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using System;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Reflection;
using Lidgren.Network;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Patches;
using StardewValley;
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
{
/*********
** Properties
*********/
/// <summary>The constructor for the internal <c>NetBufferReadStream</c> type.</summary>
private readonly ConstructorInfo NetBufferReadStreamConstructor = SLidgrenServer.GetNetBufferReadStreamConstructor();
/// <summary>The constructor for the internal <c>NetBufferWriteStream</c> type.</summary>
private readonly ConstructorInfo NetBufferWriteStreamConstructor = SLidgrenServer.GetNetBufferWriteStreamConstructor();
/// <summary>A method which reads farmer data from the given binary reader.</summary>
private readonly Func<BinaryReader, NetFarmerRoot> ReadFarmer;
/// <summary>A callback to raise when receiving a message. This receives the server instance, raw/parsed incoming message, and a callback to run the default logic.</summary>
private readonly Action<SLidgrenServer, NetIncomingMessage, IncomingMessage, Action> OnProcessingMessage;
/// <summary>A callback to raise when sending a message. This receives the server instance, outgoing connection, outgoing message, target player ID, and a callback to run the default logic.</summary>
private readonly Action<SLidgrenServer, NetConnection, OutgoingMessage, Action> OnSendingMessage;
/// <summary>The peer connections.</summary>
private readonly Bimap<long, NetConnection> Peers;
/// <summary>The underlying net server.</summary>
private readonly IReflectedField<NetServer> Server;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="gameServer">The underlying game server.</param>
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="readFarmer">A method which reads farmer data from the given binary reader.</param>
/// <param name="onProcessingMessage">A callback to raise when receiving a message. This receives the server instance, raw/parsed incoming message, and a callback to run the default logic.</param>
/// <param name="onSendingMessage">A callback to raise when sending a message. This receives the server instance, outgoing connection, outgoing message, and a callback to run the default logic.</param>
public SLidgrenServer(IGameServer gameServer, Reflector reflection, Func<BinaryReader, NetFarmerRoot> readFarmer, Action<SLidgrenServer, NetIncomingMessage, IncomingMessage, Action> onProcessingMessage, Action<SLidgrenServer, NetConnection, OutgoingMessage, Action> onSendingMessage)
: base(gameServer)
{
this.ReadFarmer = readFarmer;
this.OnProcessingMessage = onProcessingMessage;
this.OnSendingMessage = onSendingMessage;
this.Peers = reflection.GetField<Bimap<long, NetConnection>>(this, "peers").GetValue();
this.Server = reflection.GetField<NetServer>(this, "server");
}
/// <summary>Send a message to a remote server.</summary>
/// <param name="connection">The network connection.</param>
/// <param name="message">The message to send.</param>
/// <remarks>This is an implementation of <see cref="LidgrenServer.sendMessage(NetConnection, OutgoingMessage)"/> which calls <see cref="OnSendingMessage"/>. This method is invoked via <see cref="LidgrenServerPatch.Prefix_LidgrenServer_SendMessage"/>.</remarks>
public void SendMessage(NetConnection connection, OutgoingMessage message)
{
this.OnSendingMessage(this, connection, message, () =>
{
NetServer server = this.Server.GetValue();
NetOutgoingMessage netMessage = server.CreateMessage();
using (Stream bufferWriteStream = (Stream)this.NetBufferWriteStreamConstructor.Invoke(new object[] { netMessage }))
using (BinaryWriter writer = new BinaryWriter(bufferWriteStream))
message.Write(writer);
server.SendMessage(netMessage, connection, NetDeliveryMethod.ReliableOrdered);
});
}
/// <summary>Parse a data message from a client.</summary>
/// <param name="rawMessage">The raw network message to parse.</param>
/// <remarks>This is an implementation of <see cref="LidgrenServer.parseDataMessageFromClient"/> which calls <see cref="OnProcessingMessage"/>. This method is invoked via <see cref="LidgrenServerPatch.Prefix_LidgrenServer_ParseDataMessageFromClient"/>.</remarks>
[SuppressMessage("ReSharper", "AccessToDisposedClosure", Justification = "The callback is invoked synchronously.")]
public bool ParseDataMessageFromClient(NetIncomingMessage rawMessage)
{
// add hook to call multiplayer core
NetConnection peer = rawMessage.SenderConnection;
using (IncomingMessage message = new IncomingMessage())
using (Stream readStream = (Stream)this.NetBufferReadStreamConstructor.Invoke(new object[] { rawMessage }))
using (BinaryReader reader = new BinaryReader(readStream))
{
while (rawMessage.LengthBits - rawMessage.Position >= 8)
{
message.Read(reader);
this.OnProcessingMessage(this, rawMessage, message, () =>
{
if (this.Peers.ContainsLeft(message.FarmerID) && this.Peers[message.FarmerID] == peer)
this.gameServer.processIncomingMessage(message);
else if (message.MessageType == Multiplayer.playerIntroduction)
{
NetFarmerRoot farmer = this.ReadFarmer(message.Reader);
this.gameServer.checkFarmhandRequest("", farmer, msg => this.SendMessage(peer, msg), () => this.Peers[farmer.Value.UniqueMultiplayerID] = peer);
}
});
}
}
return false;
}
/*********
** Private methods
*********/
/// <summary>Get the constructor for the internal <c>NetBufferReadStream</c> type.</summary>
private static ConstructorInfo GetNetBufferReadStreamConstructor()
{
// get type
string typeName = $"StardewValley.Network.NetBufferReadStream, {Constants.GameAssemblyName}";
Type type = Type.GetType(typeName);
if (type == null)
throw new InvalidOperationException($"Can't find type: {typeName}");
// get constructor
ConstructorInfo constructor = type.GetConstructor(new[] { typeof(NetBuffer) });
if (constructor == null)
throw new InvalidOperationException($"Can't find constructor for type: {typeName}");
return constructor;
}
/// <summary>Get the constructor for the internal <c>NetBufferWriteStream</c> type.</summary>
private static ConstructorInfo GetNetBufferWriteStreamConstructor()
{
// get type
string typeName = $"StardewValley.Network.NetBufferWriteStream, {Constants.GameAssemblyName}";
Type type = Type.GetType(typeName);
if (type == null)
throw new InvalidOperationException($"Can't find type: {typeName}");
// get constructor
ConstructorInfo constructor = type.GetConstructor(new[] { typeof(NetBuffer) });
if (constructor == null)
throw new InvalidOperationException($"Can't find constructor for type: {typeName}");
return constructor;
}
}
}
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