
--- a/src/SMAPI/Framework/SCore.cs
+++ b/src/SMAPI/Framework/SCore.cs
@@ -136,6 +136,10 @@ namespace StardewModdingAPI.Framework
this.EventManager = new EventManager(this.Monitor, this.ModRegistry);
this.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry);
+ // redirect direct console output
+ if (this.MonitorForGame.WriteToConsole)
+ this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(this.MonitorForGame, message);
+
// inject deprecation managers
SemanticVersion.DeprecationManager = this.DeprecationManager;
@@ -165,8 +169,7 @@ namespace StardewModdingAPI.Framework
// apply game patches
new GamePatcher(this.Monitor).Apply(
- new DialogueErrorPatch(this.MonitorForGame, this.Reflection),
- new LidgrenServerPatch()
+ new DialogueErrorPatch(this.MonitorForGame, this.Reflection)
);
}
@@ -344,10 +347,6 @@ namespace StardewModdingAPI.Framework
/// <summary>Initialise SMAPI and mods after the game starts.</summary>
private void InitialiseAfterGameStart()
{
- // redirect direct console output
- if (this.MonitorForGame.WriteToConsole)
- this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(this.MonitorForGame, message);
-
// add headers
if (this.Settings.DeveloperMode)
this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info);
diff --git a/src/SMAPI/Framework/SMultiplayer.cs b/src/SMAPI/Framework/SMultiplayer.cs
index dc9b8b68..629fce1d 100644
--- a/src/SMAPI/Framework/SMultiplayer.cs
+++ b/src/SMAPI/Framework/SMultiplayer.cs
@@ -2,7 +2,7 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
-using Lidgren.Network;
+using Galaxy.Api;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using StardewModdingAPI.Events;
@@ -12,6 +12,7 @@ using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Toolkit.Serialisation;
using StardewValley;
using StardewValley.Network;
+using StardewValley.SDKs;
namespace StardewModdingAPI.Framework
{
@@ -47,9 +48,6 @@ namespace StardewModdingAPI.Framework
/// <summary>Manages SMAPI events.</summary>
private readonly EventManager EventManager;
- /// <summary>The players who are currently disconnecting.</summary>
- private readonly IList<long> DisconnectingFarmers;
-
/// <summary>A callback to invoke when a mod message is received.</summary>
private readonly Action<ModMessageModel> OnModMessageReceived;
@@ -82,8 +80,6 @@ namespace StardewModdingAPI.Framework
this.ModRegistry = modRegistry;
this.Reflection = reflection;
this.OnModMessageReceived = onModMessageReceived;
-
- this.DisconnectingFarmers = reflection.GetField<List<long>>(this, "disconnectingFarmers").GetValue();
}
/// <summary>Handle sync messages from other players and perform other initial sync logic.</summary>
@@ -106,46 +102,53 @@ namespace StardewModdingAPI.Framework
/// <param name="client">The client to initialise.</param>
public override Client InitClient(Client client)
{
- if (client is LidgrenClient)
+ switch (client)
{
- string address = this.Reflection.GetField<string>(client, "address").GetValue();
- return new SLidgrenClient(address, this.OnClientProcessingMessage, this.OnClientSendingMessage);
- }
+ 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);
+ }
- return client;
+ 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)
{
- if (server is LidgrenServer)
+ switch (server)
{
- IGameServer gameServer = this.Reflection.GetField<IGameServer>(server, "gameServer").GetValue();
- return new SLidgrenServer(gameServer, this.Reflection, this.readFarmer, this.OnServerProcessingMessage, this.OnServerSendingMessage);
- }
-
- return server;
- }
+ case LidgrenServer _:
+ {
+ IGameServer gameServer = this.Reflection.GetField<IGameServer>(server, "gameServer").GetValue();
+ return new SLidgrenServer(gameServer, this, this.OnServerProcessingMessage);
+ }
- /// <summary>A callback raised when sending a network message as the host player.</summary>
- /// <param name="server">The server sending the message.</param>
- /// <param name="connection">The connection to which a message is being sent.</param>
- /// <param name="message">The message being sent.</param>
- /// <param name="resume">Send the underlying message.</param>
- protected void OnServerSendingMessage(SLidgrenServer server, NetConnection connection, OutgoingMessage message, Action resume)
- {
- if (this.Monitor.IsVerbose)
- this.Monitor.Log($"SERVER SEND {(MessageType)message.MessageType} {message.FarmerID}", LogLevel.Trace);
