BattleBit-Community-Server-API/BattleBitAPI/Server/ServerListener.cs

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using System.Net;
using System.Net.Security;
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using System.Net.Sockets;
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using System.Numerics;
using BattleBitAPI.Common;
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using BattleBitAPI.Common.Extentions;
using BattleBitAPI.Common.Serialization;
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using BattleBitAPI.Networking;
using CommunityServerAPI.BattleBitAPI;
namespace BattleBitAPI.Server
{
public class ServerListener<TPlayer, TGameServer> : IDisposable where TPlayer : Player<TPlayer> where TGameServer : GameServer<TPlayer>
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{
// --- Public ---
public bool IsListening { get; private set; }
public bool IsDisposed { get; private set; }
public int ListeningPort { get; private set; }
// --- Events ---
/// <summary>
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/// Fired when an attempt made to connect to the server.<br/>
/// Default, any connection attempt will be accepted
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/// </summary>
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///
/// <remarks>
/// IPAddress: IP of incoming connection <br/>
/// </remarks>
///
/// <value>
/// Returns: true if allow connection, false if deny the connection.
/// </value>
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public Func<IPAddress, Task<bool>> OnGameServerConnecting { get; set; }
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/// <summary>
/// Fired when a game server connects.
/// </summary>
///
/// <remarks>
/// GameServer: Game server that is connecting.<br/>
/// </remarks>
public Func<GameServer<TPlayer>, Task> OnGameServerConnected { get; set; }
/// <summary>
/// Fired when a game server reconnects. (When game server connects while a socket is already open)
/// </summary>
///
/// <remarks>
/// GameServer: Game server that is reconnecting.<br/>
/// </remarks>
public Func<GameServer<TPlayer>, Task> OnGameServerReconnected { get; set; }
/// <summary>
/// Fired when a game server disconnects. Check (GameServer.TerminationReason) to see the reason.
/// </summary>
///
/// <remarks>
/// GameServer: Game server that disconnected.<br/>
/// </remarks>
public Func<GameServer<TPlayer>, Task> OnGameServerDisconnected { get; set; }
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// --- Private ---
private TcpListener mSocket;
private Dictionary<ulong, (TGameServer server, GameServer<TPlayer>.Internal resources)> mActiveConnections;
private mInstances<TPlayer, TGameServer> mInstanceDatabase;
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// --- Construction ---
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public ServerListener()
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{
this.mActiveConnections = new Dictionary<ulong, (TGameServer, GameServer<TPlayer>.Internal)>(16);
this.mInstanceDatabase = new mInstances<TPlayer, TGameServer>();
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}
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// --- Starting ---
public void Start(IPAddress bindIP, int port)
{
if (this.IsDisposed)
throw new ObjectDisposedException(this.GetType().FullName);
if (bindIP == null)
throw new ArgumentNullException(nameof(bindIP));
if (IsListening)
throw new Exception("Server is already listening.");
this.mSocket = new TcpListener(bindIP, port);
this.mSocket.Start();
this.ListeningPort = port;
this.IsListening = true;
mMainLoop();
}
public void Start(int port)
{
Start(IPAddress.Loopback, port);
}
// --- Stopping ---
public void Stop()
{
if (this.IsDisposed)
throw new ObjectDisposedException(this.GetType().FullName);
if (!IsListening)
throw new Exception("Already not running.");
try
{
mSocket.Stop();
}
catch { }
this.mSocket = null;
this.ListeningPort = 0;
this.IsListening = true;
}
// --- Main Loop ---
private async Task mMainLoop()
{
while (IsListening)
{
var client = await mSocket.AcceptTcpClientAsync();
mInternalOnClientConnecting(client);
}
}
private async Task mInternalOnClientConnecting(TcpClient client)
{
var ip = (client.Client.RemoteEndPoint as IPEndPoint).Address;
bool allow = true;
if (OnGameServerConnecting != null)
allow = await OnGameServerConnecting(ip);
if (!allow)
{
//Connection is not allowed from this IP.
