1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
|
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Galaxy.Api;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Networking;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Toolkit.Serialization;
using StardewValley;
using StardewValley.Network;
using StardewValley.SDKs;
namespace StardewModdingAPI.Framework
{
/// <summary>SMAPI's implementation of the game's core multiplayer logic.</summary>
/// <remarks>
/// SMAPI syncs mod context to all players through the host as such:
/// 1. Farmhand sends ModContext + PlayerIntro.
/// 2. If host receives ModContext: it stores the context, replies with known contexts, and forwards it to other farmhands.
/// 3. If host receives PlayerIntro before ModContext: it stores a 'vanilla player' context, and forwards it to other farmhands.
/// 4. If farmhand receives ModContext: it stores it.
/// 5. If farmhand receives ServerIntro without a preceding ModContext: it stores a 'vanilla host' context.
/// 6. If farmhand receives PlayerIntro without a preceding ModContext AND it's not the host peer: it stores a 'vanilla player' context.
///
/// Once a farmhand/server stored a context, messages can be sent to that player through the SMAPI APIs.
/// </remarks>
internal class SMultiplayer : Multiplayer
{
/*********
** Fields
*********/
/// <summary>Encapsulates monitoring and logging.</summary>
private readonly IMonitor Monitor;
/// <summary>Tracks the installed mods.</summary>
private readonly ModRegistry ModRegistry;
/// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
private readonly JsonHelper JsonHelper;
/// <summary>Simplifies access to private code.</summary>
private readonly Reflector Reflection;
/// <summary>Manages SMAPI events.</summary>
private readonly EventManager EventManager;
/// <summary>A callback to invoke when a mod message is received.</summary>
private readonly Action<ModMessageModel> OnModMessageReceived;
/// <summary>Whether to log network traffic.</summary>
private readonly bool LogNetworkTraffic;
/*********
** Accessors
*********/
/// <summary>The metadata for each connected peer.</summary>
public IDictionary<long, MultiplayerPeer> Peers { get; } = new Dictionary<long, MultiplayerPeer>();
/// <summary>The metadata for the host player, if the current player is a farmhand.</summary>
public MultiplayerPeer HostPeer;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="eventManager">Manages SMAPI events.</param>
/// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
/// <param name="modRegistry">Tracks the installed mods.</param>
/// <param name="reflection">Simplifies access to private code.</param>
/// <param name="onModMessageReceived">A callback to invoke when a mod message is received.</param>
/// <param name="logNetworkTraffic">Whether to log network traffic.</param>
public SMultiplayer(IMonitor monitor, EventManager eventManager, JsonHelper jsonHelper, ModRegistry modRegistry, Reflector reflection, Action<ModMessageModel> onModMessageReceived, bool logNetworkTraffic)
{
this.Monitor = monitor;
this.EventManager = eventManager;
this.JsonHelper = jsonHelper;
this.ModRegistry = modRegistry;
this.Reflection = reflection;
this.OnModMessageReceived = onModMessageReceived;
this.LogNetworkTraffic = logNetworkTraffic;
}
/// <summary>Perform cleanup needed when a multiplayer session ends.</summary>
public void CleanupOnMultiplayerExit()
{
this.Peers.Clear();
this.HostPeer = null;
}
/// <summary>Initialize a client before the game connects to a remote server.</summary>
/// <param name="client">The client to initialize.</param>
public override Client InitClient(Client client)
{
switch (client)
{
case LidgrenClient _:
{
string address = this.Reflection.GetField<string>(client, "address").GetValue();
return new SLidgrenClient(address, this.OnClientProcessingMessage, this.OnClientSendingMessage);
