From e5e4ce411cc5a5e5066552978517904b21900066 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 31 Oct 2018 17:29:32 -0400 Subject: sync SMAPI context between players in multiplayer (#480) --- src/SMAPI/Framework/Networking/SLidgrenServer.cs | 36 ++++++++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 src/SMAPI/Framework/Networking/SLidgrenServer.cs (limited to 'src/SMAPI/Framework/Networking/SLidgrenServer.cs') diff --git a/src/SMAPI/Framework/Networking/SLidgrenServer.cs b/src/SMAPI/Framework/Networking/SLidgrenServer.cs new file mode 100644 index 00000000..971eb66d --- /dev/null +++ b/src/SMAPI/Framework/Networking/SLidgrenServer.cs @@ -0,0 +1,36 @@ +using System.Reflection; +using Lidgren.Network; +using StardewValley.Network; + +namespace StardewModdingAPI.Framework.Networking +{ + /// A multiplayer server used to connect to an incoming player. This is an implementation of that adds support for SMAPI's metadata context exchange. + internal class SLidgrenServer : LidgrenServer + { + /********* + ** Properties + *********/ + /// A method which sends a message through a specific connection. + private readonly MethodInfo SendMessageToConnectionMethod; + + + /********* + ** Public methods + *********/ + /// Construct an instance. + /// The underlying game server. + public SLidgrenServer(IGameServer gameServer) + : base(gameServer) + { + this.SendMessageToConnectionMethod = typeof(LidgrenServer).GetMethod(nameof(LidgrenServer.sendMessage), BindingFlags.NonPublic | BindingFlags.Instance, null, new[] { typeof(NetConnection), typeof(OutgoingMessage) }, null); + } + + /// Send a message to a remote server. + /// The network connection. + /// The message to send. + public void SendMessage(NetConnection connection, OutgoingMessage message) + { + this.SendMessageToConnectionMethod.Invoke(this, new object[] { connection, message }); + } + } +} -- cgit From bfb40202793f2f7f2c9c73272f01a477b23edfa2 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sun, 4 Nov 2018 21:34:48 -0500 Subject: rewrite multiplayer sync to use generic callbacks from client/server for better extensibility (#480) --- src/SMAPI/Framework/Networking/SLidgrenServer.cs | 122 ++++++++++++++++++++++- 1 file changed, 117 insertions(+), 5 deletions(-) (limited to 'src/SMAPI/Framework/Networking/SLidgrenServer.cs') diff --git a/src/SMAPI/Framework/Networking/SLidgrenServer.cs b/src/SMAPI/Framework/Networking/SLidgrenServer.cs index 971eb66d..060b433b 100644 --- a/src/SMAPI/Framework/Networking/SLidgrenServer.cs +++ b/src/SMAPI/Framework/Networking/SLidgrenServer.cs @@ -1,5 +1,11 @@ +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 @@ -10,8 +16,27 @@ namespace StardewModdingAPI.Framework.Networking /********* ** Properties *********/ - /// A method which sends a message through a specific connection. - private readonly MethodInfo SendMessageToConnectionMethod; + + /// The constructor for the internal NetBufferReadStream type. + private readonly ConstructorInfo NetBufferReadStreamConstructor = SLidgrenServer.GetNetBufferReadStreamConstructor(); + + /// The constructor for the internal NetBufferWriteStream type. + private readonly ConstructorInfo NetBufferWriteStreamConstructor = SLidgrenServer.GetNetBufferWriteStreamConstructor(); + + /// A method which reads farmer data from the given binary reader. + private readonly Func ReadFarmer; + + /// 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. + private readonly Action OnProcessingMessage; + + /// 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. + private readonly Action OnSendingMessage; + + /// The peer connections. + private readonly Bimap Peers; + + /// The underlying net server. + private readonly IReflectedField Server; /********* @@ -19,18 +44,105 @@ namespace StardewModdingAPI.Framework.Networking *********/ /// Construct an instance. /// The underlying game server. - public SLidgrenServer(IGameServer gameServer) + /// Simplifies access to private code. + /// A method which reads farmer data from the given binary reader. + /// 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. + /// 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. + public SLidgrenServer(IGameServer