Example #1
0
        public void SendGear(uint connectionToSend, NetworkingSockets server)
        {
            byte[] sendData = new byte[gearStream.Count + 6];

            if (sendData.Length > Library.maxMessageSize)
            {
                ushort totalMessages = (ushort)Math.Ceiling((double)sendData.Length / Library.maxMessageSize);

                byte[] textureDataArray = gearStream.ToArray();

                for (ushort currentMessage = 0; currentMessage < totalMessages; currentMessage++)
                {
                    int startIndex = currentMessage == 0 ? 0 : currentMessage * (Library.maxMessageSize - 6);

                    byte[] messagePart = new byte[Math.Min(Library.maxMessageSize, textureDataArray.Length - (Library.maxMessageSize - 6) * currentMessage + 6)];
                    messagePart[0] = (byte)OpCode.Texture;
                    Array.Copy(BitConverter.GetBytes(currentMessage), 0, messagePart, 1, 2);
                    Array.Copy(BitConverter.GetBytes(totalMessages - 1), 0, messagePart, 3, 2);
                    Array.Copy(textureDataArray, startIndex, messagePart, 5, messagePart.Length - 6);
                    messagePart[messagePart.Length - 1] = playerID;

                    server.SendMessageToConnection(connectionToSend, messagePart, SendFlags.Reliable);
                }
            }
            else
            {
                sendData[0] = (byte)OpCode.Texture;
                Array.Copy(BitConverter.GetBytes((ushort)0), 0, sendData, 1, 2);
                Array.Copy(BitConverter.GetBytes((ushort)0), 0, sendData, 3, 2);
                Array.Copy(gearStream.ToArray(), 0, sendData, 5, gearStream.Count);
                sendData[sendData.Length - 1] = playerID;

                server.SendMessageToConnection(connectionToSend, sendData, SendFlags.Reliable);
            }
        }
Example #2
0
 void Awake()
 {
     Valve.Sockets.Library.Initialize();
     server  = new NetworkingSockets();
     address = new Address();
     address.SetAddress("::0", serverPort); //ipv6 all
     listenSocket = server.CreateListenSocket(address);
     InitCallbacks();
     StartCoroutine(HandleServer());
 }
    void StartClient()
    {
        networkClient = new NetworkingSockets();
        Address address = new Address();

        address.SetAddress("::1", 7777);

        connection = networkClient.Connect(address);

        status = OnClientStatusUpdate;
    }
Example #4
0
    void Awake()
    {
        utils.SetDebugCallback(DebugType.Everything, debug);
        client  = new NetworkingSockets();
        address = new Address();
        address.SetAddress("::1", clientPort); //ipv6 localhost
        connection = client.Connect(address);

        InitCallbacks();
        StartCoroutine(HandleClient());
    }
    void StartServer()
    {
        isServer      = true;
        networkClient = new NetworkingSockets();
        Address address = new Address();

        address.SetAddress("::0", 7777);
        listenSocket = networkClient.CreateListenSocket(address);

        status = OnServerStatusUpdate;
    }
        public ValveDriver(int temp)
        {
            this = default;

            m_Sockets               = NetworkingSockets.Create();
            m_Connections           = new NativeHashMap <uint, Connection>(32, Allocator.Persistent);
            m_QueuedConnections     = new NativeQueue <uint>(Allocator.Persistent);
            m_PipelineReliableIds   = new NativeList <int>(Allocator.Persistent);
            m_PipelineUnreliableIds = new NativeList <int>(Allocator.Persistent);
            m_DataStream            = new DataStreamWriter(4096, Allocator.Persistent);
            m_PipelineCount++;

            m_UpdateStatusMethod = Marshal.GetFunctionPointerForDelegate <StatusCallback>(OnConnectionUpdateStatus);
        }
    void  Start()
    {
        Library.Initialize();

        ushort port = 8080;