}
case GalaxyNetClient _:
{
GalaxyID address = this.Reflection.GetField<GalaxyID>(client, "lobbyId").GetValue();
return new SGalaxyNetClient(address, this.OnClientProcessingMessage, this.OnClientSendingMessage);
}
default:
this.Monitor.Log($"Unknown multiplayer client type: {client.GetType().AssemblyQualifiedName}", LogLevel.Trace);
return client;
}
}
/// <summary>Initialize a server before the game connects to an incoming player.</summary>
/// <param name="server">The server to initialize.</param>
public override Server InitServer(Server server)
{
switch (server)
{
case LidgrenServer _:
{
IGameServer gameServer = this.Reflection.GetField<IGameServer>(server, "gameServer").GetValue();
return new SLidgrenServer(gameServer, this, this.OnServerProcessingMessage);
}
case GalaxyNetServer _:
{
IGameServer gameServer = this.Reflection.GetField<IGameServer>(server, "gameServer").GetValue();
return new SGalaxyNetServer(gameServer, this, this.OnServerProcessingMessage);
}
default:
this.Monitor.Log($"Unknown multiplayer server type: {server.GetType().AssemblyQualifiedName}", LogLevel.Trace);
return server;
}
}
/// <summary>A callback raised when sending a message as a farmhand.</summary>
/// <param name="message">The message being sent.</param>
/// <param name="sendMessage">Send an arbitrary message through the client.</param>
/// <param name="resume">Resume sending the underlying message.</param>
protected void OnClientSendingMessage(OutgoingMessage message, Action<OutgoingMessage> sendMessage, Action resume)
{
if (this.LogNetworkTraffic)
this.Monitor.Log($"CLIENT SEND {(MessageType)message.MessageType} {message.FarmerID}", LogLevel.Trace);
switch (message.MessageType)
{
// sync mod context (step 1)
case (byte)MessageType.PlayerIntroduction:
sendMessage(new OutgoingMessage((byte)MessageType.ModContext, Game1.player.UniqueMultiplayerID, this.GetContextSyncMessageFields()));
resume();
break;
// run default logic
default:
resume();
break;
}
}
/// <summary>Process an incoming network message as the host player.</summary>
/// <param name="message">The message to process.</param>
/// <param name="sendMessage">A method which sends the given message to the client.</param>
/// <param name="resume">Process the message using the game's default logic.</param>
public void OnServerProcessingMessage(IncomingMessage message, Action<OutgoingMessage> sendMessage, Action resume)
{
if (this.LogNetworkTraffic)
this.Monitor.Log($"SERVER RECV {(MessageType)message.MessageType} {message.FarmerID}", LogLevel.Trace);
switch (message.MessageType)
{
// sync mod context (step 2)
case (byte)MessageType.ModContext:
{
// parse message
RemoteContextModel model = this.ReadContext(message.Reader);
this.Monitor.Log($"Received context for farmhand {message.FarmerID} running {(model != null ? $"SMAPI {model.ApiVersion} with {model.Mods.Length} mods" : "vanilla")}.", LogLevel.Trace);
// store peer
MultiplayerPeer newPeer = new MultiplayerPeer(message.FarmerID, model, sendMessage, isHost: false);
if (this.Peers.ContainsKey(message.FarmerID))
{
this.Monitor.Log($"Received mod context from farmhand {message.FarmerID}, but the game didn't see them disconnect. This may indicate issues with the network connection.", LogLevel.Info);
this.Peers.Remove(message.FarmerID);
return;
}
this.AddPeer(newPeer, canBeHost: false, raiseEvent: false);
// reply with own context
this.Monitor.VerboseLog(" Replying with host context...");
newPeer.SendMessage(new OutgoingMessage((byte)MessageType.ModContext, Game1.player.UniqueMultiplayerID, this.GetContextSyncMessageFields()));
// reply with other players' context
foreach (MultiplayerPeer otherPeer in this.Peers.Values.Where(p => p.PlayerID != newPeer.PlayerID))
{
this.Monitor.VerboseLog($" Replying with context for player {otherPeer.PlayerID}...");
