Esempio n. 1
0
        public static void DoProcessing()
        {
            while (!_closing)
            {
                try
                {
                    byte[] incoming;
                    while (_incoming.TryDequeue(out incoming))
                    {
                        MessageBase m;
                        try
                        {
                            var o = MyCompression.Decompress(incoming);
                            m = MyAPIGateway.Utilities.SerializeFromBinary <MessageBase>(o);
                        }
                        catch (Exception ex)
                        {
                            MyLog.Default.WriteLineAndConsole($"TORCH MOD: Failed to deserialize message! {ex}");
                            continue;
                        }
                        if (MyAPIGateway.Multiplayer.IsServer)
                        {
                            m.ProcessServer();
                        }
                        else
                        {
                            m.ProcessClient();
                        }
                    }

                    if (!_outgoing.IsEmpty)
                    {
                        List <MessageBase> tosend = new List <MessageBase>(_outgoing.Count);
                        MessageBase        outMessage;
                        while (_outgoing.TryDequeue(out outMessage))
                        {
                            var b = MyAPIGateway.Utilities.SerializeToBinary(outMessage);
                            outMessage.CompressedData = MyCompression.Compress(b);
                            tosend.Add(outMessage);
                        }

                        MyAPIGateway.Utilities.InvokeOnGameThread(() =>
                        {
                            MyAPIGateway.Players.GetPlayers(_playerCache);
                            foreach (var outgoing in tosend)
                            {
                                switch (outgoing.TargetType)
                                {
                                case MessageTarget.Single:
                                    MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, outgoing.CompressedData, outgoing.Target);
                                    break;

                                case MessageTarget.Server:
                                    MyAPIGateway.Multiplayer.SendMessageToServer(NET_ID, outgoing.CompressedData);
                                    break;

                                case MessageTarget.AllClients:
                                    foreach (var p in _playerCache)
                                    {
                                        if (p.SteamUserId == MyAPIGateway.Multiplayer.MyId)
                                        {
                                            continue;
                                        }
                                        MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, outgoing.CompressedData, p.SteamUserId);
                                    }
                                    break;

                                case MessageTarget.AllExcept:
                                    foreach (var p in _playerCache)
                                    {
                                        if (p.SteamUserId == MyAPIGateway.Multiplayer.MyId || outgoing.Ignore.Contains(p.SteamUserId))
                                        {
                                            continue;
                                        }
                                        MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, outgoing.CompressedData, p.SteamUserId);
                                    }
                                    break;

                                default:
                                    throw new Exception();
                                }
                            }
                            _playerCache.Clear();
                        });
                    }

                    AcquireLock();
                }
                catch (Exception ex)
                {
                    MyLog.Default.WriteLineAndConsole($"TORCH MOD: Exception occurred in communication thread! {ex}");
                }
            }

            MyLog.Default.WriteLineAndConsole("TORCH MOD: COMMUNICATION THREAD: EXIT SIGNAL RECIEVED!");
            //exit signal received. Clean everything and GTFO
            _outgoing    = null;
            _incoming    = null;
            _playerCache = null;
            _lock        = null;
        }
Esempio n. 2
0
        /// <summary>
        /// Unpacks commands and handles arguments
        /// </summary>
        /// <param name="msg">Data chunck recived from the network</param>
        private void HandleIncomingPacket(byte[] msg)
        {
            try
            {
                Command cmd = MyAPIGateway.Utilities.SerializeFromBinary <Command>(msg);

                if (LogNetworkTraffic)
                {
                    MyLog.Default.Info($"[NetworkAPI] ----- TRANSMISSION RECIEVED -----");
                    MyLog.Default.Info($"[NetworkAPI] Type: {((cmd.IsProperty) ? "Property" : $"Command ID: {cmd.CommandString}")}, {(cmd.IsCompressed ? "Compressed, " : "")}From: {cmd.SteamId} ");
                }

                if (cmd.IsCompressed)
                {
                    cmd.Data         = MyCompression.Decompress(cmd.Data);
                    cmd.IsCompressed = false;
                }

