Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/LuaCs/_Services/NetworkingService.cs
T
2026-02-07 20:11:46 -05:00

172 lines
4.6 KiB
C#

using Barotrauma.LuaCs;
using Barotrauma.LuaCs.Compatibility;
using Barotrauma.LuaCs.Events;
using Barotrauma.Networking;
using FluentResults;
using System;
using System.Collections.Generic;
using System.Security.Cryptography;
using System.Text;
namespace Barotrauma.LuaCs;
public partial class NetworkingService : INetworkingService
{
public readonly record struct NetId
{
private readonly string _value;
public NetId(string netId)
{
_value = netId;
}
public static void Write(IWriteMessage message, NetId netId)
{
message.WriteString(netId._value);
}
public static NetId Read(IReadMessage message)
{
return new NetId(message.ReadString());
}
}
private enum ClientToServer
{
NetMessageInternalId,
NetMessageNetId,
RequestSingleNetId,
RequestAllNetIds,
}
private enum ServerToClient
{
NetMessageInternalId,
NetMessageNetId,
ReceiveNetIds
}
private Dictionary<NetId, NetMessageReceived> netReceives = new Dictionary<NetId, NetMessageReceived>();
private Dictionary<ushort, NetId> packetToId = new Dictionary<ushort, NetId>();
private Dictionary<NetId, ushort> idToPacket = new Dictionary<NetId, ushort>();
public bool IsActive
{
get
{
return GameMain.NetworkMember != null;
}
}
public bool IsSynchronized { get; private set; }
public bool IsDisposed { get; private set; }
private readonly IEventService _eventService;
private readonly ILoggerService _loggerService;
public NetworkingService(IEventService eventService, ILoggerService loggerService)
{
_eventService = eventService;
_loggerService = loggerService;
#if SERVER
IsSynchronized = true;
#endif
SubscribeToEvents();
}
public void Receive(string netIdString, NetMessageReceived callback) => Receive(new NetId(netIdString), callback);
public void Receive(Guid netIdGuid, NetMessageReceived callback) => Receive(new NetId(netIdGuid.ToString()), callback);
public IWriteMessage Start(string netIdString) => Start(new NetId(netIdString));
public IWriteMessage Start(Guid netIdGuid) => Start(new NetId(netIdGuid.ToString()));
public void Receive(NetId netId, NetMessageReceived callback)
{
#if SERVER
RegisterId(netId);
#elif CLIENT
RequestId(netId);
#endif
netReceives[netId] = callback;
}
private void HandleNetMessage(IReadMessage netMessage, NetId netId, Client client = null)
{
if (netReceives.ContainsKey(netId))
{
try
{
#if CLIENT
netReceives[netId](netMessage);
#elif SERVER
netReceives[netId](netMessage, client.Connection);
#endif
}
catch (Exception e)
{
_loggerService.LogResults(new ExceptionalError("Exception thrown inside NetMessageReceive({netId})", e));
}
}
else
{
if (GameSettings.CurrentConfig.VerboseLogging)
{
#if SERVER
_loggerService.LogError($"Received NetMessage for unknown netid {netId} from {GameServer.ClientLogName(client)}.");
#else
_loggerService.LogError($"Received NetMessage for unknown netid {netId} from server.");
#endif
}
}
}
private void HandleNetMessageString(IReadMessage netMessage, Client client = null)
{
NetId netId = NetId.Read(netMessage);
HandleNetMessage(netMessage, netId, client);
}
private void SubscribeToEvents()
{
#if CLIENT
_eventService.Subscribe<IEventConnectedToServer>(this);
_eventService.Subscribe<IEventServerRawNetMessageReceived>(this);
#elif SERVER
_eventService.Subscribe<IEventClientRawNetMessageReceived>(this);
#endif
}
public Guid GetNetworkIdForInstance(INetworkSyncVar var)
{
throw new NotImplementedException();
}
public void RegisterNetVar(INetworkSyncVar netVar)
{
throw new NotImplementedException();
}
public void SendNetVar(INetworkSyncVar netVar)
{
throw new NotImplementedException();
}
public FluentResults.Result Reset()
{
IsSynchronized = false;
netReceives = new Dictionary<NetId, NetMessageReceived>();
packetToId = new Dictionary<ushort, NetId>();
idToPacket = new Dictionary<NetId, ushort>();
SubscribeToEvents();
return FluentResults.Result.Ok();
}
public void Dispose()
{
IsDisposed = true;
}
}