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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.Serialisation;
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>Initialise a client before the game connects to a remote server.</summary>
/// <param name="client">The client to initialise.</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($"Unknown multiplayer client type: {client.GetType().AssemblyQualifiedName}", LogLevel.Trace);
return client;
}
}
/// <summary>Initialise a server before the game connects to an incoming player.</summary>
/// <param name="server">The server to initialise.</param>
public override Server InitServer(Server server)
{
switch (server)
{
case LidgrenServer _:
{
IGameServer gameServer = this.Reflection.GetField<IGameServer>(server, "gameServer").GetValue();
return new SLidgrenServer(gameServer, this, this.OnServerProcessingMessage);
}
case GalaxyNetServer _:
{
IGameServer gameServer = this.Reflection.GetField<IGameServer>(server, "gameServer").GetValue();
return new SGalaxyNetServer(gameServer, this, this.OnServerProcessingMessage);
}
default:
this.Monitor.Log($"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($"Received connection for vanilla player {message.FarmerID}.", LogLevel.Trace);
MultiplayerPeer peer = new MultiplayerPeer(message.FarmerID, null, sendMessage, isHost: false);
this.AddPeer(peer, canBeHost: false);
}
resume();
break;
// handle mod message
case (byte)MessageType.ModMessage:
this.ReceiveModMessage(message);
break;
default:
resume();
break;
}
}
/// <summary>Process an incoming network message as a farmhand.</summary>
/// <param name="message">The message to process.</param>
/// <param name="sendMessage">Send an arbitrary message through the client.</param>
/// <param name="resume">Resume processing the message using the game's default logic.</param>
/// <returns>Returns whether the message was handled.</returns>
public void OnClientProcessingMessage(IncomingMessage message, Action<OutgoingMessage> sendMessage, Action resume)
{
if (this.LogNetworkTraffic)
this.Monitor.Log($"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
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));
if (!this.Peers.Any())
{
this.Monitor.VerboseLog($"Ignored '{messageType}' broadcast from mod {fromModID}: not connected to any players.");
return;
}
// filter player IDs
HashSet<long> playerIDs = null;
if (toPlayerIDs != null && toPlayerIDs.Any())
{
playerIDs = new HashSet<long>(toPlayerIDs);
playerIDs.RemoveWhere(id => !this.Peers.ContainsKey(id));
if (!playerIDs.Any())
{
this.Monitor.VerboseLog($"Ignored '{messageType}' broadcast from mod {fromModID}: none of the specified player IDs are connected.");
return;
}
}
// get data to send
ModMessageModel model = new ModMessageModel(
fromPlayerID: Game1.player.UniqueMultiplayerID,
fromModID: fromModID,
toModIDs: toModIDs,
toPlayerIDs: playerIDs?.ToArray(),
type: messageType,
data: JToken.FromObject(message)
);
string data = JsonConvert.SerializeObject(model, Formatting.None);
// log message
if (this.LogNetworkTraffic)
this.Monitor.Log($"Broadcasting '{messageType}' message: {data}.", LogLevel.Trace);
// send message
if (Context.IsMainPlayer)
{
foreach (MultiplayerPeer peer in this.Peers.Values)
{
if (playerIDs == null || playerIDs.Contains(peer.PlayerID))
{
model.ToPlayerIDs = new[] { peer.PlayerID };
peer.SendMessage(new OutgoingMessage((byte)MessageType.ModMessage, peer.PlayerID, data));
}
}
}
else if (this.HostPeer != null && this.HostPeer.HasSmapi)
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.Deserialise<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.Deserialise<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.Serialise(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.Serialise(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.Serialise(model, Formatting.None) };
}
}
}
|