Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/LuaCs/_Services/NetworkingService.cs

164 lines
4.7 KiB
C#

using Barotrauma.LuaCs;
using Barotrauma.LuaCs.Events;
using Barotrauma.Networking;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace Barotrauma.LuaCs;
partial class NetworkingService : INetworkingService, IEventServerConnected, IEventServerRawNetMessageReceived
{
private ConcurrentDictionary<ushort, ConcurrentQueue<IReadMessage>> receiveQueue = new();
public void OnServerConnected()
{
ActivateNetVars();
SendSyncMessage();
}
private void ActivateNetVars()
{
if (GameMain.Client == null)
{
return;
}
// re-activate net vars
// todo: unregister net vars on client disconnect, currently handled by unloading the state machine.
foreach (var networkSyncVar in netVars.Keys)
{
networkSyncVar.SetNetworkOwner(this);
}
}
public bool? OnReceivedServerNetMessage(IReadMessage netMessage, ServerPacketHeader serverPacketHeader)
{
if (serverPacketHeader != ServerHeader)
{
return null;
}
ServerToClient luaCsHeader = (ServerToClient)netMessage.ReadByte();
switch (luaCsHeader)
{
case ServerToClient.NetMessageNetId:
HandleNetMessageString(netMessage);
break;
case ServerToClient.NetMessageInternalId:
HandleNetMessageId(netMessage);
break;
case ServerToClient.ReceiveNetIds:
ReadIds(netMessage);
break;
}
return true;
}
private void SendSyncMessage()
{
if (GameMain.Client == null) { return; }
WriteOnlyMessage message = new WriteOnlyMessage();
message.WriteByte((byte)ClientHeader);
message.WriteByte((byte)ClientToServer.RequestSync);
GameMain.Client.ClientPeer.Send(message, DeliveryMethod.Reliable);
}
public IWriteMessage Start(NetId netId)
{
var message = new WriteOnlyMessage();
message.WriteByte((byte)ClientHeader);
if (idToPacket.ContainsKey(netId))
{
message.WriteByte((byte)ClientToServer.NetMessageInternalId);
message.WriteUInt16(idToPacket[netId]);
}
else
{
message.WriteByte((byte)ClientToServer.NetMessageNetId);
NetId.Write(message, netId);
}
return message;
}
public void SendToServer(IWriteMessage netMessage, DeliveryMethod deliveryMethod = DeliveryMethod.Reliable)
{
GameMain.Client.ClientPeer.Send(netMessage, deliveryMethod);
}
public void Send(IWriteMessage netMessage, DeliveryMethod deliveryMethod = DeliveryMethod.Reliable)
=> SendToServer(netMessage, deliveryMethod);
private void RequestId(NetId netId)
{
if (idToPacket.ContainsKey(netId)) { return; }
if (GameMain.Client == null) { return; }
WriteOnlyMessage message = new WriteOnlyMessage();
message.WriteByte((byte)ClientHeader);
message.WriteByte((byte)ClientToServer.RequestSingleNetId);
NetId.Write(message, netId);
SendToServer(message, DeliveryMethod.Reliable);
}
private void HandleNetMessageId(IReadMessage netMessage, Client client = null)
{
ushort id = netMessage.ReadUInt16();
if (packetToId.ContainsKey(id))
{
HandleNetMessage(netMessage, packetToId[id], client);
}
else
{
if (!receiveQueue.ContainsKey(id)) { receiveQueue[id] = new ConcurrentQueue<IReadMessage>(); }
receiveQueue[id].Enqueue(netMessage);
if (GameSettings.CurrentConfig.VerboseLogging)
{
_loggerService.LogMessage($"Received NetMessage with unknown id {id} from server, storing in queue in case we receive the id later.");
}
}
}
private void ReadIds(IReadMessage netMessage)
{
ushort size = netMessage.ReadUInt16();
for (int i = 0; i < size; i++)
{
ushort packetId = netMessage.ReadUInt16();
NetId netId = NetId.Read(netMessage);
packetToId[packetId] = netId;
idToPacket[netId] = packetId;
if (!receiveQueue.ContainsKey(packetId))
{
continue;
}
// We could have received messages before receiving the sync message, so we need to process them now
while (receiveQueue[packetId].TryDequeue(out var queueMessage))
{
if (netReceives.ContainsKey(netId))
{
netReceives[netId](queueMessage);
}
}
}
}
}