client.SafeClose();
return;
}
TGameServer server = null;
GameServer<TPlayer>.Internal resources;
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try
{
using (CancellationTokenSource source = new CancellationTokenSource(Const.HailConnectTimeout))
{
using (var readStream = Common.Serialization.Stream.Get())
{
var networkStream = client.GetStream();
//Read package type
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 1, source.Token))
throw new Exception("Unable to read the package type");
NetworkCommuncation type = (NetworkCommuncation)readStream.ReadInt8();
if (type != NetworkCommuncation.Hail)
throw new Exception("Incoming package wasn't hail.");
}
//Read port
int gamePort;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 2, source.Token))
throw new Exception("Unable to read the Port");
gamePort = readStream.ReadUInt16();
}
//Read is Port protected
bool isPasswordProtected;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 1, source.Token))
throw new Exception("Unable to read the IsPasswordProtected");
isPasswordProtected = readStream.ReadBool();
}
//Read the server name
string serverName;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 2, source.Token))
throw new Exception("Unable to read the ServerName Size");
int stringSize = readStream.ReadUInt16();
if (stringSize < Const.MinServerNameLength || stringSize > Const.MaxServerNameLength)
throw new Exception("Invalid server name size");
readStream.Reset();
if (!await networkStream.TryRead(readStream, stringSize, source.Token))
throw new Exception("Unable to read the ServerName");
serverName = readStream.ReadString(stringSize);
}
//Read the gamemode
string gameMode;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 2, source.Token))
throw new Exception("Unable to read the gamemode Size");
int stringSize = readStream.ReadUInt16();
if (stringSize < Const.MinGamemodeNameLength || stringSize > Const.MaxGamemodeNameLength)
throw new Exception("Invalid gamemode size");
readStream.Reset();
if (!await networkStream.TryRead(readStream, stringSize, source.Token))
throw new Exception("Unable to read the gamemode");
gameMode = readStream.ReadString(stringSize);
}
//Read the gamemap
string gamemap;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 2, source.Token))
throw new Exception("Unable to read the map size");
int stringSize = readStream.ReadUInt16();
if (stringSize < Const.MinMapNameLength || stringSize > Const.MaxMapNameLength)
throw new Exception("Invalid map size");
readStream.Reset();
if (!await networkStream.TryRead(readStream, stringSize, source.Token))
throw new Exception("Unable to read the map");
gamemap = readStream.ReadString(stringSize);
}
//Read the mapSize
MapSize size;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 1, source.Token))
throw new Exception("Unable to read the MapSize");
size = (MapSize)readStream.ReadInt8();
}
//Read the day night
MapDayNight dayNight;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 1, source.Token))
throw new Exception("Unable to read the MapDayNight");
dayNight = (MapDayNight)readStream.ReadInt8();
}
//Current Players
int currentPlayers;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 1, source.Token))
throw new Exception("Unable to read the Current Players");
currentPlayers = readStream.ReadInt8();
}
//Queue Players
int queuePlayers;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 1, source.Token))
throw new Exception("Unable to read the Queue Players");
queuePlayers = readStream.ReadInt8();
}
//Max Players
int maxPlayers;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 1, source.Token))
throw new Exception("Unable to read the Max Players");
maxPlayers = readStream.ReadInt8();
}
//Read Loading Screen Text
string loadingScreenText;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 2, source.Token))
throw new Exception("Unable to read the Loading Screen Text Size");
int stringSize = readStream.ReadUInt16();
if (stringSize < Const.MinLoadingScreenTextLength || stringSize > Const.MaxLoadingScreenTextLength)
throw new Exception("Invalid server Loading Screen Text Size");
if (stringSize > 0)
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, stringSize, source.Token))
throw new Exception("Unable to read the Loading Screen Text");
loadingScreenText = readStream.ReadString(stringSize);
}
else
{
loadingScreenText = string.Empty;
}
}
//Read Server Rules Text
string serverRulesText;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 2, source.Token))
throw new Exception("Unable to read the Server Rules Text Size");
int stringSize = readStream.ReadUInt16();
if (stringSize < Const.MinServerRulesTextLength || stringSize > Const.MaxServerRulesTextLength)
throw new Exception("Invalid server Server Rules Text Size");
if (stringSize > 0)
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, stringSize, source.Token))
throw new Exception("Unable to read the Server Rules Text");
serverRulesText = readStream.ReadString(stringSize);
}
else
{
