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158
GlobalTorch/API/Libraries/SENetworkAPI/Server.cs
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158
GlobalTorch/API/Libraries/SENetworkAPI/Server.cs
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using System;
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using System.Collections.Generic;
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using Sandbox.ModAPI;
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using VRage;
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using VRage.Game.ModAPI;
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using VRage.Utils;
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using VRageMath;
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namespace SENetworkAPI
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{
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public class Server : NetworkAPI
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{
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/// <summary>
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/// Server class contains a few server only feature beond what is inharited from the NetworkAPI
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/// </summary>
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/// <param name="comId">Identifies the channel to pass information to and from this mod</param>
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/// <param name="keyword">identifies what chat entries should be captured and sent to the server</param>
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public Server(ushort comId, string modName, string keyword = null) : base(comId, modName, keyword)
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{
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}
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/// <summary>
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/// Sends a command packet to the client(s)
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/// </summary>
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/// <param name="commandString">The command to be executed</param>
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/// <param name="message">Text that will be displayed in client chat</param>
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/// <param name="data">A serialized object to be sent across the network</param>
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/// <param name="sent">The date timestamp this command was sent</param>
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/// <param name="steamId">The client reciving this packet (if 0 it sends to all clients)</param>
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/// <param name="isReliable">Enture delivery of the packet</param>
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public override void SendCommand(string commandString, string message = null, byte[] data = null,
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DateTime? sent = null, ulong steamId = ulong.MinValue, bool isReliable = true)
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{
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SendCommand(
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new Command
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{
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SteamId = steamId, CommandString = commandString, Message = message, Data = data,
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Timestamp = sent == null ? DateTime.UtcNow.Ticks : sent.Value.Ticks
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}, steamId, isReliable);
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}
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/// <summary>
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/// </summary>
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/// <param name="commandString">Sends a command packet to the client(s)</param>
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/// <param name="point">the center of the sync location</param>
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/// <param name="radius">the distance the message reaches (defaults to sync distance)</param>
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/// <param name="message">Text that will be displayed in client chat</param>
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/// <param name="data">A serialized object to be sent across the network</param>
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/// <param name="sent">The date timestamp this command was sent</param>
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/// <param name="steamId">The client reciving this packet (if 0 it sends to all clients)</param>
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/// <param name="isReliable">Enture delivery of the packet</param>
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public override void SendCommand(string commandString, Vector3D point, double radius = 0, string message = null,
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byte[] data = null, DateTime? sent = null, ulong steamId = ulong.MinValue, bool isReliable = true)
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{
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SendCommand(
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new Command
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{
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SteamId = steamId, CommandString = commandString, Message = message, Data = data,
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Timestamp = sent == null ? DateTime.UtcNow.Ticks : sent.Value.Ticks
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}, point, radius, steamId, isReliable);
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}
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/// <summary>
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/// Sends a command packet to a list of clients
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/// </summary>
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/// <param name="steamIds"></param>
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/// <param name="commandString">The command to be executed</param>
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/// <param name="message">Text that will be displayed in client chat</param>
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/// <param name="data">A serialized object to be sent across the network</param>
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/// <param name="sent">The date timestamp this command was sent</param>
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/// <param name="isReliable">Enture delivery of the packet</param>
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public void SendCommandTo(ulong[] steamIds, string commandString, string message = null, byte[] data = null,
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DateTime? sent = null, bool isReliable = true)
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{
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foreach (var id in steamIds)
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SendCommand(
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new Command
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{
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SteamId = id, CommandString = commandString, Message = message, Data = data,
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Timestamp = sent == null ? DateTime.UtcNow.Ticks : sent.Value.Ticks
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}, id, isReliable);
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}
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/// <summary>
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/// Sends a command packet to the client(s)
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/// </summary>
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/// <param name="cmd">The object to be sent to the client</param>
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/// <param name="steamId">The players steam id</param>
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/// <param name="isReliable">Make sure the data arrives</param>
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internal override void SendCommand(Command cmd, ulong steamId = ulong.MinValue, bool isReliable = true)
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{
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if (cmd.Data != null && cmd.Data.Length > CompressionThreshold)
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{
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cmd.Data = MyCompression.Compress(cmd.Data);
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cmd.IsCompressed = true;
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}
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if (!string.IsNullOrWhiteSpace(cmd.Message) && MyAPIGateway.Multiplayer.IsServer &&
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MyAPIGateway.Session != null) MyAPIGateway.Utilities.ShowMessage(ModName, cmd.Message);
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var packet = MyAPIGateway.Utilities.SerializeToBinary(cmd);
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if (LogNetworkTraffic)
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MyLog.Default.Info(
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$"[NetworkAPI] TRANSMITTING Bytes: {packet.Length} Command: {cmd.CommandString} User: {steamId}");
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if (steamId == ulong.MinValue)
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MyAPIGateway.Multiplayer.SendMessageToOthers(ComId, packet, isReliable);
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else
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MyAPIGateway.Multiplayer.SendMessageTo(ComId, packet, steamId, isReliable);
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}
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/// <summary>
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/// Sends a command packet to the client(s)
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/// </summary>
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/// <param name="cmd">The object to be sent to the client</param>
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/// <param name="point">the center of the sync location</param>
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/// <param name="radius">the distance the message reaches (defaults to sync distance)</param>
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/// <param name="steamId">The players steam id</param>
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/// <param name="isReliable">Make sure the data arrives</param>
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internal override void SendCommand(Command cmd, Vector3D point, double radius = 0,
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ulong steamId = ulong.MinValue, bool isReliable = true)
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{
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if (cmd.Data != null && cmd.Data.Length > CompressionThreshold)
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{
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cmd.Data = MyCompression.Compress(cmd.Data);
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cmd.IsCompressed = true;
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}
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if (radius == 0) radius = MyAPIGateway.Session.SessionSettings.SyncDistance;
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var players = new List<IMyPlayer>();
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if (steamId == ulong.MinValue)
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MyAPIGateway.Players.GetPlayers(players,
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p => (p.GetPosition() - point).LengthSquared() < radius * radius && p.SteamUserId != cmd.SteamId);
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else
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MyAPIGateway.Players.GetPlayers(players, p => p.SteamUserId == steamId);
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if (!string.IsNullOrWhiteSpace(cmd.Message) && MyAPIGateway.Multiplayer.IsServer &&
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MyAPIGateway.Session != null) MyAPIGateway.Utilities.ShowMessage(ModName, cmd.Message);
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cmd.Timestamp = DateTime.UtcNow.Ticks;
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var packet = MyAPIGateway.Utilities.SerializeToBinary(cmd);
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if (LogNetworkTraffic)
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MyLog.Default.Info(
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$"[NetworkAPI] _TRANSMITTING_ Bytes: {packet.Length} Command: {cmd.CommandString} To: {players.Count} Users within {radius}m");
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foreach (var player in players)
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MyAPIGateway.Multiplayer.SendMessageTo(ComId, packet, player.SteamUserId, isReliable);
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}
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public override void Say(string message)
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{
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SendCommand(null, message);
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}
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}
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}
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