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.
129 lines
3.4 KiB
C#
129 lines
3.4 KiB
C#
using Barotrauma.LuaCs.Services;
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using Barotrauma.Networking;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma.LuaCs.Networking;
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internal partial class NetworkingService : INetworkingService
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{
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private enum LuaCsClientToServer
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{
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NetMessageId,
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NetMessageString,
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RequestSingleId,
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RequestAllIds,
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}
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private enum LuaCsServerToClient
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{
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NetMessageId,
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NetMessageString,
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ReceiveIds
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}
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private Dictionary<Guid, INetVar> netVars = new Dictionary<Guid, INetVar>();
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private Dictionary<Guid, NetMessageReceived> netReceives = new Dictionary<Guid, NetMessageReceived>();
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private Dictionary<ushort, Guid> packetToId = new Dictionary<ushort, Guid>();
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private Dictionary<Guid, ushort> idToPacket = new Dictionary<Guid, 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; // ehh?
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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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public void Initialize()
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{
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#if SERVER
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IsSynchronized = true;
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#elif CLIENT
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SendSyncMessage();
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#endif
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}
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public void RegisterNetVar(INetVar netVar)
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{
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netVars[netVar.InstanceId] = netVar;
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netReceives[netVar.InstanceId] = (IReadMessage netMessage) =>
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{
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INetReadMessage internalMind = new NetReadMessage();
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internalMind.SetMessage(netMessage);
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netVar.ReadNetMessage(internalMind);
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};
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}
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public void SendNetVar(INetVar netVar)
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{
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if (netVars.ContainsKey(netVar.InstanceId))
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{
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INetWriteMessage message = Start(netVar.InstanceId);
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netVar.WriteNetMessage(message);
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Send(message.Message);
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}
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}
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public void Receive(Guid 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, Guid 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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netReceives[netId](netMessage);
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}
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catch (Exception e)
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{
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LuaCsLogger.LogError($"Exception thrown inside NetMessageReceive({netId})", LuaCsMessageOrigin.CSharpMod);
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LuaCsLogger.HandleException(e, LuaCsMessageOrigin.CSharpMod);
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}
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}
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else
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{
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if (GameSettings.CurrentConfig.VerboseLogging)
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{
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#if SERVER
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LuaCsLogger.LogError($"Received NetMessage for unknown netid {netId} from {GameServer.ClientLogName(client)}.");
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#else
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LuaCsLogger.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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Guid guid = new Guid(netMessage.ReadBytes(16));
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HandleNetMessage(netMessage, guid, client);
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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<Guid, NetMessageReceived>();
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packetToId = new Dictionary<ushort, Guid>();
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idToPacket = new Dictionary<Guid, ushort>();
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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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