// 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); } }
internal static void Connect(object sender, DoWorkEventArgs e) { var args = (object[])e.Argument; ServerIp = (IPAddress)args[0]; ServerPort = (ushort)args[1]; Players.Clear(); //when running client and server it takes a second for the server to start listening so make multiple connection attempts //when joining a server only try once because the attempt can take a long time ~22secs var connectionAttempts = (Config.IsSinglePlayer ? 4 : 1); for (var tries = 0; tries < connectionAttempts; tries++) { Settings.Launcher.UpdateProgressInvokable(string.Format("Connecting ({0} of {1})", tries + 1, connectionAttempts), tries + 1, connectionAttempts); try { TcpClient = new TcpClient(); TcpClient.Connect(ServerIp, ServerPort); break; } catch (SocketException) { if (tries == connectionAttempts - 1) { throw new ServerConnectException(); } Thread.Sleep(1000); //wait one second before trying again } } _tcpStream = TcpClient.GetStream(); _tcpStream.ReadTimeout = 15000; //15s timeout during connect Settings.Launcher.UpdateProgressInvokable("Connected...", 0, 0); var connect = new Connect(-1, Config.UserName, new Coords()); try { connect.Send(); //server will immediately reply to tell us where we are and our Id, or disconnect us var actionTypebytes = new byte[sizeof(ushort)]; var bytesRead = 0; while (bytesRead < actionTypebytes.Length) { bytesRead += _tcpStream.Read(actionTypebytes, bytesRead, actionTypebytes.Length - bytesRead); } var actionType = (ActionType)BitConverter.ToUInt16(actionTypebytes, 0); if (actionType == ActionType.Connect) { connect.Receive(); } else if (actionType == ActionType.Disconnect) { var disconnect = new Disconnect(); disconnect.Receive(); } else { throw new Exception(string.Format("Received {0} packet out of order during connect sequence.", actionType)); } Game.Player = Players[connect.PlayerId]; //then a list of the players connected, followed by the world Settings.Launcher.UpdateProgressInvokable("Waiting for World...", 0, 0); while (!WorldData.IsLoaded) { bytesRead = 0; while (bytesRead < actionTypebytes.Length) { bytesRead += _tcpStream.Read(actionTypebytes, bytesRead, actionTypebytes.Length - bytesRead); } actionType = (ActionType)BitConverter.ToUInt16(actionTypebytes, 0); switch (actionType) { case ActionType.Connect: var recvPlayerList = new Connect(); recvPlayerList.Receive(); break; case ActionType.GetWorld: var getWorld = new GetWorld(); getWorld.Receive(); break; default: throw new Exception(string.Format("Received {0} packet out of order during connect sequence.", actionType)); } } } catch (Exception ex) { //HandleNetworkError(ex); throw new ServerConnectException(ex); } _tcpStream.ReadTimeout = -1; TcpClient.NoDelay = true; var listenerThread = new Thread(ListenForServerMessageThread) { IsBackground = true, Name = "ListenForServerMessageThread" }; listenerThread.Start(); //send misc player information to server periodically (ie fps, memory). _playerInfoTimer = new System.Timers.Timer(PlayerInfo.PLAYER_INFO_SEND_INTERVAL); _playerInfoTimer.Start(); _playerInfoTimer.Elapsed += _playerInfoTimer_Elapsed; //wire elapsed event handler }
internal static void Connect(object sender, DoWorkEventArgs e) { var args = (object[])e.Argument; ServerIp = (IPAddress)args[0]; ServerPort = (ushort)args[1]; Players.Clear(); //when running client and server it takes a second for the server to start listening so make multiple connection attempts //when joining a server only try once because the attempt can take a long time ~22secs var connectionAttempts = (Config.IsSinglePlayer ? 4 : 1); for (var tries = 0; tries < connectionAttempts; tries++) { Settings.Launcher.UpdateProgressInvokable(string.Format("Connecting ({0} of {1})", tries + 1, connectionAttempts), tries + 1, connectionAttempts); try { TcpClient = new TcpClient(); TcpClient.Connect(ServerIp, ServerPort); break; } catch (SocketException) { if (tries == connectionAttempts - 1) throw new ServerConnectException(); Thread.Sleep(1000); //wait one second before trying again } } _tcpStream = TcpClient.GetStream(); _tcpStream.ReadTimeout = 15000; //15s timeout during connect Settings.Launcher.UpdateProgressInvokable("Connected...", 0, 0); var connect = new Connect(-1, Config.UserName, new Coords()); try { connect.Send(); //server will immediately reply to tell us where we are and our Id, or disconnect us var actionTypebytes = new byte[sizeof(ushort)]; var bytesRead = 0; while (bytesRead < actionTypebytes.Length) bytesRead += _tcpStream.Read(actionTypebytes, bytesRead, actionTypebytes.Length - bytesRead); var actionType = (ActionType)BitConverter.ToUInt16(actionTypebytes, 0); if (actionType == ActionType.Connect) { connect.Receive(); } else if(actionType == ActionType.Disconnect) { var disconnect = new Disconnect(); disconnect.Receive(); } else { throw new Exception(string.Format("Received {0} packet out of order during connect sequence.", actionType)); } Game.Player = Players[connect.PlayerId]; //then a list of the players connected, followed by the world Settings.Launcher.UpdateProgressInvokable("Waiting for World...", 0, 0); while (!WorldData.IsLoaded) { bytesRead = 0; while (bytesRead < actionTypebytes.Length) bytesRead += _tcpStream.Read(actionTypebytes, bytesRead, actionTypebytes.Length - bytesRead); actionType = (ActionType)BitConverter.ToUInt16(actionTypebytes, 0); switch (actionType) { case ActionType.Connect: var recvPlayerList = new Connect(); recvPlayerList.Receive(); break; case ActionType.GetWorld: var getWorld = new GetWorld(); getWorld.Receive(); break; default: throw new Exception(string.Format("Received {0} packet out of order during connect sequence.", actionType)); } } } catch (Exception ex) { //HandleNetworkError(ex); throw new ServerConnectException(ex); } _tcpStream.ReadTimeout = -1; TcpClient.NoDelay = true; var listenerThread = new Thread(ListenForServerMessageThread) { IsBackground = true, Name = "ListenForServerMessageThread" }; listenerThread.Start(); //send misc player information to server periodically (ie fps, memory). _playerInfoTimer = new System.Timers.Timer(PlayerInfo.PLAYER_INFO_SEND_INTERVAL); _playerInfoTimer.Start(); _playerInfoTimer.Elapsed += _playerInfoTimer_Elapsed; //wire elapsed event handler }