102 lines
2.7 KiB
C#
102 lines
2.7 KiB
C#
using System.Text;
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using Mine2d.engine.system.annotations;
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using Mine2d.game;
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using Mine2d.game.backend.network;
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using Mine2d.game.backend.network.packets;
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using Newtonsoft.Json;
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using WatsonTcp;
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namespace Mine2d.engine.networking;
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public class Backend : IBackend
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{
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private WatsonTcpServer server;
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private Publisher publisher;
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private readonly Queue<Packet> pendingPackets = new();
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private uint tick;
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public void Process(double dt)
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{
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this.ProcessPacket(new TickPacket
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{
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Tick = ++this.tick
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});
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Context.Get().GameState.Tick = this.tick;
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while (this.pendingPackets.Count > 0)
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{
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this.publisher.Publish(this.pendingPackets.Dequeue());
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}
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this.SendGameState();
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}
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public void ProcessPacket(Packet packet)
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{
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this.pendingPackets.Enqueue(packet);
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}
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public void Init()
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{
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Task.Run(this.Run);
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this.publisher = new Publisher(InteractorKind.Hybrid);
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this.publisher.Dump();
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}
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public void Run()
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{
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this.server = new WatsonTcpServer("127.0.0.1", 42069);
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this.server.Events.ClientConnected += this.ClientConnected;
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this.server.Events.ClientDisconnected += this.ClientDisconnected;
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this.server.Events.MessageReceived += this.MessageReceived;
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this.server.Start();
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}
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private void ClientConnected(object sender, ConnectionEventArgs args)
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{
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Console.WriteLine("Client connected: " + args.IpPort);
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var gameState = Context.Get().GameState;
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var json = JsonConvert.SerializeObject(gameState);
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if (sender is WatsonTcpServer server)
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{
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server.Send(args.IpPort, Encoding.UTF8.GetBytes(json));
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}
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}
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private void ClientDisconnected(object sender, DisconnectionEventArgs args)
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{
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Console.WriteLine("Client disconnected: " + args.IpPort);
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}
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private void MessageReceived(object sender, MessageReceivedEventArgs args)
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{
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Console.WriteLine("Message Received: " + args.IpPort);
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var packet = Converter.ParsePacket(args.Data);
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Console.WriteLine($"Received packet: {packet.Type}");
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this.pendingPackets.Enqueue(packet);
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}
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private void SendGameState()
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{
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if (this.server == null)
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{
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return;
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}
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var clients = this.server.ListClients().ToArray();
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if (!clients.Any())
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{
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return;
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}
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var gameState = Context.Get().GameState;
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var json = JsonConvert.SerializeObject(gameState);
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var bytes = Encoding.UTF8.GetBytes(json);
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foreach (var client in clients)
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{
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this.server.Send(client, bytes);
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}
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}
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}
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