+ case GalaxyNetServer _:
+ {
+ IGameServer gameServer = this.Reflection.GetField<IGameServer>(server, "gameServer").GetValue();
+ return new SGalaxyNetServer(gameServer, this, this.OnServerProcessingMessage);
+ }
- resume();
+ default:
+ return server;
+ }
}
/// <summary>A callback raised when sending a message as a farmhand.</summary>
- /// <param name="client">The client sending the message.</param>
/// <param name="message">The message being sent.</param>
- /// <param name="resume">Send the underlying message.</param>
- protected void OnClientSendingMessage(SLidgrenClient client, OutgoingMessage message, Action resume)
+ /// <param name="sendMessage">Send an arbitrary message through the client.</param>
+ /// <param name="resume">Resume sending the underlying message.</param>
+ protected void OnClientSendingMessage(OutgoingMessage message, Action<OutgoingMessage> sendMessage, Action resume)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"CLIENT SEND {(MessageType)message.MessageType} {message.FarmerID}", LogLevel.Trace);
@@ -154,7 +157,7 @@ namespace StardewModdingAPI.Framework
{
// sync mod context (step 1)
case (byte)MessageType.PlayerIntroduction:
- client.sendMessage((byte)MessageType.ModContext, this.GetContextSyncMessageFields());
+ sendMessage(new OutgoingMessage((byte)MessageType.ModContext, Game1.player.UniqueMultiplayerID, this.GetContextSyncMessageFields()));
resume();
break;
@@ -166,11 +169,10 @@ namespace StardewModdingAPI.Framework
}
/// <summary>Process an incoming network message as the host player.</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>
+ /// <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(SLidgrenServer server, NetIncomingMessage rawMessage, IncomingMessage message, Action resume)
+ public void OnServerProcessingMessage(IncomingMessage message, Action<OutgoingMessage> sendMessage, Action resume)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"SERVER RECV {(MessageType)message.MessageType} {message.FarmerID}", LogLevel.Trace);
@@ -185,7 +187,7 @@ namespace StardewModdingAPI.Framework
this.Monitor.Log($"Received context for farmhand {message.FarmerID} running {(model != null ? $"SMAPI {model.ApiVersion} with {model.Mods.Length} mods" : "vanilla")}.", LogLevel.Trace);
// store peer
- MultiplayerPeer newPeer = MultiplayerPeer.ForConnectionToFarmhand(message.FarmerID, model, server, rawMessage.SenderConnection);
+ MultiplayerPeer newPeer = new MultiplayerPeer(message.FarmerID, model, sendMessage, isHost: false);
if (this.Peers.ContainsKey(message.FarmerID))
{
this.Monitor.Log($"Rejected mod context from farmhand {message.FarmerID}: already received context for that player.", LogLevel.Error);
@@ -226,7 +228,7 @@ namespace StardewModdingAPI.Framework
if (!this.Peers.ContainsKey(message.FarmerID))
{
this.Monitor.Log($"Received connection for vanilla player {message.FarmerID}.", LogLevel.Trace);
- MultiplayerPeer peer = MultiplayerPeer.ForConnectionToFarmhand(message.FarmerID, null, server, rawMessage.SenderConnection);
+ MultiplayerPeer peer = new MultiplayerPeer(message.FarmerID, null, sendMessage, isHost: false);
this.AddPeer(peer, canBeHost: false);
}
@@ -245,11 +247,11 @@ namespace StardewModdingAPI.Framework
}
/// <summary>Process an incoming network message as a farmhand.</summary>
- /// <param name="client">The client instance that received the connection.</param>
/// <param name="message">The message to process.</param>
- /// <param name="resume">Process the message using the game's default logic.</param>
+ /// <param name="sendMessage">Send an arbitrary message through the client.</param>
+ /// <param name="resume">Resume processing the message using the game's default logic.</param>
/// <returns>Returns whether the message was handled.</returns>
- public void OnClientProcessingMessage(SLidgrenClient client, IncomingMessage message, Action resume)
+ public void OnClientProcessingMessage(IncomingMessage message, Action<OutgoingMessage> sendMessage, Action resume)
{
if (this.Monitor.IsVerbose)
this.Monitor.Log($"CLIENT RECV {(MessageType)message.MessageType} {message.FarmerID}", LogLevel.Trace);
@@ -264,7 +266,7 @@ namespace StardewModdingAPI.Framework
this.Monitor.Log($"Received context for {(model?.IsHost == true ? "host" : "farmhand")} {message.FarmerID} running {(model != null ? $"SMAPI {model.ApiVersion} with {model.Mods.Length} mods" : "vanilla")}.", LogLevel.Trace);
