142 lines
4.2 KiB
C#
142 lines
4.2 KiB
C#
using Barotrauma.LuaCs;
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using Barotrauma.Networking;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace Barotrauma.LuaCs;
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partial class NetworkingService : INetworkingService
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{
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private ConcurrentDictionary<ushort, ConcurrentQueue<IReadMessage>> receiveQueue = new();
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public void SendSyncMessage()
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{
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if (GameMain.Client == null) { return; }
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WriteOnlyMessage message = new WriteOnlyMessage();
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message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
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message.WriteByte((byte)LuaCsClientToServer.RequestAllIds);
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GameMain.Client.ClientPeer.Send(message, DeliveryMethod.Reliable);
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}
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public void NetMessageReceived(IReadMessage netMessage, ServerPacketHeader header, Client client = null)
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{
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if (header != ServerPacketHeader.LUA_NET_MESSAGE)
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{
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return;
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}
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LuaCsServerToClient luaCsHeader = (LuaCsServerToClient)netMessage.ReadByte();
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switch (luaCsHeader)
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{
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case LuaCsServerToClient.NetMessageString:
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HandleNetMessageString(netMessage);
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break;
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case LuaCsServerToClient.NetMessageId:
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HandleNetMessageId(netMessage);
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break;
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case LuaCsServerToClient.ReceiveIds:
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ReadIds(netMessage);
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break;
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}
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}
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public void NetMessageReceived(IReadMessage message, ServerPacketHeader header)
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{
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throw new NotImplementedException();
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}
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public IWriteMessage Start(Guid netId)
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{
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var message = new WriteOnlyMessage();
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message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
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if (idToPacket.ContainsKey(netId))
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{
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message.WriteByte((byte)LuaCsClientToServer.NetMessageId);
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message.WriteUInt16(idToPacket[netId]);
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}
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else
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{
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message.WriteByte((byte)LuaCsClientToServer.NetMessageString);
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message.WriteBytes(netId.ToByteArray(), 0, 16);
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}
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return message;
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}
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public void RequestId(Guid netId)
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{
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if (idToPacket.ContainsKey(netId)) { return; }
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if (GameMain.Client == null) { return; }
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WriteOnlyMessage message = new WriteOnlyMessage();
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message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
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message.WriteByte((byte)LuaCsClientToServer.RequestSingleId);
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message.WriteBytes(netId.ToByteArray(), 0, 16);
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Send(message, DeliveryMethod.Reliable);
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}
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public void Send(IWriteMessage netMessage, DeliveryMethod deliveryMethod = DeliveryMethod.Reliable)
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{
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GameMain.Client.ClientPeer.Send(netMessage, deliveryMethod);
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}
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private void HandleNetMessageId(IReadMessage netMessage, Client client = null)
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{
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ushort id = netMessage.ReadUInt16();
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if (packetToId.ContainsKey(id))
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{
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HandleNetMessage(netMessage, packetToId[id], client);
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}
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else
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{
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if (!receiveQueue.ContainsKey(id)) { receiveQueue[id] = new ConcurrentQueue<IReadMessage>(); }
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receiveQueue[id].Enqueue(netMessage);
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if (GameSettings.CurrentConfig.VerboseLogging)
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{
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LuaCsLogger.LogMessage($"Received NetMessage with unknown id {id} from server, storing in queue in case we receive the id later.");
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}
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}
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}
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private void ReadIds(IReadMessage netMessage)
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{
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ushort size = netMessage.ReadUInt16();
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for (int i = 0; i < size; i++)
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{
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ushort packetId = netMessage.ReadUInt16();
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Guid netId = new Guid(netMessage.ReadBytes(16));
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packetToId[packetId] = netId;
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idToPacket[netId] = packetId;
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if (!receiveQueue.ContainsKey(packetId))
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{
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continue;
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}
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// We could have received messages before receiving the sync message, so we need to process them now
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while (receiveQueue[packetId].TryDequeue(out var queueMessage))
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{
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if (netReceives.ContainsKey(netId))
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{
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netReceives[netId](queueMessage);
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}
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}
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}
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}
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}
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