        this.client = new NetworkingSockets();
        Address address = new Address();

        address.SetAddress("::1", port);

        this.connection = client.Connect(ref address);

        this.status = (info, context) => {
            switch (info.connectionInfo.state)
            {
            case ConnectionState.None:
                break;

            case ConnectionState.Connected:
                Debug.Log("Client connected to server - ID: " + connection);
                break;

            case ConnectionState.ClosedByPeer:
                client.CloseConnection(connection);
                Debug.Log("Client disconnected from server");
                break;

            case ConnectionState.ProblemDetectedLocally:
                client.CloseConnection(connection);
                Debug.Log("Client unable to connect");
                break;
            }
        };

        DebugCallback debug = (type, message) => {
            Debug.Log("Debug - Type: " + type + ", Message: " + message);
        };

        NetworkingUtils utils = new NetworkingUtils();

        utils.SetDebugCallback(DebugType.Everything, debug);
    }
Example #8
0
    void StartServer()
    {
        Debug.Log("Starting server...");

        utils = new NetworkingUtils();
        utils.SetDebugCallback(DebugType.Message, debug);

        status = OnServerStatusUpdate;
        utils.SetStatusCallback(status);

        server = new NetworkingSockets();

        Address address = new Address();

        address.SetAddress("::0", port);

        listenSocket = server.CreateListenSocket(ref address);

        //connectedPollGroup = server.CreatePollGroup();
    }
    public void ConnectToServer(string username, OnConnect onConnect, OnDisconnect onDisconnect, OnReject onReject)
    {
        this.onConnect    = onConnect;
        this.onDisconnect = onDisconnect;
        this.onReject     = onReject;

        utils = new NetworkingUtils();
        utils.SetDebugCallback(DebugType.Message, debug);

        Reset();

        client = new NetworkingSockets();

        Address address = new Address();

        address.SetAddress(serverIP, serverport);

        status = OnClientStatusUpdate;
        utils.SetStatusCallback(status);

        connection = client.Connect(ref address);
    }
Example #10
0
		public void ConnectToServer(string ip, ushort port, string user) {
			// Create a debug log file

			Type skaterSpawner = AccessTools.TypeByName("SkaterSpawner");

			if (skaterSpawner != null) {
				object spawnerInstance = Traverse.Create(skaterSpawner).Property("Instance").GetValue();
				if (spawnerInstance != null) {
					Traverse.Create(spawnerInstance).Method("RemoveModelCoroutine").GetValue();
				}
			}

			int i = 0;
			while (this.debugWriter == null) {
				string filename = "Multiplayer Debug Client" + (i == 0 ? "" : " " + i.ToString()) + ".txt";
				try {
					this.debugWriter = new StreamWriter(filename);
				} catch (Exception) {
					this.debugWriter = null;
					i++;
				}
			}
			this.debugWriter.AutoFlush = true;
			this.debugWriter.WriteLine("Attempting to connect to server ip {0} on port {1}", ip, port.ToString());

			MultiplayerUtils.serverMapDictionary.Clear();

			this.playerController = new MultiplayerLocalPlayerController(this.debugWriter);
			this.playerController.ConstructPlayer();
			this.playerController.username = user;

			// TODO: Add popup window with a download for vc_redistx64.exe
			
			Library.Initialize();

			client = new NetworkingSockets();

			IPAddress serverIP = null;
			if (!IPAddress.TryParse(ip, out serverIP)) {
				try {
					IPHostEntry hostInfo = Dns.GetHostEntry(ip);
					foreach (IPAddress address in hostInfo.AddressList) {
						if (address.MapToIPv4() != null) {
							serverIP = address.MapToIPv4();
						}
					}
				} catch (Exception) { }
			}

			serverPort = port;
			serverIPString = serverIP.ToString();

			Address remoteAddress = new Address();
			remoteAddress.SetAddress(serverIP.ToString(), port);

			connection = client.Connect(ref remoteAddress);

			status = StatusCallback;