// store peer
- MultiplayerPeer peer = MultiplayerPeer.ForConnectionToHost(message.FarmerID, model, client, model?.IsHost ?? this.HostPeer == null);
+ MultiplayerPeer peer = new MultiplayerPeer(message.FarmerID, model, sendMessage, isHost: model?.IsHost ?? this.HostPeer == null);
if (peer.IsHost && this.HostPeer != null)
{
this.Monitor.Log($"Rejected mod context from host player {peer.PlayerID}: already received host data from {(peer.PlayerID == this.HostPeer.PlayerID ? "that player" : $"player {peer.PlayerID}")}.", LogLevel.Error);
@@ -281,7 +283,7 @@ namespace StardewModdingAPI.Framework
if (!this.Peers.ContainsKey(message.FarmerID) && this.HostPeer == null)
{
this.Monitor.Log($"Received connection for vanilla host {message.FarmerID}.", LogLevel.Trace);
- this.AddPeer(MultiplayerPeer.ForConnectionToHost(message.FarmerID, null, client, isHost: true), canBeHost: false);
+ this.AddPeer(new MultiplayerPeer(message.FarmerID, null, sendMessage, isHost: true), canBeHost: false);
}
resume();
break;
@@ -293,7 +295,7 @@ namespace StardewModdingAPI.Framework
// store peer
if (!this.Peers.TryGetValue(message.FarmerID, out MultiplayerPeer peer))
{
- peer = MultiplayerPeer.ForConnectionToHost(message.FarmerID, null, client, isHost: this.HostPeer == null);
+ 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);
}
@@ -316,7 +318,7 @@ namespace StardewModdingAPI.Framework
/// <summary>Remove players who are disconnecting.</summary>
protected override void removeDisconnectedFarmers()
{
- foreach (long playerID in this.DisconnectingFarmers)
+ foreach (long playerID in this.disconnectingFarmers)
{
if (this.Peers.TryGetValue(playerID, out MultiplayerPeer peer))
{
diff --git a/src/SMAPI/Patches/LidgrenServerPatch.cs b/src/SMAPI/Patches/LidgrenServerPatch.cs
deleted file mode 100644
index 6f937665..00000000
--- a/src/SMAPI/Patches/LidgrenServerPatch.cs
+++ /dev/null
@@ -1,89 +0,0 @@
-using System;
-using System.Diagnostics.CodeAnalysis;
-using System.IO;
-using System.Reflection;
-using Harmony;
-using Lidgren.Network;
-using StardewModdingAPI.Framework;
-using StardewModdingAPI.Framework.Networking;
-using StardewModdingAPI.Framework.Patching;
-using StardewValley;
-using StardewValley.Network;
-
-namespace StardewModdingAPI.Patches
-{
- /// <summary>A Harmony patch to let SMAPI override <see cref="LidgrenServer"/> methods.</summary>
- internal class LidgrenServerPatch : IHarmonyPatch
- {
- /*********
- ** Accessors
- *********/
- /// <summary>A unique name for this patch.</summary>
- public string Name => $"{nameof(LidgrenServerPatch)}";
-
-
- /*********
- ** Public methods
- *********/
- /// <summary>Apply the Harmony patch.</summary>
- /// <param name="harmony">The Harmony instance.</param>
- public void Apply(HarmonyInstance harmony)
- {
- // override parseDataMessageFromClient
- {
- MethodInfo method = AccessTools.Method(typeof(LidgrenServer), "parseDataMessageFromClient");
- MethodInfo prefix = AccessTools.Method(this.GetType(), nameof(LidgrenServerPatch.Prefix_LidgrenServer_ParseDataMessageFromClient));
- harmony.Patch(method, new HarmonyMethod(prefix), null);
- }
-
- // override sendMessage
- {
- MethodInfo method = typeof(LidgrenServer).GetMethod("sendMessage", BindingFlags.NonPublic | BindingFlags.Instance, null, new [] { typeof(NetConnection), typeof(OutgoingMessage) }, null);
- MethodInfo prefix = AccessTools.Method(this.GetType(), nameof(LidgrenServerPatch.Prefix_LidgrenServer_SendMessage));
- harmony.Patch(method, new HarmonyMethod(prefix), null);
- }
- }
-
-
- /*********
- ** Private methods
- *********/
- /// <summary>The method to call instead of the <see cref="LidgrenServer.parseDataMessageFromClient"/> method.</summary>
- /// <param name="__instance">The instance being patched.</param>
- /// <param name="dataMsg">The raw network message to parse.</param>
- /// <param name="___peers">The private <c>peers</c> field on the <paramref name="__instance"/> instance.</param>
- /// <param name="___gameServer">The private <c>gameServer</c> field on the <paramref name="__instance"/> instance.</param>
- /// <returns>Returns whether to execute the original method.</returns>
- /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
- [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony.")]