                if (cmd.IsProperty)
                {
                    NetSync <object> .RouteMessage(MyAPIGateway.Utilities.SerializeFromBinary <SyncData>(cmd.Data), cmd.SteamId, cmd.Timestamp);
                }
                else
                {
                    if (!string.IsNullOrWhiteSpace(cmd.Message))
                    {
                        if (!MyAPIGateway.Utilities.IsDedicated)
                        {
                            if (MyAPIGateway.Session != null)
                            {
                                MyAPIGateway.Utilities.ShowMessage(ModName, cmd.Message);
                            }
                        }

                        if (MyAPIGateway.Multiplayer.IsServer)
                        {
                            SendCommand(null, cmd.Message);
                        }
                    }

                    if (cmd.CommandString != null)
                    {
                        OnCommandRecived?.Invoke(cmd.SteamId, cmd.CommandString, cmd.Data, new DateTime(cmd.Timestamp));

                        string command = cmd.CommandString.Split(' ')[0];

                        if (NetworkCommands.ContainsKey(command))
                        {
                            NetworkCommands[command]?.Invoke(cmd.SteamId, cmd.CommandString, cmd.Data, new DateTime(cmd.Timestamp));
                        }
                    }
                }

                if (LogNetworkTraffic)
                {
                    MyLog.Default.Info($"[NetworkAPI] ----- END -----");
                }
            }
            catch (Exception e)
            {
                MyLog.Default.Error($"[NetworkAPI] Failure in message processing:\n{e.ToString()}");
            }
        }
Esempio n. 3
0
        public static void DoProcessing()
        {
            while (!_closing)
            {
                try
                {
                    MessageBase m;
                    try
                    {
                        m = _processing.Take();
                    }
                    catch
                    {
                        continue;
                    }

                    MyLog.Default.WriteLineAndConsole($"Processing message: {m.GetType().Name}");

                    if (m is IncomingMessage) //process incoming messages
                    {
                        MessageBase i;
                        try
                        {
                            var o = MyCompression.Decompress(m.CompressedData);
                            m.CompressedData = null;
                            _messagePool.Return((IncomingMessage)m);
                            i = MyAPIGateway.Utilities.SerializeFromBinary <MessageBase>(o);
                        }
                        catch (Exception ex)
                        {
                            MyLog.Default.WriteLineAndConsole($"TORCH MOD: Failed to deserialize message! {ex}");
                            continue;
                        }

                        if (TorchModCore.Debug)
                        {
                            MyAPIGateway.Utilities.ShowMessage("Torch", $"Received message of type {i.GetType().Name}");
                        }

                        if (MyAPIGateway.Multiplayer.IsServer)
                        {
                            i.ProcessServer();
                        }
                        else
                        {
                            i.ProcessClient();
                        }
                    }
                    else //process outgoing messages
                    {
                        if (TorchModCore.Debug)
                        {
                            MyAPIGateway.Utilities.ShowMessage("Torch", $"Sending message of type {m.GetType().Name}");
                        }

                        var b = MyAPIGateway.Utilities.SerializeToBinary(m);
                        m.CompressedData = MyCompression.Compress(b);

                        switch (m.TargetType)
                        {
                        case MessageTarget.Single:
                            MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, m.CompressedData, m.Target);
                            break;

                        case MessageTarget.Server:
                            MyAPIGateway.Multiplayer.SendMessageToServer(NET_ID, m.CompressedData);
                            break;

                        case MessageTarget.AllClients:
                            MyAPIGateway.Players.GetPlayers(_playerCache);
                            foreach (var p in _playerCache)
                            {
                                if (p.SteamUserId == MyAPIGateway.Multiplayer.MyId)
                                {
                                    continue;
                                }
                                MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, m.CompressedData, p.SteamUserId);
                            }

                            break;