#if !VALVESOCKETS_SPAN
			netMessages = new NetworkingMessage[maxMessages];
#endif

			networkMessageThread = new Thread(UpdateClient);
			networkMessageThread.IsBackground = true;
			networkMessageThread.Start();

			decompressionThread = new Thread(DecompressSoundAnimationQueue);
			decompressionThread.IsBackground = true;
			decompressionThread.Start();
		}
Example #11
0
        public static void ServerLoop()
        {
            Library.Initialize();

            server = new NetworkingSockets();
            Address address = new Address();

            NetworkingUtils utils = new NetworkingUtils();

            utils.SetDebugCallback(DebugType.Important, (type, message) => {
                Console.WriteLine("Valve Debug - Type: {0}, Message: {1}", type, message);
            });

            unsafe {
                int sendRateMin    = 5 * 1024 * 1024;
                int sendRateMax    = MAX_UPLOAD;
                int sendBufferSize = MAX_BUFFER;
                utils.SetConfigurationValue(ConfigurationValue.SendRateMin, ConfigurationScope.Global, IntPtr.Zero, ConfigurationDataType.Int32, new IntPtr(&sendRateMin));
                utils.SetConfigurationValue(ConfigurationValue.SendRateMax, ConfigurationScope.Global, IntPtr.Zero, ConfigurationDataType.Int32, new IntPtr(&sendRateMax));
                utils.SetConfigurationValue(ConfigurationValue.SendBufferSize, ConfigurationScope.Global, IntPtr.Zero, ConfigurationDataType.Int32, new IntPtr(&sendBufferSize));
            }

            address.SetAddress("::0", port);

            uint listenSocket = server.CreateListenSocket(ref address);
            uint pollGroup    = server.CreatePollGroup();

            Console.WriteLine($"Server {SERVER_NAME} started Listening on port {port} for maximum of {MAX_PLAYERS} players\nEnforcing maps is {ENFORCE_MAPS}");

            StartAnnouncing();

            StatusCallback status = (ref StatusInfo info, IntPtr context) => {
                switch (info.connectionInfo.state)
                {
                case ConnectionState.None:
                    break;

                case ConnectionState.Connecting:
                    server.AcceptConnection(info.connection);
                    server.SetConnectionPollGroup(pollGroup, info.connection);
                    break;

                case ConnectionState.Connected:
                    Console.WriteLine("Client connected - IP: " + info.connectionInfo.address.GetIP());

                    bool openSlot = false;

                    for (byte i = 0; i < MAX_PLAYERS; i++)
                    {
                        if (players[i] == null)
                        {
                            players[i] = new Player(i, info.connection, info.connectionInfo.address);

                            byte[] versionNumber  = ASCIIEncoding.ASCII.GetBytes(VERSION_NUMBER);
                            byte[] versionMessage = new byte[versionNumber.Length + 1];

                            versionMessage[0] = (byte)OpCode.VersionNumber;
                            Array.Copy(versionNumber, 0, versionMessage, 1, versionNumber.Length);
                            server.SendMessageToConnection(players[i].connection, versionMessage, SendFlags.Reliable | SendFlags.NoNagle);

                            if (ENFORCE_MAPS)
                            {
                                server.SendMessageToConnection(players[i].connection, mapListBytes, SendFlags.Reliable);
                                server.SendMessageToConnection(players[i].connection, GetCurrentMapHashMessage(), SendFlags.Reliable);
                            }

                            foreach (Player player in players)
                            {
                                if (player != null && player != players[i])
                                {
                                    server.SendMessageToConnection(players[i].connection, new byte[] { (byte)OpCode.Connect, player.playerID }, SendFlags.Reliable);
                                    server.SendMessageToConnection(player.connection, new byte[] { (byte)OpCode.Connect, i }, SendFlags.Reliable);

