[Milestone] AssemblyLoader completed.
Details: - Assembly Mgmt Service for loading now a separate interface, not intended for normal use. - Assembly Loader work; implemented custom dictionary key and table. - Assembly loading work. - EventService completed. - Moved assembly extensions to ModUtils.cs - Work to event service. NetworkService work - Added ImpromptuInterfaces package. - Networking Service work to support NetVars - Event Service - Added assemblies references package for script compilation. Updated Roslyn version for compatibility. - Package Loading work. Swap Harmony to HarmonyX - More refactor conversion to FluentResults. - Updated StylesService to return Results. - Refactor of PackageService partially complete. - Made IService.Reset() required to return a Result. - Moved plugin/assembly related code to their own folder (same namespace). - Updated interfaces to reflect the use of Result<T>. - Partial refactor, incomplete. - Added 'FluentResults' so we can stop using cursed Exception-based flow control in loading code. - Added 'OneOf' nuget package: https://github.com/mcintyre321/OneOf for the implementation of the Optional<T> pattern and complex discrete return types instead of cursed enums (see current AssemblyManager.cs). - Reapplied old branch changes.
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using Barotrauma.LuaCs.Services;
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using Barotrauma.Networking;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma.LuaCs.Networking;
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partial class NetworkingService
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{
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private Dictionary<ushort, Queue<IReadMessage>> receiveQueue = new Dictionary<ushort, Queue<IReadMessage>>();
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public void SendSyncMessage()
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{
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if (GameMain.Client == null) { return; }
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WriteOnlyMessage message = new WriteOnlyMessage();
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message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
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message.WriteByte((byte)LuaCsClientToServer.RequestAllIds);
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GameMain.Client.ClientPeer.Send(message, DeliveryMethod.Reliable);
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}
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public void NetMessageReceived(IReadMessage netMessage, ServerPacketHeader header, Client client = null)
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{
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if (header != ServerPacketHeader.LUA_NET_MESSAGE)
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{
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return;
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}
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LuaCsServerToClient luaCsHeader = (LuaCsServerToClient)netMessage.ReadByte();
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switch (luaCsHeader)
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{
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case LuaCsServerToClient.NetMessageString:
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HandleNetMessageString(netMessage);
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break;
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case LuaCsServerToClient.NetMessageId:
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HandleNetMessageId(netMessage);
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break;
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case LuaCsServerToClient.ReceiveIds:
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ReadIds(netMessage);
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break;
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}
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}
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public INetWriteMessage Start(Guid netId)
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{
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var message = new WriteOnlyMessage();
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message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
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if (idToPacket.ContainsKey(netId))
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{
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message.WriteByte((byte)LuaCsClientToServer.NetMessageId);
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message.WriteUInt16(idToPacket[netId]);
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}
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else
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{
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message.WriteByte((byte)LuaCsClientToServer.NetMessageString);
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message.WriteBytes(netId.ToByteArray(), 0, 16);
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}
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return message.ToNetWriteMessage();
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}
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public void RequestId(Guid netId)
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{
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if (idToPacket.ContainsKey(netId)) { return; }
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if (GameMain.Client == null) { return; }
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WriteOnlyMessage message = new WriteOnlyMessage();
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message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
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message.WriteByte((byte)LuaCsClientToServer.RequestSingleId);
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message.WriteBytes(netId.ToByteArray(), 0, 16);
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Send(message, DeliveryMethod.Reliable);
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}
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public void Send(IWriteMessage netMessage, DeliveryMethod deliveryMethod = DeliveryMethod.Reliable)
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{
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GameMain.Client.ClientPeer.Send(netMessage, deliveryMethod);
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}
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private void HandleNetMessageId(IReadMessage netMessage, Client client = null)
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{
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ushort id = netMessage.ReadUInt16();
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if (packetToId.ContainsKey(id))
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{
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HandleNetMessage(netMessage, packetToId[id], client);
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}
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else
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{
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if (!receiveQueue.ContainsKey(id)) { receiveQueue[id] = new Queue<IReadMessage>(); }
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receiveQueue[id].Enqueue(netMessage);
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if (GameSettings.CurrentConfig.VerboseLogging)
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{
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LuaCsLogger.LogMessage($"Received NetMessage with unknown id {id} from server, storing in queue in case we receive the id later.");
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}
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}
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}
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private void ReadIds(IReadMessage netMessage)
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{
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ushort size = netMessage.ReadUInt16();
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for (int i = 0; i < size; i++)
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{
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ushort packetId = netMessage.ReadUInt16();
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Guid netId = new Guid(netMessage.ReadBytes(16));
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packetToId[packetId] = netId;
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idToPacket[netId] = packetId;
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if (!receiveQueue.ContainsKey(packetId))
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{
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continue;
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}
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// We could have received messages before receiving the sync message, so we need to process them now
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while (receiveQueue[packetId].TryDequeue(out var queueMessage))
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{
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if (netReceives.ContainsKey(netId))
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{
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netReceives[netId](queueMessage);
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}
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}
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}
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}
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}
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