serverRulesText = string.Empty;
}
}
var hash = ((ulong)gamePort << 32) | (ulong)ip.ToUInt();
server = this.mInstanceDatabase.GetServerInstance(hash, out resources);
resources.Set(
this.mExecutePackage,
client,
ip,
gamePort,
isPasswordProtected,
serverName,
gameMode,
gamemap,
size,
dayNight,
currentPlayers,
queuePlayers,
maxPlayers,
loadingScreenText,
serverRulesText
);
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//Room settings
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 4, source.Token))
throw new Exception("Unable to read the room size");
int roomSize = (int)readStream.ReadUInt32();
readStream.Reset();
if (!await networkStream.TryRead(readStream, roomSize, source.Token))
throw new Exception("Unable to read the room");
resources._Settings.Read(readStream);
}
//Map&gamemode rotation
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 4, source.Token))
throw new Exception("Unable to read the map&gamemode rotation size");
int rotationSize = (int)readStream.ReadUInt32();
readStream.Reset();
if (!await networkStream.TryRead(readStream, rotationSize, source.Token))
throw new Exception("Unable to read the map&gamemode");
uint count = readStream.ReadUInt32();
while (count > 0)
{
count--;
if (readStream.TryReadString(out var item))
resources._MapRotation.Add(item.ToUpperInvariant());
}
count = readStream.ReadUInt32();
while (count > 0)
{
count--;
if (readStream.TryReadString(out var item))
resources._GamemodeRotation.Add(item);
}
}
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//Client Count
int clientCount = 0;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 1, source.Token))
throw new Exception("Unable to read the Client Count Players");
clientCount = readStream.ReadInt8();
}
//Get each client.
while (clientCount > 0)
{
clientCount--;
ulong steamid = 0;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 8, source.Token))
throw new Exception("Unable to read the SteamId");
steamid = readStream.ReadUInt64();
}
string username;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 2, source.Token))
throw new Exception("Unable to read the Username Size");
int stringSize = readStream.ReadUInt16();
if (stringSize > 0)
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, stringSize, source.Token))
throw new Exception("Unable to read the Username");
username = readStream.ReadString(stringSize);
}
else
{
username = string.Empty;
}
}
uint ipHash = 0;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 4, source.Token))
throw new Exception("Unable to read the ip");
ipHash = readStream.ReadUInt32();
}
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//Team
Team team;
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{
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readStream.Reset();
if (!await networkStream.TryRead(readStream, 1, source.Token))
throw new Exception("Unable to read the Team");
team = (Team)readStream.ReadInt8();
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}
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//Squad
Squads squad;
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{
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readStream.Reset();
if (!await networkStream.TryRead(readStream, 1, source.Token))
throw new Exception("Unable to read the Squad");
squad = (Squads)readStream.ReadInt8();
}
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//Role
GameRole role;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 1, source.Token))
throw new Exception("Unable to read the Role");
role = (GameRole)readStream.ReadInt8();
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}
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var loadout = new PlayerLoadout();
var wearings = new PlayerWearings();
//IsAlive
bool isAlive;
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 1, source.Token))
throw new Exception("Unable to read the isAlive");
isAlive = readStream.ReadBool();
}
//Loadout + Wearings
if (isAlive)
{
readStream.Reset();
if (!await networkStream.TryRead(readStream, 4, source.Token))
throw new Exception("Unable to read the LoadoutSize");
int loadoutSize = (int)readStream.ReadUInt32();
readStream.Reset();
if (!await networkStream.TryRead(readStream, loadoutSize, source.Token))
throw new Exception("Unable to read the Loadout + Wearings");
loadout.Read(readStream);
wearings.Read(readStream);
}
TPlayer player = mInstanceDatabase.GetPlayerInstance(steamid);
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player.SteamID = steamid;
player.Name = username;
player.IP = new IPAddress(ipHash);
player.GameServer = (GameServer<TPlayer>)server;
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player.Team = team;
player.Squad = squad;
player.Role = role;
player.IsAlive = isAlive;
player.CurrentLoadout = loadout;
player.CurrentWearings = wearings;
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resources.AddPlayer(player);
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}
//Send accepted notification.