                                    if (player.usernameMessage != null)
                                    {
                                        server.SendMessageToConnection(players[i].connection, player.usernameMessage, SendFlags.Reliable);
                                    }
                                    if (player.allGearUploaded)
                                    {
                                        foreach (KeyValuePair <string, byte[]> value in player.gear)
                                        {
                                            server.SendMessageToConnection(players[i].connection, value.Value, SendFlags.Reliable);
                                        }
                                    }
                                }
                            }

                            server.FlushMessagesOnConnection(players[i].connection);

                            openSlot = true;
                            break;
                        }
                    }

                    if (!openSlot)
                    {
                        server.CloseConnection(info.connection);
                    }
                    break;

                case ConnectionState.ClosedByPeer:
                    RemovePlayer(info.connection);
                    break;
                }
            };

#if VALVESOCKETS_SPAN
            MessageCallback messageCallback = (in NetworkingMessage netMessage) => {
                byte[] messageData = new byte[netMessage.length];
                netMessage.CopyTo(messageData);

                Player sendingPlayer = null;
                foreach (Player player in players)
                {
                    if (player != null && player.connection == netMessage.connection)
                    {
                        sendingPlayer = player;
                        break;
                    }
                }

                if (sendingPlayer != null)
                {
                    ProcessMessage(messageData, sendingPlayer.playerID, server);
                }
            };
#else
            const int maxMessages = 256;

            NetworkingMessage[] netMessages = new NetworkingMessage[maxMessages];
#endif
            while (RUNNING)
            {
                server.DispatchCallback(status);

#if VALVESOCKETS_SPAN
                server.ReceiveMessagesOnPollGroup(pollGroup, messageCallback, 256);
#else
                int netMessagesCount = server.ReceiveMessagesOnConnection(listenSocket, netMessages, maxMessages);

                if (netMessagesCount > 0)
                {
                    for (int i = 0; i < netMessagesCount; i++)
                    {
                        ref NetworkingMessage netMessage = ref netMessages[i];

                        byte[] messageData = new byte[netMessage.length];
                        netMessage.CopyTo(messageData);

                        Player sendingPlayer = null;
                        foreach (Player player in players)
                        {
                            if (player != null && player.connection == netMessage.connection)
                            {
                                sendingPlayer = player;
                                break;
                            }
                        }

                        //Console.WriteLine("Recieved packet from connection {0}, sending player null: {1}", netMessage.connection, sendingPlayer == null);

                        if (sendingPlayer != null)
                        {
                            ProcessMessage(messageData, sendingPlayer.playerID, server);
                        }

                        netMessage.Destroy();
                    }
                }
#endif

                mapVotes.Clear();
                total_players = 0;
                foreach (Player player in players)
                {
                    if (player != null)
                    {
                        total_players++;

                        if (player.timeoutWatch.ElapsedMilliseconds > 15000)
                        {
                            Console.WriteLine($"{player.playerID} has been timed out for not responding for 15 seconds");

                            RemovePlayer(player.connection, player.playerID, true);
                        }

                        if (!mapVotes.ContainsKey(player.currentVote))
                        {
                            mapVotes.Add(player.currentVote, 1);
                        }
                        else
                        {
                            mapVotes[player.currentVote]++;
                        }
                    }
                }

                // Handle map voting and map enforcement
                if (ENFORCE_MAPS)
                {
                    if (total_players == 0)
                    {
                        currentMapHash = "1";
                    }

                    bool startNewTimer = false;
                    if (mapVotes.ContainsKey("current"))
                    {
                        if (mapVotes["current"] < (int)Math.Ceiling((float)total_players / 2))
                        {
                            if (!mapVoteTimer.IsRunning)
                            {
                                startNewTimer = true;
                            }
                        }
                    }
                    else if (!mapVoteTimer.IsRunning && total_players > 0)
                    {
                        startNewTimer = true;
                    }

                    if (startNewTimer)
                    {
                        mapVoteTimer.Restart();

