Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/LuaCs/Services/NetworkingService.cs
MapleWheels 6880e5e9ee [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.
2026-02-07 20:10:26 -05:00

177 lines
5.2 KiB
C#

using Barotrauma.LuaCs.Services;
using Barotrauma.Networking;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma.LuaCs.Networking;
partial class NetworkingService
{
private const int MaxRegisterPerClient = 1000;
private Dictionary<string, int> clientRegisterCount = new Dictionary<string, int>();
private ushort currentId = 0;
public INetWriteMessage Start(Guid netId)
{
var message = new WriteOnlyMessage();
message.WriteByte((byte)ServerPacketHeader.LUA_NET_MESSAGE);
if (idToPacket.ContainsKey(netId))
{
message.WriteByte((byte)LuaCsServerToClient.NetMessageId);
message.WriteUInt16(idToPacket[netId]);
}
else
{
message.WriteByte((byte)LuaCsServerToClient.NetMessageString);
message.WriteBytes(netId.ToByteArray(), 0, 16);
}
return message.ToNetWriteMessage();
}
public void NetMessageReceived(IReadMessage netMessage, ClientPacketHeader header, Client client = null)
{
if (header != ClientPacketHeader.LUA_NET_MESSAGE)
{
return;
}
LuaCsClientToServer luaCsHeader = (LuaCsClientToServer)netMessage.ReadByte();
switch (luaCsHeader)
{
case LuaCsClientToServer.NetMessageString:
HandleNetMessageString(netMessage, client);
break;
case LuaCsClientToServer.NetMessageId:
HandleNetMessageId(netMessage, client);
break;
case LuaCsClientToServer.RequestAllIds:
WriteAllIds(client);
break;
case LuaCsClientToServer.RequestSingleId:
RequestIdSingle(netMessage, client);
break;
}
}
private void HandleNetMessageId(IReadMessage netMessage, Client client = null)
{
ushort id = netMessage.ReadUInt16();
if (packetToId.ContainsKey(id))
{
Guid netId = packetToId[id];
HandleNetMessage(netMessage, netId, client);
}
else
{
if (GameSettings.CurrentConfig.VerboseLogging)
{
LuaCsLogger.LogError($"Received NetMessage for unknown id {id} from {GameServer.ClientLogName(client)}.");
}
}
}
private ushort RegisterId(Guid netId)
{
if (idToPacket.ContainsKey(netId))
{
return idToPacket[netId];
}
if (currentId >= ushort.MaxValue)
{
LuaCsLogger.LogError($"Tried to register more than {ushort.MaxValue} network ids!");
return 0;
}
currentId++;
packetToId[currentId] = netId;
idToPacket[netId] = currentId;
WriteIdToAll(currentId, netId);
return currentId;
}
private void RequestIdSingle(IReadMessage netMessage, Client client)
{
Guid netId = new Guid(netMessage.ReadBytes(16));
if (!idToPacket.ContainsKey(netId) && client.AccountId.TryUnwrap(out AccountId id))
{
if (!clientRegisterCount.ContainsKey(id.StringRepresentation))
{
clientRegisterCount[id.StringRepresentation] = 0;
}
clientRegisterCount[id.StringRepresentation]++;
if (clientRegisterCount[id.StringRepresentation] > MaxRegisterPerClient)
{
LuaCsLogger.Log($"{GameServer.ClientLogName(client)} Tried to register more than {MaxRegisterPerClient} Ids!");
return;
}
}
RegisterId(netId);
}
private void WriteIdToAll(ushort packet, Guid netId)
{
WriteOnlyMessage message = new WriteOnlyMessage();
message.WriteByte((byte)ServerPacketHeader.LUA_NET_MESSAGE);
message.WriteByte((byte)LuaCsServerToClient.ReceiveIds);
message.WriteUInt16(1);
message.WriteUInt16(packet);
message.WriteBytes(netId.ToByteArray(), 0, 16);
Send(message, null, DeliveryMethod.Reliable);
}
private void WriteAllIds(Client client)
{
WriteOnlyMessage message = new WriteOnlyMessage();
message.WriteByte((byte)ServerPacketHeader.LUA_NET_MESSAGE);
message.WriteByte((byte)LuaCsServerToClient.ReceiveIds);
message.WriteUInt16((ushort)packetToId.Count());
foreach ((ushort packet, Guid netId) in packetToId)
{
message.WriteUInt16(packet);
message.WriteBytes(netId.ToByteArray(), 0, 16);
}
Send(message, client.Connection, DeliveryMethod.Reliable);
}
public void ClientWriteLobby(Client client) => GameMain.Server.ClientWriteLobby(client);
public void Send(IWriteMessage netMessage, NetworkConnection connection = null, DeliveryMethod deliveryMethod = DeliveryMethod.Reliable)
{
if (connection == null)
{
foreach (NetworkConnection conn in Client.ClientList.Select(c => c.Connection))
{
GameMain.Server.ServerPeer.Send(netMessage, conn, deliveryMethod);
}
}
else
{
GameMain.Server.ServerPeer.Send(netMessage, connection, deliveryMethod);
}
}
}