networkStream.WriteByte((byte)NetworkCommuncation.Accepted);
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}
}
}
catch (Exception e)
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{
try
{
var networkStream = client.GetStream();
using (var pck = BattleBitAPI.Common.Serialization.Stream.Get())
{
pck.Write((byte)NetworkCommuncation.Denied);
pck.Write(e.Message);
//Send denied notification.
networkStream.Write(pck.Buffer, 0, pck.WritePosition);
}
await networkStream.FlushAsync();
}
catch { }
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client.SafeClose();
return;
}
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bool connectionExist = false;
//Track the connection
lock (this.mActiveConnections)
{
//An old connection exist with same IP + Port?
if (connectionExist = this.mActiveConnections.TryGetValue(server.ServerHash, out var oldServer))
{
oldServer.resources.ReconnectFlag = true;
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this.mActiveConnections.Remove(server.ServerHash);
}
this.mActiveConnections.Add(server.ServerHash, (server, resources));
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}
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//Call the callback.
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if (!connectionExist)
{
//New connection!
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server.OnConnected();
if (this.OnGameServerConnected != null)
this.OnGameServerConnected(server);
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}
else
{
//Reconnection
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server.OnReconnected();
if (this.OnGameServerReconnected != null)
this.OnGameServerReconnected(server);
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}
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//Set the buffer sizes.
client.ReceiveBufferSize = Const.MaxNetworkPackageSize;
client.SendBufferSize = Const.MaxNetworkPackageSize;
//Join to main server loop.
await mHandleGameServer(server);
}
private async Task mHandleGameServer(TGameServer server)
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{
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bool isTicking = false;
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using (server)
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{
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async Task mTickAsync()
{
isTicking = true;
await server.OnTick();
isTicking = false;
}
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while (server.IsConnected)
{
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if (!isTicking)
mTickAsync();
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await server.Tick();
await Task.Delay(10);
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}
if (!server.ReconnectFlag)
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{
server.OnDisconnected();
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if (this.OnGameServerDisconnected != null)
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this.OnGameServerDisconnected(server);
}
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}
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//Remove from list.
