[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.
This commit is contained in:
@@ -0,0 +1,128 @@
|
||||
using Barotrauma.LuaCs.Services;
|
||||
using Barotrauma.Networking;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma.LuaCs.Networking;
|
||||
|
||||
internal partial class NetworkingService : INetworkingService
|
||||
{
|
||||
private enum LuaCsClientToServer
|
||||
{
|
||||
NetMessageId,
|
||||
NetMessageString,
|
||||
RequestSingleId,
|
||||
RequestAllIds,
|
||||
}
|
||||
|
||||
private enum LuaCsServerToClient
|
||||
{
|
||||
NetMessageId,
|
||||
NetMessageString,
|
||||
ReceiveIds
|
||||
}
|
||||
|
||||
private Dictionary<Guid, INetVar> netVars = new Dictionary<Guid, INetVar>();
|
||||
private Dictionary<Guid, NetMessageReceived> netReceives = new Dictionary<Guid, NetMessageReceived>();
|
||||
private Dictionary<ushort, Guid> packetToId = new Dictionary<ushort, Guid>();
|
||||
private Dictionary<Guid, ushort> idToPacket = new Dictionary<Guid, ushort>();
|
||||
|
||||
public bool IsActive
|
||||
{
|
||||
get
|
||||
{
|
||||
return GameMain.NetworkMember != null; // ehh?
|
||||
}
|
||||
}
|
||||
public bool IsSynchronized { get; private set; }
|
||||
public bool IsDisposed { get; private set; }
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
#if SERVER
|
||||
IsSynchronized = true;
|
||||
#elif CLIENT
|
||||
SendSyncMessage();
|
||||
#endif
|
||||
}
|
||||
|
||||
public void RegisterNetVar(INetVar netVar)
|
||||
{
|
||||
netVars[netVar.InstanceId] = netVar;
|
||||
|
||||
netReceives[netVar.InstanceId] = (IReadMessage netMessage) =>
|
||||
{
|
||||
INetReadMessage internalMind = new NetReadMessage();
|
||||
internalMind.SetMessage(netMessage);
|
||||
netVar.ReadNetMessage(internalMind);
|
||||
};
|
||||
}
|
||||
|
||||
public void SendNetVar(INetVar netVar)
|
||||
{
|
||||
if (netVars.ContainsKey(netVar.InstanceId))
|
||||
{
|
||||
INetWriteMessage message = Start(netVar.InstanceId);
|
||||
netVar.WriteNetMessage(message);
|
||||
Send(message.Message);
|
||||
}
|
||||
}
|
||||
|
||||
public void Receive(Guid netId, NetMessageReceived callback)
|
||||
{
|
||||
#if SERVER
|
||||
RegisterId(netId);
|
||||
#elif CLIENT
|
||||
RequestId(netId);
|
||||
#endif
|
||||
netReceives[netId] = callback;
|
||||
}
|
||||
|
||||
private void HandleNetMessage(IReadMessage netMessage, Guid netId, Client client = null)
|
||||
{
|
||||
if (netReceives.ContainsKey(netId))
|
||||
{
|
||||
try
|
||||
{
|
||||
netReceives[netId](netMessage);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
LuaCsLogger.LogError($"Exception thrown inside NetMessageReceive({netId})", LuaCsMessageOrigin.CSharpMod);
|
||||
LuaCsLogger.HandleException(e, LuaCsMessageOrigin.CSharpMod);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GameSettings.CurrentConfig.VerboseLogging)
|
||||
{
|
||||
#if SERVER
|
||||
LuaCsLogger.LogError($"Received NetMessage for unknown netid {netId} from {GameServer.ClientLogName(client)}.");
|
||||
#else
|
||||
LuaCsLogger.LogError($"Received NetMessage for unknown netid {netId} from server.");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleNetMessageString(IReadMessage netMessage, Client client = null)
|
||||
{
|
||||
Guid guid = new Guid(netMessage.ReadBytes(16));
|
||||
|
||||
HandleNetMessage(netMessage, guid, client);
|
||||
}
|
||||
|
||||
public FluentResults.Result Reset()
|
||||
{
|
||||
IsSynchronized = false;
|
||||
netReceives = new Dictionary<Guid, NetMessageReceived>();
|
||||
packetToId = new Dictionary<ushort, Guid>();
|
||||
idToPacket = new Dictionary<Guid, ushort>();
|
||||
return FluentResults.Result.Ok();
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
IsDisposed = true;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user