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path: root/src/SMAPI/Framework/Networking/MultiplayerPeer.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using StardewValley.Network;

namespace StardewModdingAPI.Framework.Networking
{
    /// <summary>Metadata about a connected player.</summary>
    internal class MultiplayerPeer : IMultiplayerPeer
    {
        /*********
        ** Fields
        *********/
        /// <summary>A method which sends a message to the peer.</summary>
        private readonly Action<OutgoingMessage> SendMessageImpl;


        /*********
        ** Accessors
        *********/
        /// <inheritdoc />
        public long PlayerID { get; }

        /// <inheritdoc />
        public bool IsHost { get; }

        /// <inheritdoc />
        public bool IsSplitScreen => this.ScreenID != null;

        /// <inheritdoc />
        public bool HasSmapi => this.ApiVersion != null;

        /// <inheritdoc />
        public int? ScreenID { get; }

        /// <inheritdoc />
        public GamePlatform? Platform { get; }

        /// <inheritdoc />
        public ISemanticVersion? GameVersion { get; }

        /// <inheritdoc />
        public ISemanticVersion? ApiVersion { get; }

        /// <inheritdoc />
        public IEnumerable<IMultiplayerPeerMod> Mods { get; }


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="playerID">The player's unique ID.</param>
        /// <param name="screenID">The player's screen ID, if applicable.</param>
        /// <param name="model">The metadata to copy.</param>
        /// <param name="sendMessage">A method which sends a message to the peer.</param>
        /// <param name="isHost">Whether this is a connection to the host player.</param>
        public MultiplayerPeer(long playerID, int? screenID, RemoteContextModel? model, Action<OutgoingMessage> sendMessage, bool isHost)
        {
            this.PlayerID = playerID;
            this.ScreenID = screenID;
            this.IsHost = isHost;

            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();
            }
            else
                this.Mods = Array.Empty<IMultiplayerPeerMod>();

            this.SendMessageImpl = sendMessage;
        }

        /// <inheritdoc />
        public IMultiplayerPeerMod? GetMod(string? id)
        {
            if (string.IsNullOrWhiteSpace(id) || !this.Mods.Any())
                return null;

            id = id.Trim();
            return this.Mods.FirstOrDefault(mod => mod.ID != null && mod.ID.Equals(id, StringComparison.OrdinalIgnoreCase));
        }

        /// <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)
        {
            this.SendMessageImpl(message);
        }
    }
}