Working NetworkingService without net vars
This commit is contained in:
committed by
Maplewheels
parent
87dc9be10e
commit
ba10d9d031
-8
@@ -1,8 +0,0 @@
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using Barotrauma.Networking;
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namespace Barotrauma.LuaCs.Compatibility;
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internal partial interface ILuaCsNetworking : ILuaCsShim
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{
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}
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@@ -1,8 +0,0 @@
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using Barotrauma.Networking;
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namespace Barotrauma.LuaCs;
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internal partial interface INetworkingService : IReusableService
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{
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void NetMessageReceived(IReadMessage message, ServerPacketHeader header);
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}
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@@ -1,4 +1,5 @@
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using Barotrauma.LuaCs;
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using Barotrauma.LuaCs.Events;
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using Barotrauma.Networking;
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using System;
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using System.Collections.Concurrent;
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@@ -6,51 +7,51 @@ using System.Collections.Generic;
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namespace Barotrauma.LuaCs;
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partial class NetworkingService : INetworkingService
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public partial class NetworkingService : INetworkingService, IEventConnectedToServer, IEventServerRawNetMessageReceived
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{
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private ConcurrentDictionary<ushort, ConcurrentQueue<IReadMessage>> receiveQueue = new();
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public void SendSyncMessage()
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public void OnConnectedToServer()
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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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SendSyncMessage();
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}
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public void NetMessageReceived(IReadMessage netMessage, ServerPacketHeader header, Client client = null)
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public void OnReceivedServerNetMessage(IReadMessage netMessage, ServerPacketHeader serverPacketHeader)
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{
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if (header != ServerPacketHeader.LUA_NET_MESSAGE)
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if (serverPacketHeader != 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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ServerToClient luaCsHeader = (ServerToClient)netMessage.ReadByte();
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switch (luaCsHeader)
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{
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case LuaCsServerToClient.NetMessageString:
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case ServerToClient.NetMessageNetId:
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HandleNetMessageString(netMessage);
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break;
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case LuaCsServerToClient.NetMessageId:
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case ServerToClient.NetMessageInternalId:
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HandleNetMessageId(netMessage);
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break;
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case LuaCsServerToClient.ReceiveIds:
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case ServerToClient.ReceiveNetIds:
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ReadIds(netMessage);
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break;
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}
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}
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public void NetMessageReceived(IReadMessage message, ServerPacketHeader header)
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private void SendSyncMessage()
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{
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throw new NotImplementedException();
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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)ClientToServer.RequestAllNetIds);
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GameMain.Client.ClientPeer.Send(message, DeliveryMethod.Reliable);
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}
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public IWriteMessage Start(Guid netId)
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public IWriteMessage Start(NetId netId)
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{
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var message = new WriteOnlyMessage();
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@@ -58,19 +59,24 @@ partial class NetworkingService : INetworkingService
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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.WriteByte((byte)ClientToServer.NetMessageInternalId);
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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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message.WriteByte((byte)ClientToServer.NetMessageNetId);
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NetId.Write(message, netId);
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}
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return message;
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}
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public void RequestId(Guid netId)
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public void SendToServer(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 RequestId(NetId netId)
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{
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if (idToPacket.ContainsKey(netId)) { return; }
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@@ -78,16 +84,11 @@ partial class NetworkingService : INetworkingService
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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.WriteByte((byte)ClientToServer.RequestSingleNetId);
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message.WriteBytes(netId.ToByteArray(), 0, 16);
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NetId.Write(message, netId);
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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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SendToServer(message, DeliveryMethod.Reliable);
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}
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private void HandleNetMessageId(IReadMessage netMessage, Client client = null)
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@@ -105,7 +106,7 @@ partial class NetworkingService : INetworkingService
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if (GameSettings.CurrentConfig.VerboseLogging)
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{
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LuaCsLogger.LogMessage($"Received NetMessage with unknown id {id} from server, storing in queue in case we receive the id later.");
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_loggerService.LogMessage($"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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@@ -117,7 +118,7 @@ partial class NetworkingService : INetworkingService
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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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NetId netId = NetId.Read(netMessage);
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packetToId[packetId] = netId;
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idToPacket[netId] = packetId;
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@@ -1,6 +1,7 @@
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using Barotrauma.Extensions;
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using Barotrauma.IO;
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using Barotrauma.Items.Components;
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using Barotrauma.LuaCs.Events;
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using Barotrauma.Steam;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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@@ -603,7 +604,7 @@ namespace Barotrauma.Networking
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{
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ServerPacketHeader header = (ServerPacketHeader)inc.ReadByte();
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GameMain.LuaCs.NetworkingService.NetMessageReceived(inc, header);
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GameMain.LuaCs.EventService.PublishEvent<IEventServerRawNetMessageReceived>(p => p.OnReceivedServerNetMessage(inc, header));
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if (roundInitStatus == RoundInitStatus.WaitingForStartGameFinalize
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&& header is not (
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