newPeer.SendMessage(new OutgoingMessage((byte)MessageType.ModContext, otherPeer.PlayerID, this.GetContextSyncMessageFields(otherPeer)));
}
// forward to other peers
if (this.Peers.Count > 1)
{
object[] fields = this.GetContextSyncMessageFields(newPeer);
foreach (MultiplayerPeer otherPeer in this.Peers.Values.Where(p => p.PlayerID != newPeer.PlayerID))
{
this.Monitor.VerboseLog($" Forwarding context to player {otherPeer.PlayerID}...");
otherPeer.SendMessage(new OutgoingMessage((byte)MessageType.ModContext, newPeer.PlayerID, fields));
}
}
// raise event
this.EventManager.PeerContextReceived.Raise(new PeerContextReceivedEventArgs(newPeer));
}
break;
// handle player intro
case (byte)MessageType.PlayerIntroduction:
// store peer if new
if (!this.Peers.ContainsKey(message.FarmerID))
{
this.Monitor.Log($"Received connection for vanilla player {message.FarmerID}.", LogLevel.Trace);
MultiplayerPeer peer = new MultiplayerPeer(message.FarmerID, null, sendMessage, isHost: false);
this.AddPeer(peer, canBeHost: false);
}
// let game handle connection
resume();
// raise event
this.EventManager.PeerConnected.Raise(new PeerConnectedEventArgs(this.Peers[message.FarmerID]));
break;
// handle mod message
case (byte)MessageType.ModMessage:
this.ReceiveModMessage(message);
break;
default:
resume();
break;
}
}
/// <summary>Process an incoming network message as a farmhand.</summary>
/// <param name="message">The message to process.</param>
/// <param name="sendMessage">Send an arbitrary message through the client.</param>
/// <param name="resume">Resume processing the message using the game's default logic.</param>
/// <returns>Returns whether the message was handled.</returns>
public void OnClientProcessingMessage(IncomingMessage message, Action<OutgoingMessage> sendMessage, Action resume)
{
if (this.LogNetworkTraffic)
this.Monitor.Log($"CLIENT RECV {(MessageType)message.MessageType} {message.FarmerID}", LogLevel.Trace);
switch (message.MessageType)
{
// mod context sync (step 4)
case (byte)MessageType.ModContext:
{
// parse message
RemoteContextModel model = this.ReadContext(message.Reader);
this.Monitor.Log($"Received context for {(model?.IsHost == true ? "host" : "farmhand")} {message.FarmerID} running {(model != null ? $"SMAPI {model.ApiVersion} with {model.Mods.Length} mods" : "vanilla")}.", LogLevel.Trace);
// store peer
MultiplayerPeer peer = new MultiplayerPeer(message.FarmerID, model, sendMessage, isHost: model?.IsHost ?? this.HostPeer == null);
if (peer.IsHost && this.HostPeer != null)
{
this.Monitor.Log($"Rejected mod context from host player {peer.PlayerID}: already received host data from {(peer.PlayerID == this.HostPeer.PlayerID ? "that player" : $"player {peer.PlayerID}")}.", LogLevel.Error);
return;
}
this.AddPeer(peer, canBeHost: true);
}
break;
// handle server intro
case (byte)MessageType.ServerIntroduction:
{
// store peer
if (!this.Peers.ContainsKey(message.FarmerID) && this.HostPeer == null)
{
this.Monitor.Log($"Received connection for vanilla host {message.FarmerID}.", LogLevel.Trace);
this.AddPeer(new MultiplayerPeer(message.FarmerID, null, sendMessage, isHost: true), canBeHost: false);
}
resume();
break;
}
// handle player intro
case (byte)MessageType.PlayerIntroduction:
{
// store peer
if (!this.Peers.TryGetValue(message.FarmerID, out MultiplayerPeer peer))
{
peer = new MultiplayerPeer(message.FarmerID, null, sendMessage, isHost: this.HostPeer == null);
this.Monitor.Log($"Received connection for vanilla {(peer.IsHost ? "host" : "farmhand")} {message.FarmerID}.", LogLevel.Trace);
this.AddPeer(peer, canBeHost: true);
}
resume();
break;
}
// handle mod message
case (byte)MessageType.ModMessage:
this.ReceiveModMessage(message);
break;
default:
resume();
break;
}
}
/// <summary>Remove players who are disconnecting.</summary>
protected override void removeDisconnectedFarmers()
{
foreach (long playerID in this.disconnectingFarmers)
{
if (this.Peers.TryGetValue(playerID, out MultiplayerPeer peer))
