From 15acbc8f230dd2c4ba394960cdcc12a22a831bbf Mon Sep 17 00:00:00 2001 From: Jesse Plamondon-Willard Date: Wed, 14 Nov 2018 01:36:43 -0500 Subject: patch GalaxyNetServer to support context sync pending game code changes to make it public (#480) --- src/SMAPI/Framework/Networking/SGalaxyNetServer.cs | 96 ---------------------- 1 file changed, 96 deletions(-) delete mode 100644 src/SMAPI/Framework/Networking/SGalaxyNetServer.cs (limited to 'src/SMAPI/Framework/Networking') diff --git a/src/SMAPI/Framework/Networking/SGalaxyNetServer.cs b/src/SMAPI/Framework/Networking/SGalaxyNetServer.cs deleted file mode 100644 index 99eae8ad..00000000 --- a/src/SMAPI/Framework/Networking/SGalaxyNetServer.cs +++ /dev/null @@ -1,96 +0,0 @@ -using System; -using System.IO; -using Galaxy.Api; -using StardewModdingAPI.Framework.Reflection; -using StardewValley; -using StardewValley.Network; -using StardewValley.SDKs; - -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 SGalaxyNetServer : GalaxyNetServer - { - /********* - ** Properties - *********/ - /// 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; - - /// The underlying method which handles incoming connections. - private readonly Action BaseReceiveConnection; - - /// The underlying method which handles incoming disconnections. - private readonly Action BaseReceiveDisconnect; - - /// The underlying method which handles incoming errors. - private readonly Action BaseReceiveError; - - - /********* - ** Public methods - *********/ - /// Construct an instance. - /// The underlying game server. - /// Simplifies access to private code. - /// 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 SGalaxyNetServer(IGameServer gameServer, Reflector reflection, Action, Action> onProcessingMessage) - : base(gameServer) - { - this.OnProcessingMessage = onProcessingMessage; - this.Peers = reflection.GetField>(this, "peers").GetValue(); - this.Server = reflection.GetField(this, "server"); - - this.BaseReceiveConnection = (Action)Delegate.CreateDelegate(typeof(Action), this, reflection.GetMethod(this, "onReceiveConnection").MethodInfo); - this.BaseReceiveDisconnect = (Action)Delegate.CreateDelegate(typeof(Action), this, reflection.GetMethod(this, "onReceiveDisconnect").MethodInfo); - this.BaseReceiveError = (Action)Delegate.CreateDelegate(typeof(Action), this, reflection.GetMethod(this, "onReceiveError").MethodInfo); - } - - /// Receive and process messages from the client. - public override void receiveMessages() - { - GalaxySocket server = this.Server.GetValue(); - if (server == null) - return; - - server.Receive(this.BaseReceiveConnection, this.OnReceiveMessage, this.BaseReceiveDisconnect, this.BaseReceiveError); - server.Heartbeat(server.LobbyMembers()); - foreach (GalaxyID connection in server.Connections) - { - if (server.GetPingWith(connection) > 30000L) - server.Kick(connection); - } - } - - /// Read and process a message from the client. - /// The Galaxy peer ID. - /// The data to process. - private void OnReceiveMessage(GalaxyID peerID, Stream data) - { - using (IncomingMessage message = new IncomingMessage()) - using (BinaryReader reader = new BinaryReader(data)) - { - message.Read(reader); - this.OnProcessingMessage(message, outgoing => this.sendMessage(peerID, outgoing), () => - { - if (this.Peers.ContainsLeft(message.FarmerID) && (long)this.Peers[message.FarmerID] == (long)peerID.ToUint64()) - { - this.gameServer.processIncomingMessage(message); - } - else if (message.MessageType == Multiplayer.playerIntroduction) - { - NetFarmerRoot farmer = Game1.multiplayer.readFarmer(message.Reader); - GalaxyID capturedPeer = new GalaxyID(peerID.ToUint64()); - this.gameServer.checkFarmhandRequest(Convert.ToString(peerID.ToUint64()), farmer, msg => this.sendMessage(capturedPeer, msg), () => this.Peers[farmer.Value.UniqueMultiplayerID] = capturedPeer.ToUint64()); - } - }); - } - } - } -} -- cgit