using System;
using System.Diagnostics.CodeAnalysis;
using System.IO;
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
{
/*********
** Fields
*********/
/// 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;
/*********
** Public methods
*********/
/// Construct an instance.
/// SMAPI's implementation of the game's core multiplayer logic.
/// The underlying game server.
/// 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, SMultiplayer multiplayer, Action, Action> onProcessingMessage)
: base(gameServer)
{
this.Multiplayer = multiplayer;
this.OnProcessingMessage = onProcessingMessage;
}
/*********
** Protected methods
*********/
/// Parse a data message from a client.
/// The raw network message to parse.
[SuppressMessage("ReSharper", "AccessToDisposedClosure", Justification = "The callback is invoked synchronously.")]
protected override void parseDataMessageFromClient(NetIncomingMessage rawMessage)
{
// add hook to call multiplayer core
NetConnection peer = rawMessage.SenderConnection;
using IncomingMessage message = new();
using Stream readStream = new NetBufferReadStream(rawMessage);
using BinaryReader reader = new(readStream);
while (rawMessage.LengthBits - rawMessage.Position >= 8)
{
message.Read(reader);
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);
else if (message.MessageType == StardewValley.Multiplayer.playerIntroduction)
{
NetFarmerRoot farmer = this.Multiplayer.readFarmer(message.Reader);
this.gameServer.checkFarmhandRequest("", this.getConnectionId(rawMessage.SenderConnection), farmer, msg => this.sendMessage(peer, msg), () => this.peers[farmer.Value.UniqueMultiplayerID] = peer);
}
});
}
}
}
}