104 lines
4.8 KiB
C#
104 lines
4.8 KiB
C#
using System;
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using Sandbox.ModAPI;
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using VRage;
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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 Client : NetworkAPI
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{
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/// <summary>
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/// Handles communication with the server
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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 Client(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 server
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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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if (MyAPIGateway.Session?.Player != null)
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SendCommand(
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new Command
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{
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CommandString = commandString, Message = message, Data = data,
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Timestamp = sent == null ? DateTime.UtcNow.Ticks : sent.Value.Ticks,
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SteamId = MyAPIGateway.Session.Player.SteamUserId
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}, MyAPIGateway.Session.Player.SteamUserId, isReliable);
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else
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MyLog.Default.Warning($"[NetworkAPI] ComID: {ComId} | Failed to send command. Session does not exist.");
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}
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/// <summary>
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/// Sends a command packet to the server
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/// </summary>
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/// <param name="cmd">The object to be sent to the client</param>
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/// <param name="steamId">The users steam ID</param>
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/// <param name="isReliable">Makes sure the message is recieved by the server</param>
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internal override void SendCommand(Command cmd, ulong steamId = ulong.MinValue, bool isReliable = true)
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{
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if (cmd.Data != null && cmd.Data.Length > CompressionThreshold)
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{
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cmd.Data = MyCompression.Compress(cmd.Data);
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cmd.IsCompressed = true;
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}
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cmd.Timestamp = DateTime.UtcNow.Ticks;
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var packet = MyAPIGateway.Utilities.SerializeToBinary(cmd);
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if (LogNetworkTraffic)
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MyLog.Default.Info(
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$"[NetworkAPI] TRANSMITTING Bytes: {packet.Length} Command: {cmd.CommandString} User: {steamId}");
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MyAPIGateway.Multiplayer.SendMessageToServer(ComId, packet, isReliable);
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}
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/// <summary>
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/// Sends a command packet to the server
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/// </summary>
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/// <param name="commandString">The command to be executed</param>
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/// <param name="point">Client side send to server this is not used</param>
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/// <param name="radius">Client side send to server this is not used</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 = 0, bool isReliable = true)
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{
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SendCommand(commandString, message, data, sent, steamId, isReliable);
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}
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/// <summary>
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/// Sends a command packet to the server
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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">Client side send to server this is not used</param>
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/// <param name="radius">Client side send to server this is not used</param>
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/// <param name="steamId">The users steam ID</param>
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/// <param name="isReliable">Makes sure the message is recieved by the server</param>
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internal override void SendCommand(Command cmd, Vector3D point, double radius = 0, ulong steamId = 0,
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bool isReliable = true)
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{
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SendCommand(cmd, steamId, 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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} |