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