mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-19 19:06:45 -05:00
175 lines
6.4 KiB
C#
175 lines
6.4 KiB
C#
/* OpenDiablo 2 - An open source re-implementation of Diablo 2 in C#
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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using System;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using NetMQ;
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using NetMQ.Sockets;
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using OpenDiablo2.Common.Attributes;
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using OpenDiablo2.Common.Enums;
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using OpenDiablo2.Common.Exceptions;
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using OpenDiablo2.Common.Interfaces;
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using OpenDiablo2.Common.Models;
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using OpenDiablo2.ServiceBus.Message_Frames.Server;
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namespace OpenDiablo2.ServiceBus
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{
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public sealed class SessionServer : ISessionServer, ISessionEventProvider
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{
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private static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private readonly eSessionType sessionType;
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private readonly IGameServer gameServer;
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private readonly Func<eMessageFrameType, IMessageFrame> getMessageFrame;
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private readonly AutoResetEvent resetEvent = new AutoResetEvent(false);
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public AutoResetEvent WaitServerStartEvent { get; set; } = new AutoResetEvent(false);
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private bool running = false;
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private ResponseSocket responseSocket;
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public OnJoinGameEvent OnJoinGame { get; set; }
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public OnMoveRequest OnMoveRequest { get; set; }
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// TODO: Fix interface so we don't need this in the session server
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public OnSetSeedEvent OnSetSeed { get; set; }
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public OnLocatePlayersEvent OnLocatePlayers { get; set; }
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public OnPlayerInfoEvent OnPlayerInfo { get; set; }
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public OnFocusOnPlayer OnFocusOnPlayer { get; set; }
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const int serverUpdateRate = 30;
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public SessionServer(
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eSessionType sessionType,
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IGameServer gameServer,
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Func<eMessageFrameType, IMessageFrame> getMessageFrame
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)
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{
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this.sessionType = sessionType;
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this.getMessageFrame = getMessageFrame;
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this.gameServer = gameServer;
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}
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public void Start()
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{
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// TODO: Loading existing games...
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gameServer.InitializeNewGame();
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Task.Run(() => Serve());
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}
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private void Serve()
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{
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log.Info("Session server is starting.");
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responseSocket = new ResponseSocket();
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switch (sessionType)
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{
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case eSessionType.Local:
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responseSocket.Bind("inproc://opendiablo2-session");
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break;
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case eSessionType.Server:
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case eSessionType.Remote:
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default:
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throw new OpenDiablo2Exception("This session type is currently unsupported.");
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}
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OnJoinGame += OnJoinGameHandler;
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OnMoveRequest += OnMovementRequestHandler;
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var proactor = new NetMQProactor(responseSocket, (socket, message) =>
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{
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var bytes = message.First().ToByteArray();
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var frameType = (eMessageFrameType)bytes[0];
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var frameData = bytes.Skip(1).ToArray(); // TODO: Can we maybe use pointers? This seems wasteful
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var messageFrame = getMessageFrame(frameType);
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messageFrame.Data = frameData;
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messageFrame.Process(socket.GetHashCode(), this);
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});
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running = true;
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WaitServerStartEvent.Set();
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Task.Run(() =>
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{
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var lastRun = DateTime.Now;
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while(running)
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{
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var newTime = DateTime.Now;
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var timeDiff = (newTime - lastRun).TotalMilliseconds;
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lastRun = newTime;
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gameServer.Update((int)timeDiff);
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if (timeDiff < serverUpdateRate)
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Thread.Sleep((int)Math.Min(serverUpdateRate, Math.Max(0, serverUpdateRate - timeDiff)));
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}
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});
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resetEvent.WaitOne();
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proactor.Dispose();
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running = false;
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responseSocket.Dispose();
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log.Info("Session server has stopped.");
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}
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private void OnMovementRequestHandler(int clientHash, byte direction, eMovementType movementType)
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{
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var player = gameServer.Players.FirstOrDefault(x => x.ClientHash == clientHash);
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if (player == null)
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return;
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player.MovementDirection = direction;
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player.MovementType = movementType;
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player.MovementDirection = direction;
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Send(new MFLocatePlayers(gameServer.Players.Select(x => x.ToPlayerLocationDetails())));
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}
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public void Stop()
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{
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if (!running)
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return;
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resetEvent.Set();
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}
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public void Dispose()
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{
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Stop();
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}
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private void NoOp()
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{
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responseSocket.SendFrame(new byte[] { (byte)eMessageFrameType.None });
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}
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private void Send(IMessageFrame messageFrame, bool more = false)
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{
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var attr = messageFrame.GetType().GetCustomAttributes(true).First(x => (x is MessageFrameAttribute)) as MessageFrameAttribute;
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responseSocket.SendFrame(new byte[] { (byte)attr.FrameType }.Concat(messageFrame.Data).ToArray(), more);
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}
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private void OnJoinGameHandler(int clientHash, eHero heroType, string playerName)
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{
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gameServer.SpawnNewPlayer(clientHash, playerName, heroType);
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Send(new MFSetSeed(gameServer.Seed), true);
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Send(new MFPlayerInfo(gameServer.Players.Select(x => x.ToPlayerInfo())), true);
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Send(new MFLocatePlayers(gameServer.Players.Select(x => x.ToPlayerLocationDetails())), true);
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Send(new MFFocusOnPlayer(gameServer.Players.First(x => x.ClientHash == clientHash).Id));
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}
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}
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}
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