                        byte[] mapVoteMsg = new byte[] { (byte)OpCode.MapVote, 0, 0 };

                        foreach (Player player in players)
                        {
                            if (player != null)
                            {
                                server.SendMessageToConnection(player.connection, mapVoteMsg, SendFlags.Reliable);
                            }
                        }
                    }

                    if (mapVoteTimer.IsRunning && mapVoteTimer.ElapsedMilliseconds > 30000 && total_players > 0)
                    {
                        mapVoteTimer.Stop();

                        Tuple <string, int> mostVoted = null;

                        foreach (var item in mapVotes)
                        {
                            if (!item.Key.Equals("current"))
                            {
                                if (mostVoted == null || mostVoted.Item2 < item.Value)
                                {
                                    mostVoted = Tuple.Create <string, int>(item.Key, item.Value);
                                }
                            }
                        }

                        currentMapHash = mostVoted.Item1;

                        byte[] newMapMessage = GetCurrentMapHashMessage();

                        foreach (Player player in players)
                        {
                            if (player != null)
                            {
                                server.SendMessageToConnection(player.connection, newMapMessage, SendFlags.Reliable);

                                player.currentVote = "current";
                            }
                        }
                    }
                    else if (total_players == 0)
                    {
                        mapVoteTimer.Stop();
                    }
                }
            }
Example #12
0
        private static void ProcessMessage(byte[] buffer, byte fromID, NetworkingSockets server)
        {
            if (!Enum.IsDefined(typeof(OpCode), (OpCode)buffer[0]) || players[fromID] == null)
            {
                return;
            }

            players[fromID].timeoutWatch.Restart();

            switch ((OpCode)buffer[0])
            {
            case OpCode.Settings:
                Thread usernameThread = new Thread(new ParameterizedThreadStart(Server.HandleUsername));
                usernameThread.IsBackground = true;
                usernameThread.Start(Tuple.Create(buffer, fromID));
                break;

            case OpCode.Texture: {
                Console.WriteLine("Received Texture from " + fromID);
                Player player = players[fromID];
                if (player != null && player.playerID == fromID)
                {
                    player.AddGear(buffer);
                    if (player.allGearUploaded)
                    {
                        foreach (Player player2 in players)
                        {
                            if (player2 != null && player2.playerID != fromID)
                            {
                                foreach (KeyValuePair <string, byte[]> value in player.gear)
                                {
                                    server.SendMessageToConnection(player2.connection, value.Value, SendFlags.Reliable);
                                }
                                server.FlushMessagesOnConnection(player2.connection);
                            }
                        }
                    }
                }
            }
            break;

            case OpCode.Animation:
                if (players[fromID] != null)
                {
                    bool reliable = buffer[buffer.Length - 1] == (byte)1 ? true : false;
                    buffer[buffer.Length - 1] = fromID;

                    foreach (Player player in players)
                    {
                        if (player != null && player.playerID != fromID)
                        {
                            ConnectionStatus status = new ConnectionStatus();
                            if (server.GetQuickConnectionStatus(player.connection, ref status))
                            {
                                int bytesPending = status.pendingReliable + status.sentUnackedReliable;

                                if (reliable && bytesPending >= MAX_BYTES_PENDING)
                                {
                                    Console.WriteLine($"Sending animation unreliably to ({player.playerID}) because pending bytes is higher than max");
                                    reliable = false;
                                }
                            }