if (!server.ReconnectFlag)
lock (this.mActiveConnections)
this.mActiveConnections.Remove(server.ServerHash);
}
// --- Logic Executing ---
private async Task mExecutePackage(GameServer<TPlayer> server, GameServer<TPlayer>.Internal resources, Common.Serialization.Stream stream)
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{
var communcation = (NetworkCommuncation)stream.ReadInt8();
switch (communcation)
{
case NetworkCommuncation.PlayerConnected:
{
if (stream.CanRead(8 + 2 + 4 + (1 + 1 + 1)))
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{
ulong steamID = stream.ReadUInt64();
if (stream.TryReadString(out var username))
{
uint ip = stream.ReadUInt32();
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Team team = (Team)stream.ReadInt8();
Squads squad = (Squads)stream.ReadInt8();
GameRole role = (GameRole)stream.ReadInt8();
TPlayer player = mInstanceDatabase.GetPlayerInstance(steamID);
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player.SteamID = steamID;
player.Name = username;
player.IP = new IPAddress(ip);
player.GameServer = (GameServer<TPlayer>)server;
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player.Team = team;
player.Squad = squad;
player.Role = role;
resources.AddPlayer(player);
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server.OnPlayerConnected(player);
player.OnConnected();
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}
}
break;
}
case NetworkCommuncation.PlayerDisconnected:
{
if (stream.CanRead(8))
{
ulong steamID = stream.ReadUInt64();
bool exist;
Player<TPlayer> player;
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lock (resources.Players)
exist = resources.Players.Remove(steamID, out player);
if (exist)
{
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server.OnPlayerDisconnected((TPlayer)player);
player.OnDisconnected();
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}
}
break;
}
case NetworkCommuncation.OnPlayerTypedMessage:
{
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if (stream.CanRead(2 + 8 + 1 + 2))
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{
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ushort messageID = stream.ReadUInt16();
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ulong steamID = stream.ReadUInt64();
if (resources.TryGetPlayer(steamID, out var player))
{
ChatChannel chat = (ChatChannel)stream.ReadInt8();
if (stream.TryReadString(out var msg))
{
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async Task Handle()
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{
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var pass = await server.OnPlayerTypedMessage((TPlayer)player, chat, msg);
//Respond back.
using (var response = Common.Serialization.Stream.Get())
{
response.Write((byte)NetworkCommuncation.RespondPlayerMessage);
response.Write(messageID);
response.Write(pass);
server.WriteToSocket(response);
}
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}
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Handle();
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}
}
}
break;
}
case NetworkCommuncation.OnPlayerKilledAnotherPlayer:
{
if (stream.CanRead(8 + 12 + 8 + 12 + 2 + 1 + 1))
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{
ulong killer = stream.ReadUInt64();
Vector3 killerPos = new Vector3(stream.ReadFloat(), stream.ReadFloat(), stream.ReadFloat());
ulong victim = stream.ReadUInt64();
Vector3 victimPos = new Vector3(stream.ReadFloat(), stream.ReadFloat(), stream.ReadFloat());
if (stream.TryReadString(out var tool))
{
PlayerBody body = (PlayerBody)stream.ReadInt8();
ReasonOfDamage source = (ReasonOfDamage)stream.ReadInt8();
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if (resources.TryGetPlayer(killer, out var killerClient))
{
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if (resources.TryGetPlayer(victim, out var victimClient))
{
var args = new OnPlayerKillArguments<TPlayer>()
{
Killer = (TPlayer)killerClient,
KillerPosition = killerPos,
Victim = (TPlayer)victimClient,
VictimPosition = victimPos,
BodyPart = body,
SourceOfDamage = source,
KillerTool = tool,
};
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server.OnAPlayerKilledAnotherPlayer(args);
}
}
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}
