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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();
}
this.SendMessageImpl = sendMessage;
}
/// <inheritdoc />
public IMultiplayerPeerMod GetMod(string id)
{
if (string.IsNullOrWhiteSpace(id) || this.Mods == null || !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);
}
}
}
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