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using System;
using System.Collections.Generic;
using System.Linq;
using Lidgren.Network;
using StardewValley;
using StardewValley.Network;
namespace StardewModdingAPI.Framework.Networking
{
/// <summary>Metadata about a connected player.</summary>
internal class MultiplayerPeer : IMultiplayerPeer
{
/*********
** Properties
*********/
/// <summary>The server through which to send messages, if this is an incoming farmhand.</summary>
private readonly SLidgrenServer Server;
/// <summary>The client through which to send messages, if this is the host player.</summary>
private readonly SLidgrenClient Client;
/// <summary>The network connection to the player.</summary>
private readonly NetConnection ServerConnection;
/*********
** Accessors
*********/
/// <summary>The player's unique ID.</summary>
public long PlayerID { get; }
/// <summary>Whether this is a connection to the host player.</summary>
public bool IsHostPlayer => this.PlayerID == Game1.MasterPlayer.UniqueMultiplayerID;
/// <summary>Whether the player has SMAPI installed.</summary>
public bool HasSmapi => this.ApiVersion != null;
/// <summary>The player's OS platform, if <see cref="HasSmapi"/> is true.</summary>
public GamePlatform? Platform { get; }
/// <summary>The installed version of Stardew Valley, if <see cref="HasSmapi"/> is true.</summary>
public ISemanticVersion GameVersion { get; }
/// <summary>The installed version of SMAPI, if <see cref="HasSmapi"/> is true.</summary>
public ISemanticVersion ApiVersion { get; }
/// <summary>The installed mods, if <see cref="HasSmapi"/> is true.</summary>
public IEnumerable<IMultiplayerPeerMod> Mods { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="playerID">The player's unique ID.</param>
/// <param name="model">The metadata to copy.</param>
/// <param name="server">The server through which to send messages.</param>
/// <param name="serverConnection">The server connection through which to send messages.</param>
/// <param name="client">The client through which to send messages.</param>
public MultiplayerPeer(long playerID, RemoteContextModel model, SLidgrenServer server, NetConnection serverConnection, SLidgrenClient client)
{
this.PlayerID = playerID;
if (model != null)
{
this.Platform = model.Platform;
this.GameVersion = model.GameVersion;
this.ApiVersion = model.ApiVersion;
this.Mods = model.Mods.Select(mod => new MultiplayerPeerMod(mod)).ToArray();
}
this.Server = server;
this.ServerConnection = serverConnection;
this.Client = client;
}
/// <summary>Construct an instance for a connection to an incoming farmhand.</summary>
/// <param name="playerID">The player's unique ID.</param>
/// <param name="model">The metadata to copy, if available.</param>
/// <param name="server">The server through which to send messages.</param>
/// <param name="serverConnection">The server connection through which to send messages.</param>
public static MultiplayerPeer ForConnectionToFarmhand(long playerID, RemoteContextModel model, SLidgrenServer server, NetConnection serverConnection)
{
return new MultiplayerPeer(
playerID: playerID,
model: model,
server: server,
serverConnection: serverConnection,
client: null
);
}
/// <summary>Construct an instance for a connection to the host player.</summary>
/// <param name="playerID">The player's unique ID.</param>
/// <param name="model">The metadata to copy.</param>
/// <param name="client">The client through which to send messages.</param>
public static MultiplayerPeer ForConnectionToHost(long playerID, RemoteContextModel model, SLidgrenClient client)
{
return new MultiplayerPeer(
playerID: playerID,
model: model,
server: null,
serverConnection: null,
client: client
);
}
/// <summary>Get metadata for a mod installed by the player.</summary>
/// <param name="id">The unique mod ID.</param>
/// <returns>Returns the mod info, or <c>null</c> if the player doesn't have that mod.</returns>
public IMultiplayerPeerMod GetMod(string id)
{
if (string.IsNullOrWhiteSpace(id))
return null;
id = id.Trim();
return this.Mods.FirstOrDefault(mod => mod.ID != null && mod.ID.Equals(id, StringComparison.InvariantCultureIgnoreCase));
}
/// <summary>Send a message to the given peer, bypassing the game's normal validation to allow messages before the connection is approved.</summary>
/// <param name="message">The message to send.</param>
public void SendMessage(OutgoingMessage message)
{
if (this.IsHostPlayer)
this.Client.sendMessage(message);
else
this.Server.SendMessage(this.ServerConnection, message);
}
}
}
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