                            server.SendMessageToConnection(player.connection, buffer, reliable ? SendFlags.Reliable | SendFlags.NoNagle : SendFlags.Unreliable | SendFlags.NoNagle);
                        }
                    }
                }
                break;

            case OpCode.Chat:
                string contents = ASCIIEncoding.ASCII.GetString(buffer, 1, buffer.Length - 1);
                Console.WriteLine("Chat Message from {0} saying: {1}", fromID, contents);

                byte[] sendBuffer = new byte[buffer.Length + 1];
                Array.Copy(buffer, 0, sendBuffer, 0, buffer.Length);
                sendBuffer[buffer.Length] = fromID;

                foreach (Player player in players)
                {
                    if (player != null)
                    {
                        server.SendMessageToConnection(player.connection, sendBuffer, SendFlags.Reliable);
                    }
                }
                break;

            case OpCode.MapVote:
                if (ENFORCE_MAPS)
                {
                    string vote = ASCIIEncoding.ASCII.GetString(buffer, 1, buffer.Length - 1);

                    if (mapList.ContainsKey(vote) || vote.ToLower().Equals("current"))
                    {
                        vote = mapList.ContainsKey(vote) && mapList[vote].Equals(currentMapHash) ? "current" : vote;
                        players[fromID].currentVote = vote;

                        Console.WriteLine("{0} voted for the map {1}", fromID, mapList.ContainsKey(vote) ? mapList[vote] : vote);
                    }
                }
                break;

            case OpCode.StillAlive:
                if (players[fromID] != null)
                {
                    server.SendMessageToConnection(players[fromID].connection, buffer, SendFlags.Unreliable | SendFlags.NoNagle);
                }
                break;
            }
        }
        static void Run(CancellationTokenSource cts)
        {
            ushort            port    = 8080;
            NetworkingSockets server  = new NetworkingSockets();
            Address           address = new Address();

            address.SetAddress("::0", port);

            uint listenSocket = server.CreateListenSocket(ref address);

            StatusCallback status = (info, context) => {
                switch (info.connectionInfo.state)
                {
                case ConnectionState.None:
                    break;

                case ConnectionState.Connecting:
                    server.AcceptConnection(info.connection);
                    break;

                case ConnectionState.Connected:
                    Console.WriteLine("Client connected - ID: " + info.connection + ", IP: " + info.connectionInfo.address.GetIP());
                    break;

                case ConnectionState.ClosedByPeer:
                    server.CloseConnection(info.connection);
                    Console.WriteLine("Client disconnected - ID: " + info.connection + ", IP: " + info.connectionInfo.address.GetIP());
                    break;
                }
            };

#if VALVESOCKETS_SPAN
            MessageCallback message = (in NetworkingMessage netMessage) => {
                Console.WriteLine("Message received from - ID: " + netMessage.connection + ", Channel ID: " + netMessage.channel + ", Data length: " + netMessage.length);
            };
#else
            const int maxMessages = 20;

            NetworkingMessage[] netMessages = new NetworkingMessage[maxMessages];
#endif

            while (!cts.IsCancellationRequested)
            {
                server.DispatchCallback(status);

#if VALVESOCKETS_SPAN
                server.ReceiveMessagesOnListenSocket(listenSocket, message, 20);
#else
                int netMessagesCount = server.ReceiveMessagesOnListenSocket(listenSocket, netMessages, maxMessages);

                if (netMessagesCount > 0)
                {
                    for (int i = 0; i < netMessagesCount; i++)
                    {
                        ref NetworkingMessage netMessage = ref netMessages[i];

                        Console.WriteLine("Message received from - ID: " + netMessage.connection + ", Channel ID: " + netMessage.channel + ", Data length: " + netMessage.length);

                        netMessage.Destroy();
                    }
                }
#endif

                Thread.Sleep(15);
            }
        public void ConnectToServer(string ip, ushort port, string user)
        {
            // Create a debug log file
            int i = 0;

            while (this.debugWriter == null)
            {
                string filename = "Multiplayer Debug Client" + (i == 0 ? "" : " " + i.ToString()) + ".txt";
                try {
                    this.debugWriter = new StreamWriter(filename);
                } catch (Exception) {
                    this.debugWriter = null;
                    i++;
                }
            }
            this.debugWriter.AutoFlush = true;
            this.debugWriter.WriteLine("Attempting to connect to server ip {0} on port {1}", ip, port.ToString());