}
break;
}
case NetworkCommuncation.GetPlayerStats:
{
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if (stream.CanRead(8 + 2))
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{
ulong steamID = stream.ReadUInt64();
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var stats = new PlayerStats();
stats.Read(stream);
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async Task mHandle()
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{
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stats = await server.OnGetPlayerStats(steamID, stats);
using (var response = Common.Serialization.Stream.Get())
{
response.Write((byte)NetworkCommuncation.SendPlayerStats);
response.Write(steamID);
stats.Write(response);
server.WriteToSocket(response);
}
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}
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mHandle();
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}
break;
}
case NetworkCommuncation.SavePlayerStats:
{
if (stream.CanRead(8 + 4))
{
ulong steamID = stream.ReadUInt64();
PlayerStats stats = new PlayerStats();
stats.Read(stream);
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server.OnSavePlayerStats(steamID, stats);
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}
break;
}
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case NetworkCommuncation.OnPlayerAskingToChangeRole:
{
if (stream.CanRead(8 + 1))
{
ulong steamID = stream.ReadUInt64();
GameRole role = (GameRole)stream.ReadInt8();
if (resources.TryGetPlayer(steamID, out var client))
{
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async Task mHandle()
{
bool accepted = await server.OnPlayerRequestingToChangeRole((TPlayer)client, role);
if (accepted)
server.SetRoleTo(steamID, role);
}
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mHandle();
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}
}
break;
}
case NetworkCommuncation.OnPlayerChangedRole:
{
if (stream.CanRead(8 + 1))
{
ulong steamID = stream.ReadUInt64();
GameRole role = (GameRole)stream.ReadInt8();
if (resources.TryGetPlayer(steamID, out var client))
{
client.Role = role;
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server.OnPlayerChangedRole((TPlayer)client, role);
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}
}
break;
}
case NetworkCommuncation.OnPlayerJoinedASquad:
{
if (stream.CanRead(8 + 1))
{
ulong steamID = stream.ReadUInt64();
Squads squad = (Squads)stream.ReadInt8();
if (resources.TryGetPlayer(steamID, out var client))
{
client.Squad = squad;
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server.OnPlayerJoinedSquad((TPlayer)client, squad);
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}
}
break;
}
case NetworkCommuncation.OnPlayerLeftSquad:
{
if (stream.CanRead(8))
{
ulong steamID = stream.ReadUInt64();
if (resources.TryGetPlayer(steamID, out var client))
{
var oldSquad = client.Squad;
var oldRole = client.Role;
client.Squad = Squads.NoSquad;
client.Role = GameRole.Assault;
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server.OnPlayerLeftSquad((TPlayer)client, oldSquad);
if (oldRole != GameRole.Assault)
server.OnPlayerChangedRole((TPlayer)client, GameRole.Assault);
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}
}
break;
}
case NetworkCommuncation.OnPlayerChangedTeam:
{
if (stream.CanRead(8 + 1))
{
ulong steamID = stream.ReadUInt64();
Team team = (Team)stream.ReadInt8();
if (resources.TryGetPlayer(steamID, out var client))
{
client.Team = team;
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server.OnPlayerChangeTeam((TPlayer)client, team);
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}
}
break;
}
case NetworkCommuncation.OnPlayerRequestingToSpawn:
{
if (stream.CanRead(2))
{
ulong steamID = stream.ReadUInt64();
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var request = new OnPlayerSpawnArguments();
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request.Read(stream);
ushort vehicleID = stream.ReadUInt16();
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if (resources.TryGetPlayer(steamID, out var client))
{
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async Task mHandle()
{
request = await server.OnPlayerSpawning((TPlayer)client, request);
//Respond back.
