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using System;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using Lidgren.Network;
using StardewValley.Network;
namespace StardewModdingAPI.Framework.Networking
{
/// <summary>A multiplayer server used to connect to an incoming player. This is an implementation of <see cref="LidgrenServer"/> that adds support for SMAPI's metadata context exchange.</summary>
internal class SLidgrenServer : LidgrenServer
{
/*********
** Fields
*********/
/// <summary>SMAPI's implementation of the game's core multiplayer logic.</summary>
private readonly SMultiplayer Multiplayer;
/// <summary>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.</summary>
private readonly Action<IncomingMessage, Action<OutgoingMessage>, Action> OnProcessingMessage;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="multiplayer">SMAPI's implementation of the game's core multiplayer logic.</param>
/// <param name="gameServer">The underlying game server.</param>
/// <param name="onProcessingMessage">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.</param>
public SLidgrenServer(IGameServer gameServer, SMultiplayer multiplayer, Action<IncomingMessage, Action<OutgoingMessage>, Action> onProcessingMessage)
: base(gameServer)
{
this.Multiplayer = multiplayer;
this.OnProcessingMessage = onProcessingMessage;
}
/// <summary>Parse a data message from a client.</summary>
/// <param name="rawMessage">The raw network message to parse.</param>
[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 IncomingMessage())
using (Stream readStream = new NetBufferReadStream(rawMessage))
using (BinaryReader reader = new BinaryReader(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("", farmer, msg => this.sendMessage(peer, msg), () => this.peers[farmer.Value.UniqueMultiplayerID] = peer);
}
});
}
}
}
}
}
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