            MultiplayerUtils.serverMapDictionary.Clear();

            this.playerController = new MultiplayerLocalPlayerController(this.debugWriter);
            this.playerController.ConstructPlayer();
            this.playerController.username = user;

            Library.Initialize();

            client = new NetworkingSockets();

            IPAddress serverIP = null;

            if (!IPAddress.TryParse(ip, out serverIP))
            {
                try {
                    IPHostEntry hostInfo = Dns.GetHostEntry(ip);
                    foreach (IPAddress address in hostInfo.AddressList)
                    {
                        if (address.MapToIPv4() != null)
                        {
                            serverIP = address.MapToIPv4();
                        }
                    }
                } catch (Exception) { }
            }


            Address remoteAddress = new Address();

            remoteAddress.SetAddress(serverIP.ToString(), port);

            connection = client.Connect(ref remoteAddress);

            status = StatusCallback;

#if !VALVESOCKETS_SPAN
            netMessages = new NetworkingMessage[maxMessages];
#endif

            networkMessageThread = new Thread(UpdateClient);
            networkMessageThread.IsBackground = true;
            networkMessageThread.Start();
        }
Example #15
0
        public void ServerLoop()
        {
            Library.Initialize();

            server = new NetworkingSockets();
            Address address = new Address();

            //Console.WriteLine($"Gameplay port: {Server.port}, File Server Port: {(ushort)(Server.port + 1)}");

            address.SetAddress("::0", (ushort)(Server.port + 1));

            listenSocket = server.CreateListenSocket(ref address);
            pollGroup    = server.CreatePollGroup();

            NetworkingUtils utils = new NetworkingUtils();

            unsafe {
                int sendRateMin = 512000;
                int sendRateMax = Server.FILE_MAX_UPLOAD;
                utils.SetConfigurationValue(ConfigurationValue.SendRateMin, ConfigurationScope.ListenSocket, new IntPtr(listenSocket), ConfigurationDataType.Int32, new IntPtr(&sendRateMin));
                utils.SetConfigurationValue(ConfigurationValue.SendRateMax, ConfigurationScope.ListenSocket, new IntPtr(listenSocket), ConfigurationDataType.Int32, new IntPtr(&sendRateMax));
            }
            StatusCallback status = StatusCallbackFunction;

            MessageCallback messageCallback = (in NetworkingMessage netMessage) => {
                byte[] message = new byte[netMessage.length];
                netMessage.CopyTo(message);

                if ((OpCode)message[0] == OpCode.Connect)
                {
                    uint originalConnection = BitConverter.ToUInt32(message, 1);

                    Player newPlayer = null;
                    foreach (Player player in mainServer.players)
                    {
                        if (player != null && player.connection == originalConnection)
                        {
                            player.fileConnection = netMessage.connection;
                            newPlayer             = player;
                            break;
                        }
                    }

                    if (newPlayer == null)
                    {
                        //Console.WriteLine("Connection on file server doesn't exist on gameplay server");

                        server.CloseConnection(netMessage.connection);
                    }
                    else
                    {
                        foreach (Player player in mainServer.players)
                        {
                            if (player != null && player.playerID != newPlayer.playerID && player.completedGearStream)
                            {
                                player.SendGear(newPlayer.fileConnection, server);
                            }
                        }

                        foreach (Plugin plugin in mainServer.loadedPlugins)
                        {
                            if (plugin.hash != "" && plugin.dependencyFile != "")
                            {
                                byte[] hashBytes   = ASCIIEncoding.ASCII.GetBytes(plugin.hash);
                                byte[] hashMessage = new byte[hashBytes.Length + 2];

                                hashMessage[0] = (byte)OpCode.PluginHash;
                                hashMessage[1] = plugin.pluginID;
                                Array.Copy(hashBytes, 0, hashMessage, 2, hashBytes.Length);

