Add missing ILuaCsNetworking APIs
This commit is contained in:
@@ -1,11 +1,20 @@
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using Barotrauma.Networking;
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using Barotrauma.Networking;
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using System.Collections.Generic;
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namespace Barotrauma.LuaCs.Compatibility;
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namespace Barotrauma.LuaCs.Compatibility;
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public interface ILuaCsNetworking : ILuaCsShim
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internal interface ILuaCsNetworking : ILuaCsShim
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{
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{
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void CreateEntityEvent(INetSerializable entity, NetEntityEvent.IData extraData);
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ushort LastClientListUpdateID { get; set; }
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void HttpRequest(string url, LuaCsAction callback, string data = null, string method = "POST", string contentType = "application/json", Dictionary<string, string> headers = null, string savePath = null);
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void HttpPost(string url, LuaCsAction callback, string data, string contentType = "application/json", Dictionary<string, string> headers = null, string savePath = null);
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void Receive(string netId, LuaCsAction action);
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void Receive(string netId, LuaCsAction action);
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#if SERVER
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#if SERVER
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int FileSenderMaxPacketsPerUpdate { get; set; }
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void ClientWriteLobby(Client client);
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void UpdateClientPermissions(Client client);
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void Send(IWriteMessage mesage, NetworkConnection connection = null, DeliveryMethod deliveryMethod = DeliveryMethod.Reliable);
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void Send(IWriteMessage mesage, NetworkConnection connection = null, DeliveryMethod deliveryMethod = DeliveryMethod.Reliable);
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#elif CLIENT
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#elif CLIENT
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void Send(IWriteMessage mesage, DeliveryMethod deliveryMethod = DeliveryMethod.Reliable);
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void Send(IWriteMessage mesage, DeliveryMethod deliveryMethod = DeliveryMethod.Reliable);
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@@ -6,7 +6,9 @@ using FluentResults;
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using System;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Linq;
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using System.Net.Http;
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using System.Security.Cryptography;
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using System.Security.Cryptography;
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using System.Text;
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using System.Text;
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@@ -275,4 +277,98 @@ internal partial class NetworkingService : INetworkingService
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{
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{
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IsDisposed = true;
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IsDisposed = true;
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}
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}
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#region Compatiblity
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private static readonly HttpClient client = new HttpClient();
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public async void HttpRequest(string url, LuaCsAction callback, string data = null, string method = "POST", string contentType = "application/json", Dictionary<string, string> headers = null, string savePath = null)
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{
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try
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{
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HttpRequestMessage request = new HttpRequestMessage(new HttpMethod(method), url);
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if (headers != null)
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{
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foreach (var header in headers)
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{
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request.Headers.Add(header.Key, header.Value);
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}
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}
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if (data != null)
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{
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request.Content = new StringContent(data, Encoding.UTF8, contentType);
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}
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HttpResponseMessage response = await client.SendAsync(request);
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if (savePath != null)
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{
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if (LuaCsFile.IsPathAllowedException(savePath))
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{
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byte[] responseData = await response.Content.ReadAsByteArrayAsync();
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using (var fileStream = new FileStream(savePath, FileMode.Create, FileAccess.Write))
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{
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fileStream.Write(responseData, 0, responseData.Length);
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}
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}
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}
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string responseBody = await response.Content.ReadAsStringAsync();
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CrossThread.RequestExecutionOnMainThread(() =>
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{
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callback(responseBody, (int)response.StatusCode, response.Headers);
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});
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}
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catch (HttpRequestException e)
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{
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CrossThread.RequestExecutionOnMainThread(() => { callback(e.Message, e.StatusCode, null); });
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}
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catch (Exception e)
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{
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CrossThread.RequestExecutionOnMainThread(() => { callback(e.Message, null, null); });
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}
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}
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public void HttpPost(string url, LuaCsAction callback, string data, string contentType = "application/json", Dictionary<string, string> headers = null, string savePath = null)
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{
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HttpRequest(url, callback, data, "POST", contentType, headers, savePath);
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}
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public void HttpGet(string url, LuaCsAction callback, Dictionary<string, string> headers = null, string savePath = null)
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{
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HttpRequest(url, callback, null, "GET", null, headers, savePath);
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}
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public void CreateEntityEvent(INetSerializable entity, NetEntityEvent.IData extraData)
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{
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GameMain.NetworkMember.CreateEntityEvent(entity, extraData);
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}
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public ushort LastClientListUpdateID
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{
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get { return GameMain.NetworkMember.LastClientListUpdateID; }
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set { GameMain.NetworkMember.LastClientListUpdateID = value; }
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}
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#if SERVER
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public void ClientWriteLobby(Client client) => GameMain.Server.ClientWriteLobby(client);
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public void UpdateClientPermissions(Client client)
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{
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GameMain.Server.UpdateClientPermissions(client);
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}
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public int FileSenderMaxPacketsPerUpdate
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{
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get { return FileSender.FileTransferOut.MaxPacketsPerUpdate; }
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set { FileSender.FileTransferOut.MaxPacketsPerUpdate = value; }
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}
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#endif
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#endregion
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}
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}
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