- private static bool Prefix_LidgrenServer_ParseDataMessageFromClient(LidgrenServer __instance, NetIncomingMessage dataMsg, Bimap<long, NetConnection> ___peers, IGameServer ___gameServer)
- {
- if (__instance is SLidgrenServer smapiServer)
- {
- smapiServer.ParseDataMessageFromClient(dataMsg);
- return false;
- }
-
- return true;
- }
-
- /// <summary>The method to call instead of the <see cref="LidgrenServer.sendMessage"/> method.</summary>
- /// <param name="__instance">The instance being patched.</param>
- /// <param name="connection">The connection to which to send the message.</param>
- /// <param name="___peers">The private <c>peers</c> field on the <paramref name="__instance"/> instance.</param>
- /// <param name="___gameServer">The private <c>gameServer</c> field on the <paramref name="__instance"/> instance.</param>
- /// <returns>Returns whether to execute the original method.</returns>
- /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
- [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony.")]
- private static bool Prefix_LidgrenServer_SendMessage(LidgrenServer __instance, NetConnection connection, OutgoingMessage message, Bimap<long, NetConnection> ___peers, IGameServer ___gameServer)
- {
- if (__instance is SLidgrenServer smapiServer)
- {
- smapiServer.SendMessage(connection, message);
- return false;
- }
-
- return true;
- }
- }
-}
diff --git a/src/SMAPI/StardewModdingAPI.csproj b/src/SMAPI/StardewModdingAPI.csproj
index 7f6444d1..70fe2bed 100644
--- a/src/SMAPI/StardewModdingAPI.csproj
+++ b/src/SMAPI/StardewModdingAPI.csproj
@@ -55,9 +55,7 @@
</PropertyGroup>
<ItemGroup>
<PackageReference Include="LargeAddressAware" Version="1.0.3" />
- <PackageReference Include="Lib.Harmony">
- <Version>1.2.0.1</Version>
- </PackageReference>
+ <PackageReference Include="Lib.Harmony" Version="1.2.0.1" />
<PackageReference Include="Mono.Cecil" Version="0.10.1" />
<PackageReference Include="Newtonsoft.Json" Version="11.0.2" />
</ItemGroup>
@@ -176,13 +174,15 @@
<Compile Include="Framework\Events\ModPlayerEvents.cs" />
<Compile Include="Framework\Events\ModSpecialisedEvents.cs" />
<Compile Include="Framework\Events\ModWorldEvents.cs" />
- <Compile Include="Framework\Networking\MessageType.cs" />
<Compile Include="Framework\ModHelpers\DataHelper.cs" />
+ <Compile Include="Framework\Networking\MessageType.cs" />
<Compile Include="Framework\Networking\ModMessageModel.cs" />
<Compile Include="Framework\Networking\MultiplayerPeer.cs" />
<Compile Include="Framework\Networking\MultiplayerPeerMod.cs" />
<Compile Include="Framework\Networking\RemoteContextModel.cs" />
<Compile Include="Framework\Networking\RemoteContextModModel.cs" />
+ <Compile Include="Framework\Networking\SGalaxyNetClient.cs" />
+ <Compile Include="Framework\Networking\SGalaxyNetServer.cs" />
<Compile Include="Framework\Networking\SLidgrenClient.cs" />
<Compile Include="Framework\Networking\SLidgrenServer.cs" />
<Compile Include="Framework\SCore.cs" />
@@ -325,7 +325,6 @@
<Compile Include="Metadata\InstructionMetadata.cs" />
<Compile Include="Mod.cs" />
<Compile Include="Patches\DialogueErrorPatch.cs" />
- <Compile Include="Patches\LidgrenServerPatch.cs" />
<Compile Include="PatchMode.cs" />
<Compile Include="GamePlatform.cs" />
<Compile Include="Program.cs" />