internal void UpdateStreamLogInvokable(GameAction gameAction, NetworkPlayer player, bool isSending) { if (!InvokeRequired) UpdateStreamLog(gameAction, player, isSending); else Invoke((MethodInvoker)(() => UpdateStreamLog(gameAction, player, isSending))); //allows other threads to update this form }
private void UpdateStreamLog(GameAction gameAction, NetworkPlayer player, bool isSending) { //here we can look at the ActionType and decide if we dont want to spam the log, such as for PlayerMove if (gameAction.ActionType == ActionType.PlayerMove && !cbShowPlayerMove.Checked) return; try { lbTcpStream.Items.Add(string.Format("{0} [{1}] {2} ({3}b) {4}", isSending ? "SEND" : "RECV", player.Id, player.UserName, gameAction.DataLength, gameAction)); if (lbTcpStream.Items.Count > MAX_STREAM_LOG_LENGTH) lbTcpStream.Items.RemoveAt(0); lbTcpStream.TopIndex = lbTcpStream.Items.Count - 1; } catch (Exception ex) { Misc.MessageError("Error updating server console stream: " + ex.Message); } }
// ReSharper restore FunctionNeverReturns private static void PlayerThread(NetworkPlayer player) { NetworkStream clientStream; //make all the introductions. we do this before sending the world so the client doesn't see them as new connections foreach (var otherPlayer in Players.Values) { try { new Connect(otherPlayer.Id, otherPlayer.UserName, otherPlayer.Coords) { ConnectedPlayer = player, Immediate = true }.Send(); } catch (Exception ex) { WriteToServerConsoleLog(string.Format("{0} {1} caused an exception and was removed: {2}", player.UserName, player.IpAddress, ex.Message)); #if DEBUG WriteToServerConsoleLog(ex.StackTrace); #endif } new Connect(player.Id, player.UserName, player.Coords) { ConnectedPlayer = otherPlayer }.Send(); } try { Players.TryAdd(player.Id, player); //note: it is not possible for the add to fail on ConcurrentDictionary, see: http://www.albahari.com/threading/part5.aspx#_Concurrent_Collections UpdateServerConsolePlayerList(); var getWorld = new GetWorld { ConnectedPlayer = player }; getWorld.Send(); WriteToServerConsoleLog(String.Format("World send complete to {0} ({1} compressed, {2} uncompressed)", player.IpAddress, getWorld.DataLength, getWorld.UncompressedLength)); //create a thread to handle communication with connected client player.TcpClient.NoDelay = true; clientStream = player.TcpClient.GetStream(); } catch (Exception ex) { HandleNetworkError(player, ex); return; } var actionTypebytes = new byte[sizeof(ushort)]; try { if (!string.IsNullOrWhiteSpace(Config.MOTD)) new ServerMsg(Config.MOTD, player).Send(); while (true) { Thread.Sleep(10); //bm: polling is expensive. don't remove this or the server will pin your machine when only a couple users are online GameAction gameAction; while (player.SendQueue.Count > 0 && player.SendQueue.TryDequeue(out gameAction)) { gameAction.Immediate = true; gameAction.Send(); } if (!clientStream.DataAvailable) continue; var bytesRead = 0; while (bytesRead < actionTypebytes.Length) bytesRead += clientStream.Read(actionTypebytes, bytesRead, actionTypebytes.Length - bytesRead); var actionType = (ActionType)BitConverter.ToUInt16(actionTypebytes, 0); switch (actionType) { case ActionType.AddBlock: gameAction = new AddBlock(); break; case ActionType.AddBlockItem: gameAction = new AddBlockItem(); break; case ActionType.AddBlockMulti: gameAction = new AddBlockMulti(); break; case ActionType.AddCuboid: gameAction = new AddCuboid(); break; case ActionType.AddProjectile: gameAction = new AddProjectile(); break; case ActionType.AddStaticItem: gameAction = new AddStaticItem(); break; case ActionType.AddStructure: gameAction = new AddStructure(); break; case ActionType.ChatMsg: gameAction = new ChatMsg(); break; case ActionType.Disconnect: gameAction = new Disconnect(); break; case ActionType.PickupBlockItem: gameAction = new PickupBlockItem(); break; case ActionType.PlayerInfo: gameAction = new PlayerInfo(); break; case ActionType.PlayerMove: gameAction = new PlayerMove(); break; case ActionType.PlayerOption: gameAction = new PlayerOption(); break; case ActionType.RemoveBlock: gameAction = new RemoveBlock(); break; case ActionType.RemoveBlockItem: gameAction = new RemoveBlockItem(); break; case ActionType.RemoveBlockMulti: gameAction = new RemoveBlockMulti(); break; case ActionType.ServerCommand: gameAction = new ServerCommand(); break; case ActionType.Connect: case ActionType.ServerMsg: case ActionType.ServerSync: case ActionType.GetWorld: throw new Exception(string.Format("Server should not receive action type: {0}", actionType)); case ActionType.Error: var bytes = 0; while (clientStream.ReadByte() != -1) { bytes++; } throw new Exception("GameAction 'Error' received. " + bytes + " byte(s) remained in the stream."); default: throw new Exception(string.Format("Unknown action type: {0}", actionType)); } gameAction.ConnectedPlayer = player; gameAction.Receive(); if (HasServerConsole && CaptureIncoming) //only stream messages if there is a console window and it has requested to display them { _serverConsole.UpdateStreamLogInvokable(gameAction, player, false); } if (actionType == ActionType.Disconnect) return; } } catch (Exception ex) { HandleNetworkError(player, ex); } }
// ReSharper restore FunctionNeverReturns private static void ListenForNewConnectionThread() { try { _tcpListener.Start(); } catch (SocketException ex) { //todo: this will cause hard crash on the client, need a nicer way for the client to handle errors here if (ex.ErrorCode == 10048) throw new Exception("Only one server allowed at a time."); } while (true) { TcpClient client; System.Net.EndPoint endPoint; //blocks until a client has connected to the server try { client = _tcpListener.AcceptTcpClient(); client.GetStream().WriteTimeout = 30000; endPoint = client.Client.RemoteEndPoint; } catch { WriteToServerConsoleLog("Failed to accept connection"); continue; } try { WriteToServerConsoleLog(string.Format("Accepting connection from {0}", endPoint)); var connect = new Connect(); connect.AcceptNewConnection(client); //backdoor constructor because a player does not exist yet var player = new NetworkPlayer(_nextPlayerId, connect.UserName, client) {Coords = new Coords(WorldData.SizeInBlocksX / 2f, 0, WorldData.SizeInBlocksZ / 2f)}; player.Coords.Yf = WorldData.Chunks[player.Coords].HeightMap[player.Coords.Xblock % Chunk.CHUNK_SIZE, player.Coords.Zblock % Chunk.CHUNK_SIZE] + 1; //start player on block above the surface new Connect(player.Id, player.UserName, player.Coords) { ConnectedPlayer = player, Immediate = true }.Send(); _nextPlayerId++; WriteToServerConsoleLog(String.Format("{0} (id {1}, ip {2}) Connected", player.UserName, player.Id, player.IpAddress)); var tcpThread = new Thread(() => PlayerThread(player)) { IsBackground = true, Name = "PlayerThread" }; tcpThread.Start(); } catch (Exception ex) { WriteToServerConsoleLog(string.Format("Failed to accept connection from {0}: {1}", endPoint, ex.Message)); } } // ReSharper disable FunctionNeverReturns }
internal static void WriteToServerStreamLog(GameAction gameAction, NetworkPlayer player, bool isSending) { _serverConsole.UpdateStreamLogInvokable(gameAction, player, isSending); }
internal static void HandleNetworkError(NetworkPlayer player, Exception ex) { NetworkPlayer removedPlayer; if (Players.TryRemove(player.Id, out removedPlayer)) { UpdateServerConsolePlayerList(); WriteToServerConsoleLog(string.Format("{0} {1} caused an exception and was removed: {2}", player.UserName, player.IpAddress, ex.Message)); #if DEBUG WriteToServerConsoleLog(ex.StackTrace); #endif foreach (var otherPlayer in Players.Values) { new Disconnect(player.Id, "Network Error") { ConnectedPlayer = otherPlayer }.Send(); //inform other connected players of this player disconnect } } lock (player.TcpClient) { if (player.TcpClient.Connected) { player.TcpClient.GetStream().Close(); player.TcpClient.Close(); } } }