Stardew_Valley_Mods/GeneralMods/ModdedUtilitiesNetworking/Framework/CustomMultiplayer.cs

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using ModdedUtilitiesNetworking.Framework.Messages;
using ModdedUtilitiesNetworking.Framework.Servers;
using StardewValley;
using StardewValley.Network;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.Serialization.Formatters.Binary;
using System.Text;
using System.Threading.Tasks;
using static ModdedUtilitiesNetworking.Framework.Delegates.DelegateInfo;
namespace ModdedUtilitiesNetworking.Framework
{
public class CustomMultiplayer : StardewValley.Multiplayer
{
public override bool isClientBroadcastType(byte messageType)
{
return true;
}
/// <summary>
/// Sends an outgoing message to appropriate players.
/// </summary>
/// <param name="message"></param>
public void sendMessage(OutgoingMessage message)
{
if (Game1.server != null)
{
foreach (long peerId in (IEnumerable<long>)Game1.otherFarmers.Keys)
{
Game1.server.sendMessage(peerId, message);
}
}
if (Game1.client != null)
{
Game1.client.sendMessage(message);
}
}
/// <summary>
/// Updates the server.
/// </summary>
public override void UpdateEarly()
{
if (Game1.CurrentEvent == null)
this.removeDisconnectedFarmers();
this.updatePendingConnections();
if (Game1.server != null)
(Game1.server as CustomGameServer).receiveMessages();
else if (Game1.client != null)
Game1.client.receiveMessages();
this.tickFarmerRoots();
this.tickLocationRoots();
}
/// <summary>
/// Creates a net outgoing message that is written specifically to call a void function when sent.
/// </summary>
/// <param name="functionName"></param>
/// <param name="objectParametersType"></param>
/// <param name="data"></param>
/// <param name="source"></param>
/// <returns></returns>
public OutgoingMessage sendOutGoingMessageReturnVoid(string functionName, string objectParametersType, object data, Farmer source)
{
OutgoingMessage message = new OutgoingMessage((byte)20, source, makeDataArray(functionName, objectParametersType, data));
return message;
}
public OutgoingMessage sendOutGoingMessageReturnVoid(string functionName, Type objectParametersType, object data, Farmer source)
{
OutgoingMessage message = new OutgoingMessage((byte)20, source, makeDataArray(functionName, objectParametersType.ToString(), data));
return message;
}
public object[] makeDataArray(string functionName, string objectParametersType, object data)
{
object[] obj = new object[3]
{
functionName,
objectParametersType,
data
};
return obj;
}
/// <summary>
/// Creates all of the necessary parameters for the outgoing message to be sent to the server/client on what to do and how to handle the data sent.
/// This message written will attempt to access a function that doesn't return anything. Essentially null.
/// </summary>
/// <param name="uniqueID"></param>
/// <param name="classType"></param>
/// <param name="data"></param>
public void sendModInfoReturnVoid(string uniqueID,Type classType,object data)
{
Farmer f = Game1.player;
OutgoingMessage message =ModCore.multiplayer.sendOutGoingMessageReturnVoid(uniqueID, classType, data, f);
ModCore.multiplayer.sendMessage(message);
}
}
}