{
this.Monitor.Log($"Player quit: {playerID}", LogLevel.Trace);
this.Peers.Remove(playerID);
this.EventManager.PeerDisconnected.Raise(new PeerDisconnectedEventArgs(peer));
}
}
base.removeDisconnectedFarmers();
}
/// <summary>Broadcast a mod message to matching players.</summary>
/// <param name="message">The data to send over the network.</param>
/// <param name="messageType">A message type which receiving mods can use to decide whether it's the one they want to handle, like <c>SetPlayerLocation</c>. This doesn't need to be globally unique, since mods should check the originating mod ID.</param>
/// <param name="fromModID">The unique ID of the mod sending the message.</param>
/// <param name="toModIDs">The mod IDs which should receive the message on the destination computers, or <c>null</c> for all mods. Specifying mod IDs is recommended to improve performance, unless it's a general-purpose broadcast.</param>
/// <param name="toPlayerIDs">The <see cref="Farmer.UniqueMultiplayerID" /> values for the players who should receive the message, or <c>null</c> for all players. If you don't need to broadcast to all players, specifying player IDs is recommended to reduce latency.</param>
public void BroadcastModMessage<TMessage>(TMessage message, string messageType, string fromModID, string[] toModIDs, long[] toPlayerIDs)
{
// validate input
if (message == null)
throw new ArgumentNullException(nameof(message));
if (string.IsNullOrWhiteSpace(messageType))
throw new ArgumentNullException(nameof(messageType));
if (string.IsNullOrWhiteSpace(fromModID))
throw new ArgumentNullException(nameof(fromModID));
// get target players
long curPlayerId = Game1.player.UniqueMultiplayerID;
bool sendToSelf = false;
List<MultiplayerPeer> sendToPeers = new List<MultiplayerPeer>();
if (toPlayerIDs == null)
{
sendToSelf = true;
sendToPeers.AddRange(this.Peers.Values);
}
else
{
foreach (long id in toPlayerIDs.Distinct())
{
if (id == curPlayerId)
sendToSelf = true;
else if (this.Peers.TryGetValue(id, out MultiplayerPeer peer) && peer.HasSmapi)
sendToPeers.Add(peer);
}
}
// filter by mod ID
if (toModIDs != null)
{
HashSet<string> sendToMods = new HashSet<string>(toModIDs, StringComparer.InvariantCultureIgnoreCase);
if (sendToSelf && toModIDs.All(id => this.ModRegistry.Get(id) == null))
sendToSelf = false;
sendToPeers.RemoveAll(peer => peer.Mods.All(mod => !sendToMods.Contains(mod.ID)));
}
// validate recipients
if (!sendToSelf && !sendToPeers.Any())
{
this.Monitor.VerboseLog($"Ignored '{messageType}' broadcast from mod {fromModID}: none of the specified player IDs can receive this message.");
return;
}
// get data to send
ModMessageModel model = new ModMessageModel(
fromPlayerID: Game1.player.UniqueMultiplayerID,
fromModID: fromModID,
toModIDs: toModIDs,
toPlayerIDs: sendToPeers.Select(p => p.PlayerID).ToArray(),
type: messageType,
data: JToken.FromObject(message)
);
string data = JsonConvert.SerializeObject(model, Formatting.None);
// send self-message
if (sendToSelf)
{
if (this.LogNetworkTraffic)
this.Monitor.Log($"Broadcasting '{messageType}' message to self: {data}.", LogLevel.Trace);
this.OnModMessageReceived(model);
}
// send message to peers
if (sendToPeers.Any())
{
if (Context.IsMainPlayer)
{
foreach (MultiplayerPeer peer in sendToPeers)
{
if (this.LogNetworkTraffic)
this.Monitor.Log($"Broadcasting '{messageType}' message to farmhand {peer.PlayerID}: {data}.", LogLevel.Trace);
peer.SendMessage(new OutgoingMessage((byte)MessageType.ModMessage, peer.PlayerID, data));
}
}
else if (this.HostPeer?.HasSmapi == true)
{
if (this.LogNetworkTraffic)
this.Monitor.Log($"Broadcasting '{messageType}' message to host {this.HostPeer.PlayerID}: {data}.", LogLevel.Trace);
this.HostPeer.SendMessage(new OutgoingMessage((byte)MessageType.ModMessage, this.HostPeer.PlayerID, data));
}
else