gameServer, Reflector reflection, Func readFarmer, Action onProcessingMessage, Action onSendingMessage) : base(gameServer) { - this.SendMessageToConnectionMethod = typeof(LidgrenServer).GetMethod(nameof(LidgrenServer.sendMessage), BindingFlags.NonPublic | BindingFlags.Instance, null, new[] { typeof(NetConnection), typeof(OutgoingMessage) }, null); + this.ReadFarmer = readFarmer; + this.OnProcessingMessage = onProcessingMessage; + this.OnSendingMessage = onSendingMessage; + this.Peers = reflection.GetField>(this, "peers").GetValue(); + this.Server = reflection.GetField(this, "server"); } /// Send a message to a remote server. /// The network connection. /// The message to send. + /// This is an implementation of which calls . This method is invoked via . public void SendMessage(NetConnection connection, OutgoingMessage message) { - this.SendMessageToConnectionMethod.Invoke(this, new object[] { connection, 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); + }); + } + + /// Parse a data message from a client. + /// The raw network message to parse. + /// This is an implementation of which calls . This method is invoked via . + [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 + *********/ + /// Get the constructor for the internal NetBufferReadStream type. + 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; + } + + /// Get the constructor for the internal NetBufferWriteStream type. + 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; } } } -- cgit From 90ecd377c88ba5a4c08a3c7e67618435358e5685 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 14 Nov 2018 00:11:09 -0500 Subject: rework multiplayer code to allow for upcoming Galaxy server overrides (#480) --- src/SMAPI/Framework/Networking/SLidgrenServer.cs | 59 +++--------------------- 1 file changed, 6 insertions(+), 53 deletions(-) (limited to 'src/SMAPI/Framework/Networking/SLidgrenServer.cs') diff --git a/src/SMAPI/Framework/Networking/SLidgrenServer.cs b/src/SMAPI/Framework/Networking/SLidgrenServer.cs index 060b433b..36f96bc3 100644 --- a/src/SMAPI/Framework/Networking/SLidgrenServer.cs +++ b/src/SMAPI/Framework/Networking/SLidgrenServer.cs @@ -20,24 +20,15 @@ namespace StardewModdingAPI.Framework.Networking /// The constructor for the internal NetBufferReadStream type. private readonly ConstructorInfo NetBufferReadStreamConstructor = SLidgrenServer.GetNetBufferReadStreamConstructor(); - /// The constructor for the internal NetBufferWriteStream type. - private readonly ConstructorInfo NetBufferWriteStreamConstructor = SLidgrenServer.GetNetBufferWriteStreamConstructor(); - /// A method which reads farmer data from the given binary reader. private readonly Func ReadFarmer; - /// 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. - private readonly Action OnProcessingMessage; - - /// 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. - private readonly Action OnSendingMessage; + /// 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. + private readonly Action, Action> OnProcessingMessage; /// The peer connections. private readonly Bimap Peers; - /// The underlying net server. - private readonly IReflectedField Server; - /********* ** Public methods @@ -46,34 +37,13 @@ namespace StardewModdingAPI.Framework.Networking /// The underlying game server. /// Simplifies access to private code. /// A method which reads farmer data from the given binary reader. - /// 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. - /// 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. - public SLidgrenServer(IGameServer gameServer, Reflector reflection, Func readFarmer, Action onProcessingMessage, Action onSendingMessage) + /// 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. + public SLidgrenServer(IGameServer gameServer, Reflector reflection, Func readFarmer, Action, Action> onProcessingMessage) : base(gameServer) { this.ReadFarmer = readFarmer; this.OnProcessingMessage = onProcessingMessage; - this.OnSendingMessage = onSendingMessage; this.Peers = reflection.GetField>(this, "peers").GetValue(); - this.Server = reflection.GetField(this, "server"); - } - - /// Send a message to a remote server. - /// The network connection. - /// The message to