                        case MessageTarget.AllExcept:
                            MyAPIGateway.Players.GetPlayers(_playerCache);
                            foreach (var p in _playerCache)
                            {
                                if (p.SteamUserId == MyAPIGateway.Multiplayer.MyId || m.Ignore.Contains(p.SteamUserId))
                                {
                                    continue;
                                }
                                MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, m.CompressedData, p.SteamUserId);
                            }

                            break;

                        default:
                            throw new Exception();
                        }

                        _playerCache.Clear();
                    }
                }
                catch (Exception ex)
                {
                    MyLog.Default.WriteLineAndConsole($"TORCH MOD: Exception occurred in communication thread! {ex}");
                }
            }

            MyLog.Default.WriteLineAndConsole("TORCH MOD: INFO: Communication thread shut down successfully! THIS IS NOT AN ERROR");
            //exit signal received. Clean everything and GTFO
            _processing?.Dispose();
            _processing = null;
            _messagePool?.Clean();
            _messagePool = null;
            _playerCache = null;
        }
Esempio n. 4
0
 public static byte[] Decompress(this byte[] data)
 {
     return(MyCompression.Decompress(data));
 }
Esempio n. 5
0
        public static void DoProcessing()
        {
            while (!_closing)
            {
                try
                {
                    var m = _processing.Take();
                    MyLog.Default.WriteLineAndConsole($"Processing message: {m.GetType().Name}");

                    if (m is IncomingMessage)
                    {
                        MessageBase i;
                        try
                        {
                            var o = MyCompression.Decompress(m.CompressedData);
                            m.CompressedData = null;
                            _messagePool.Return((IncomingMessage)m);
                            i = MyAPIGateway.Utilities.SerializeFromBinary <MessageBase>(o);
                        }
                        catch (Exception ex)
                        {
                            MyLog.Default.WriteLineAndConsole($"TORCH MOD: Failed to deserialize message! {ex}");
                            continue;
                        }

                        if (MyAPIGateway.Multiplayer.IsServer)
                        {
                            i.ProcessServer();
                        }
                        else
                        {
                            i.ProcessClient();
                        }
                    }
                    else
                    {
                        var b = MyAPIGateway.Utilities.SerializeToBinary(m);
                        m.CompressedData = MyCompression.Compress(b);

                        MyAPIGateway.Utilities.InvokeOnGameThread(() =>
                        {
                            switch (m.TargetType)
                            {
                            case MessageTarget.Single:
                                MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, m.CompressedData, m.Target);
                                break;

                            case MessageTarget.Server:
                                MyAPIGateway.Multiplayer.SendMessageToServer(NET_ID, m.CompressedData);
                                break;

                            case MessageTarget.AllClients:
                                MyAPIGateway.Players.GetPlayers(_playerCache);
                                foreach (var p in _playerCache)
                                {
                                    if (p.SteamUserId == MyAPIGateway.Multiplayer.MyId)
                                    {
                                        continue;
                                    }
                                    MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, m.CompressedData, p.SteamUserId);
                                }
                                break;

                            case MessageTarget.AllExcept:
                                MyAPIGateway.Players.GetPlayers(_playerCache);
                                foreach (var p in _playerCache)
                                {
                                    if (p.SteamUserId == MyAPIGateway.Multiplayer.MyId || m.Ignore.Contains(p.SteamUserId))
                                    {
                                        continue;
                                    }
                                    MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, m.CompressedData, p.SteamUserId);
                                }
                                break;

                            default:
                                throw new Exception();
                            }
                            _playerCache.Clear();
                        });
                    }
                }
                catch (Exception ex)
                {
                    MyLog.Default.WriteLineAndConsole($"TORCH MOD: Exception occurred in communication thread! {ex}");
                }
            }

            MyLog.Default.WriteLineAndConsole("TORCH MOD: COMMUNICATION THREAD: EXIT SIGNAL RECEIVED!");
            //exit signal received. Clean everything and GTFO
            _processing?.Dispose();
            _processing = null;
            _messagePool?.Clean();
            _messagePool = null;
            _playerCache = null;
        }