using System; using System.Diagnostics.CodeAnalysis; using System.IO; using Galaxy.Api; 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 { /********* ** Fields *********/ /// 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; /// SMAPI's implementation of the game's core multiplayer logic. private readonly SMultiplayer Multiplayer; /********* ** Public methods *********/ /// Construct an instance. /// The underlying game server. /// SMAPI's implementation of the game's core multiplayer logic. /// 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, SMultiplayer multiplayer, Action, Action> onProcessingMessage) : base(gameServer) { this.Multiplayer = multiplayer; this.OnProcessingMessage = onProcessingMessage; } /********* ** Protected methods *********/ /// Read and process a message from the client. /// The Galaxy peer ID. /// The data to process. /// This reimplements , but adds a callback to . [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); ulong peerID = peer.ToUint64(); // note: GalaxyID instances get reused, so need to store the underlying ID instead this.OnProcessingMessage(message, outgoing => this.SendMessageToPeerID(peerID, outgoing), () => { if (this.peers.ContainsLeft(message.FarmerID) && (long)this.peers[message.FarmerID] == (long)peerID) this.gameServer.processIncomingMessage(message); else if (message.MessageType == StardewValley.Multiplayer.playerIntroduction) { NetFarmerRoot farmer = this.Multiplayer.readFarmer(message.Reader); GalaxyID capturedPeer = new GalaxyID(peerID); this.gameServer.checkFarmhandRequest(Convert.ToString(peerID), this.getConnectionId(peer), farmer, msg => this.sendMessage(capturedPeer, msg), () => this.peers[farmer.Value.UniqueMultiplayerID] = capturedPeer.ToUint64()); } }); } /// Send a message to a remote peer. /// The unique Galaxy ID, derived from . /// The message to send. private void SendMessageToPeerID(ulong peerID, OutgoingMessage message) { this.sendMessage(new GalaxyID(peerID), message); } } }