send. - /// This is an implementation of which calls . This method is invoked via . - 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); - }); } /// Parse a data message from a client. @@ -91,14 +61,14 @@ namespace StardewModdingAPI.Framework.Networking 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) 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); + this.gameServer.checkFarmhandRequest("", farmer, msg => this.sendMessage(peer, msg), () => this.Peers[farmer.Value.UniqueMultiplayerID] = peer); } }); } @@ -127,22 +97,5 @@ namespace StardewModdingAPI.Framework.Networking return constructor; } - - /// Get the constructor for the internal NetBufferWriteStream type. - 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; - } } } -- cgit From 0a50cdb162d7ba1c9219d1982dccbb5828b070c3 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 14 Nov 2018 18:18:32 -0500 Subject: update multiplayer code for Stardew Valley 1.3.22 (#480) --- src/SMAPI/Framework/Networking/SLidgrenServer.cs | 59 +++++------------------- 1 file changed, 11 insertions(+), 48 deletions(-) (limited to 'src/SMAPI/Framework/Networking/SLidgrenServer.cs') 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 *********/ - - /// The constructor for the internal NetBufferReadStream type. - private readonly ConstructorInfo NetBufferReadStreamConstructor = SLidgrenServer.GetNetBufferReadStreamConstructor(); - - /// A method which reads farmer data from the given binary reader. - private readonly Func ReadFarmer; + /// SMAPI's implementation of the game's core multiplayer logic. + private readonly SMultiplayer Multiplayer; /// 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. private readonly Action, Action> OnProcessingMessage; - /// The peer connections. - private readonly Bimap Peers; - /********* ** Public methods *********/ /// Construct an instance. + /// SMAPI's implementation of the game's core multiplayer logic. /// The underlying game server. - /// Simplifies access to private code. - /// A method which reads farmer data from the given binary reader. /// 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. - public SLidgrenServer(IGameServer gameServer, Reflector reflection, Func readFarmer, Action, Action> onProcessingMessage) + public SLidgrenServer(IGameServer gameServer, SMultiplayer multiplayer, Action, Action> onProcessingMessage) : base(gameServer) { - this.ReadFarmer = readFarmer; + this.Multiplayer = multiplayer; this.OnProcessingMessage = onProcessingMessage; - this.Peers = reflection.GetField>(this, "peers").GetValue(); } /// Parse a data message from a client. /// The raw network message to parse. - /// This is an implementation of which calls . This method is invoked via . [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 - *********/ - /// Get the constructor for the internal NetBufferReadStream type. - 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; } } } -- cgit From fb9ef6efda9ae9f59104c40b19fcb2daa6027297 Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Sat, 17 Nov 2018 15:24:07 -0500 Subject: fix errors in rare cases when sending a message through LidgrenClient after an error packet is received (#480) --- src/SMAPI/Framework/Networking/SLidgrenServer.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/SMAPI/Framework/Networking/SLidgrenServer.cs') diff --git a/src/SMAPI/Framework/Networking/SLidgrenServer.cs b/src/SMAPI/Framework/Networking/SLidgrenServer.cs index 37e546a1..251e5268 100644 --- a/src/SMAPI/Framework/Networking/SLidgrenServer.cs +++ b/src/SMAPI/Framework/Networking/SLidgrenServer.cs @@ -47,7 +47,8 @@ namespace StardewModdingAPI.Framework.Networking while (rawMessage.LengthBits - rawMessage.Position >= 8) { message.Read(reader); - this.OnProcessingMessage(message, outgoing => this.sendMessage(rawMessage.SenderConnection, outgoing), () => + NetConnection connection = rawMessage.SenderConnection; // don't pass rawMessage into context because it gets reused + this.OnProcessingMessage(message, outgoing => this.sendMessage(connection, outgoing), () => { if (this.peers.ContainsLeft(message.FarmerID) && this.peers[message.FarmerID] == peer) this.gameServer.processIncomingMessage(message); -- cgit