this.Monitor.VerboseLog(" Can't send message because no valid connections were found.");
}
}
/*********
** Private methods
*********/
/// <summary>Save a received peer.</summary>
/// <param name="peer">The peer to add.</param>
/// <param name="canBeHost">Whether to track the peer as the host if applicable.</param>
/// <param name="raiseEvent">Whether to raise the <see cref="Events.EventManager.PeerContextReceived"/> event.</param>
private void AddPeer(MultiplayerPeer peer, bool canBeHost, bool raiseEvent = true)
{
// store
this.Peers[peer.PlayerID] = peer;
if (canBeHost && peer.IsHost)
this.HostPeer = peer;
// raise event
if (raiseEvent)
this.EventManager.PeerContextReceived.Raise(new PeerContextReceivedEventArgs(peer));
}
/// <summary>Read the metadata context for a player.</summary>
/// <param name="reader">The stream reader.</param>
private RemoteContextModel ReadContext(BinaryReader reader)
{
string data = reader.ReadString();
RemoteContextModel model = this.JsonHelper.Deserialize<RemoteContextModel>(data);
return model.ApiVersion != null
? model
: null; // no data available for unmodded players
}
/// <summary>Receive a mod message sent from another player's mods.</summary>
/// <param name="message">The raw message to parse.</param>
private void ReceiveModMessage(IncomingMessage message)
{
// parse message
string json = message.Reader.ReadString();
ModMessageModel model = this.JsonHelper.Deserialize<ModMessageModel>(json);
HashSet<long> playerIDs = new HashSet<long>(model.ToPlayerIDs ?? this.GetKnownPlayerIDs());
if (this.LogNetworkTraffic)
this.Monitor.Log($"Received message: {json}.", LogLevel.Trace);
// notify local mods
if (playerIDs.Contains(Game1.player.UniqueMultiplayerID))
this.OnModMessageReceived(model);
// forward to other players
if (Context.IsMainPlayer && playerIDs.Any(p => p != Game1.player.UniqueMultiplayerID))
{
ModMessageModel newModel = new ModMessageModel(model);
foreach (long playerID in playerIDs)
{
if (playerID != Game1.player.UniqueMultiplayerID && playerID != model.FromPlayerID && this.Peers.TryGetValue(playerID, out MultiplayerPeer peer))
{
newModel.ToPlayerIDs = new[] { peer.PlayerID };
this.Monitor.VerboseLog($" Forwarding message to player {peer.PlayerID}.");
peer.SendMessage(new OutgoingMessage((byte)MessageType.ModMessage, peer.PlayerID, this.JsonHelper.Serialize(newModel, Formatting.None)));
}
}
}
}
/// <summary>Get all connected player IDs, including the current player.</summary>
private IEnumerable<long> GetKnownPlayerIDs()
{
yield return Game1.player.UniqueMultiplayerID;
foreach (long peerID in this.Peers.Keys)
yield return peerID;
}
/// <summary>Get the fields to include in a context sync message sent to other players.</summary>
private object[] GetContextSyncMessageFields()
{
RemoteContextModel model = new RemoteContextModel
{
IsHost = Context.IsWorldReady && Context.IsMainPlayer,
Platform = Constants.TargetPlatform,
ApiVersion = Constants.ApiVersion,
GameVersion = Constants.GameVersion,
Mods = this.ModRegistry
.GetAll()
.Select(mod => new RemoteContextModModel
{
ID = mod.Manifest.UniqueID,
Name = mod.Manifest.Name,
Version = mod.Manifest.Version
})
.ToArray()
};
return new object[] { this.JsonHelper.Serialize(model, Formatting.None) };
}
/// <summary>Get the fields to include in a context sync message sent to other players.</summary>
/// <param name="peer">The peer whose data to represent.</param>
private object[] GetContextSyncMessageFields(IMultiplayerPeer peer)
{
if (!peer.HasSmapi)
return new object[] { "{}" };
RemoteContextModel model = new RemoteContextModel
{
IsHost = peer.IsHost,
Platform = peer.Platform.Value,
ApiVersion = peer.ApiVersion,
GameVersion = peer.GameVersion,
Mods = peer.Mods
.Select(mod => new RemoteContextModModel
{
ID = mod.ID,
Name = mod.Name,
Version = mod.Version
})
.ToArray()
};
return new object[] { this.JsonHelper.Serialize(model, Formatting.None) };
}
}
}
|