                                server.SendMessageToConnection(newPlayer.fileConnection, hashMessage, SendFlags.Reliable);
                            }
                        }
                    }
                }
                else if ((OpCode)message[0] == OpCode.StillAlive)
                {
                    server.SendMessageToConnection(netMessage.connection, message, SendFlags.Unreliable | SendFlags.NoNagle);
                }
                else
                {
                    foreach (Player player in mainServer.players)
                    {
                        if (player != null && player.fileConnection == netMessage.connection)
                        {
                            mainServer.ProcessMessage(message, player.playerID, mainServer.server);
                        }
                    }
                }
            };

            Stopwatch fileServerLoopTime = new Stopwatch();

            while (mainServer.RUNNING)
            {
                fileServerLoopTime.Restart();
                server.DispatchCallback(status);

                server.ReceiveMessagesOnPollGroup(pollGroup, messageCallback, 256);
                SpinWait.SpinUntil(() => fileServerLoopTime.Elapsed.TotalMilliseconds >= 1, 1);
            }
        }
Example #16
0
        public void ServerLoop()
        {
            Library.Initialize();

            server = new NetworkingSockets();
            Address address = new Address();

            //Console.WriteLine($"Gameplay port: {Server.port}, File Server Port: {(ushort)(Server.port + 1)}");

            address.SetAddress("::0", (ushort)(Server.port + 1));

            listenSocket = server.CreateListenSocket(ref address);
            pollGroup    = server.CreatePollGroup();

            NetworkingUtils utils = new NetworkingUtils();

            unsafe {
                int sendRateMin = 512000;
                int sendRateMax = Server.FILE_MAX_UPLOAD;
                utils.SetConfigurationValue(ConfigurationValue.SendRateMin, ConfigurationScope.ListenSocket, new IntPtr(listenSocket), ConfigurationDataType.Int32, new IntPtr(&sendRateMin));
                utils.SetConfigurationValue(ConfigurationValue.SendRateMax, ConfigurationScope.ListenSocket, new IntPtr(listenSocket), ConfigurationDataType.Int32, new IntPtr(&sendRateMax));
            }
            StatusCallback status = StatusCallbackFunction;

            MessageCallback messageCallback = (in NetworkingMessage netMessage) => {
                byte[] message = new byte[netMessage.length];
                netMessage.CopyTo(message);

                if ((OpCode)message[0] == OpCode.Connect)
                {
                    uint originalConnection = BitConverter.ToUInt32(message, 1);

                    Player newPlayer = null;
                    foreach (Player player in mainServer.players)
                    {
                        if (player != null && player.connection == originalConnection)
                        {
                            player.fileConnection = netMessage.connection;
                            newPlayer             = player;
                            break;
                        }
                    }

                    if (newPlayer == null)
                    {
                        //Console.WriteLine("Connection on file server doesn't exist on gameplay server");

                        server.CloseConnection(netMessage.connection);
                    }
                    else
                    {
                        foreach (Player player in mainServer.players)
                        {
                            if (player != null && player.playerID != newPlayer.playerID && player.completedGearStream)
                            {
                                player.SendGear(newPlayer.fileConnection, server);
                            }
                        }
                    }
                }
                else if ((OpCode)message[0] == OpCode.StillAlive)
                {
                    server.SendMessageToConnection(netMessage.connection, message, SendFlags.Unreliable | SendFlags.NoNagle);
                }
                else
                {
                    foreach (Player player in mainServer.players)
                    {
                        if (player != null && player.fileConnection == netMessage.connection)
                        {
                            mainServer.ProcessMessage(message, player.playerID, mainServer.server);
                        }
                    }
                }
            };

            while (mainServer.RUNNING)
            {
                server.DispatchCallback(status);

                server.ReceiveMessagesOnPollGroup(pollGroup, messageCallback, 256);
            }
        }