using (var response = Common.Serialization.Stream.Get())
{
response.Write((byte)NetworkCommuncation.SpawnPlayer);
response.Write(steamID);
request.Write(response);
response.Write(vehicleID);
server.WriteToSocket(response);
}
}
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mHandle();
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}
}
break;
}
case NetworkCommuncation.OnPlayerReport:
{
if (stream.CanRead(8 + 8 + 1 + 2))
{
ulong reporter = stream.ReadUInt64();
ulong reported = stream.ReadUInt64();
ReportReason reason = (ReportReason)stream.ReadInt8();
stream.TryReadString(out var additionalInfo);
if (resources.TryGetPlayer(reporter, out var reporterClient))
{
if (resources.TryGetPlayer(reported, out var reportedClient))
{
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server.OnPlayerReported((TPlayer)reporterClient, (TPlayer)reportedClient, reason, additionalInfo);
}
}
}
break;
}
case NetworkCommuncation.OnPlayerSpawn:
{
if (stream.CanRead(8 + 2))
{
ulong reporter = stream.ReadUInt64();
if (resources.TryGetPlayer(reporter, out var client))
{
var loadout = new PlayerLoadout();
loadout.Read(stream);
client.CurrentLoadout = loadout;
var wearings = new PlayerWearings();
wearings.Read(stream);
client.CurrentWearings = wearings;
client.IsAlive = true;
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client.OnSpawned();
server.OnPlayerSpawned((TPlayer)client);
}
}
break;
}
case NetworkCommuncation.OnPlayerDie:
{
if (stream.CanRead(8))
{
ulong reporter = stream.ReadUInt64();
if (resources.TryGetPlayer(reporter, out var client))
{
client.CurrentLoadout = new PlayerLoadout();
client.CurrentWearings = new PlayerWearings();
client.IsAlive = false;
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client.OnDied();
server.OnPlayerDied((TPlayer)client);
}
}
break;
}
case NetworkCommuncation.NotifyNewMapRotation:
{
if (stream.CanRead(4))
{
uint count = stream.ReadUInt32();
lock (resources._MapRotation)
{
resources._MapRotation.Clear();
while (count > 0)
{
count--;
if (stream.TryReadString(out var map))
resources._MapRotation.Add(map.ToUpperInvariant());
}
}
}
break;
}
case NetworkCommuncation.NotifyNewGamemodeRotation:
{
if (stream.CanRead(4))
{
uint count = stream.ReadUInt32();
lock (resources._GamemodeRotation)
{
resources._GamemodeRotation.Clear();
while (count > 0)
{
count--;
if (stream.TryReadString(out var map))
resources._GamemodeRotation.Add(map);
}
}
}
break;
}
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}
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}
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// --- Public ---
public IEnumerable<TGameServer> ConnectedGameServers
{
get
{
var list = new List<TGameServer>(mActiveConnections.Count);
lock (mActiveConnections)
{
foreach (var item in mActiveConnections.Values)
list.Add(item.server);
}
return list;
}
}
public bool TryGetGameServer(IPAddress ip, ushort port, out TGameServer server)
{
var hash = ((ulong)port << 32) | (ulong)ip.ToUInt();
lock (mActiveConnections)
{
if (mActiveConnections.TryGetValue(hash, out var _server))
{
server = (TGameServer)_server.server;
return true;
}
}
server = default;
return false;
}
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// --- Disposing ---
public void Dispose()
{
//Already disposed?
if (this.IsDisposed)
return;
this.IsDisposed = true;
if (IsListening)
Stop();
}
// --- Classes ---
private class mInstances<TPlayer, TGameServer> where TPlayer : Player<TPlayer> where TGameServer : GameServer<TPlayer>
{
private Dictionary<ulong, (TGameServer, GameServer<TPlayer>.Internal)> mGameServerInstances;
private Dictionary<ulong, TPlayer> mPlayerInstances;
public mInstances()
{
this.mGameServerInstances = new Dictionary<ulong, (TGameServer, GameServer<TPlayer>.Internal)>(64);
this.mPlayerInstances = new Dictionary<ulong, TPlayer>(1024 * 16);
}
public TGameServer GetServerInstance(ulong hash, out GameServer<TPlayer>.Internal @internal)
{
lock (mGameServerInstances)
{
if (mGameServerInstances.TryGetValue(hash, out var data))
{
@internal = data.Item2;
return data.Item1;
}
@internal = new GameServer<TPlayer>.Internal();
TGameServer gameServer = GameServer<TPlayer>.CreateInstance<TGameServer>(@internal);
mGameServerInstances.Add(hash, (gameServer, @internal));
return gameServer;
}
}
public TPlayer GetPlayerInstance(ulong steamID)
{
lock (this.mPlayerInstances)
{
if (this.mPlayerInstances.TryGetValue(steamID, out var player))
return player;
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player = Activator.CreateInstance<TPlayer>();
player.OnCreated();
mPlayerInstances.Add(steamID, player);
return player;
}
}
}
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}
}