126 lines
4.3 KiB
C#
126 lines
4.3 KiB
C#
using Galaxy.Api;
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using ModdedUtilitiesNetworking.Framework.Extentions;
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using StardewValley;
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using StardewValley.Network;
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using StardewValley.SDKs;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ModdedUtilitiesNetworking.Framework.Clients
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{
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class CustomGalaxyClient :GalaxyNetClient
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{
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private GalaxyID lobbyId;
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private GalaxySocket client;
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private GalaxyID serverId;
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public CustomGalaxyClient(GalaxyID lobbyId) : base(lobbyId)
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{
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this.lobbyId = lobbyId;
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}
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public override string getUserID()
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{
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return Convert.ToString(GalaxyInstance.User().GetGalaxyID().ToUint64());
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}
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protected override string getHostUserName()
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{
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return GalaxyInstance.Friends().GetFriendPersonaName(this.serverId);
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}
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protected override void connectImpl()
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{
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this.client = new GalaxySocket(ModCore.multiplayer.protocolVersion);
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GalaxyInstance.User().GetGalaxyID();
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this.client.JoinLobby(this.lobbyId);
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ModCore.monitor.Log("Success on generating modded galaxy client.");
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}
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public override void disconnect(bool neatly = true)
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{
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if (this.client == null)
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return;
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Console.WriteLine("Disconnecting from server {0}", (object)this.lobbyId);
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this.client.Close();
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this.client = (GalaxySocket)null;
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this.connectionMessage = (string)null;
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}
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protected override void receiveMessagesImpl()
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{
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if (this.client == null || !this.client.Connected)
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return;
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if (this.client.Connected && this.serverId == (GalaxyID)null)
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this.serverId = this.client.LobbyOwner;
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this.client.Receive(new Action<GalaxyID>(this.onReceiveConnection), new Action<GalaxyID, Stream>(this.onReceiveMessage), new Action<GalaxyID>(this.onReceiveDisconnect), new Action<string>(this.onReceiveError));
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this.client.Heartbeat(Enumerable.Repeat<GalaxyID>(this.serverId, 1));
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if (this.client.GetTimeSinceLastMessage(this.serverId) <= 30000L)
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return;
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this.timedOut = true;
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this.disconnect(true);
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}
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private void onReceiveConnection(GalaxyID peer)
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{
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}
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private void onReceiveMessage(GalaxyID peer, Stream messageStream)
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{
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if (peer != this.serverId)
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return;
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using (IncomingMessage message = new IncomingMessage())
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{
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using (BinaryReader reader = new BinaryReader(messageStream))
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{
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message.Read(reader);
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this.processIncomingMessage(message);
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}
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}
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}
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private void onReceiveDisconnect(GalaxyID peer)
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{
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if (peer != this.serverId)
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ModCore.multiplayer.playerDisconnected((long)peer.ToUint64());
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else
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this.timedOut = true;
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}
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private void onReceiveError(string messageKey)
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{
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this.connectionMessage = messageKey;
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}
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public override void sendMessage(OutgoingMessage message)
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{
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if (this.client == null || !this.client.Connected || this.serverId == (GalaxyID)null)
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return;
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this.client.Send(this.serverId, message);
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//??? I'm asuuming for galaxy net clients I don't need to include any hacks on sending data....
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}
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protected override void processIncomingMessage(IncomingMessage message)
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{
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base.processIncomingMessage(message);
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//Packet signiture for functions that return nothing.
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if (message.MessageType == Enums.MessageTypes.SendOneWay || message.MessageType == Enums.MessageTypes.SendToAll)
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{
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object[] obj = message.Reader.ReadModdedInfoPacket();
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string functionName = (string)obj[0];
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string classType = (string)obj[1];
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object actualObject = ModCore.processTypesToRead(message.Reader, classType);
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ModCore.processVoidFunction(functionName, actualObject);
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return;
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}
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}
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}
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}
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