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());
}
});
}
}
}
}