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OpenDiablo2/OpenDiablo2.ServiceBus/SessionServer.cs

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5.8 KiB
C#
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using System;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using NetMQ;
using NetMQ.Sockets;
using OpenDiablo2.Common.Attributes;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Common.Models;
using OpenDiablo2.ServiceBus.Message_Frames.Server;
namespace OpenDiablo2.ServiceBus
{
public sealed class SessionServer : ISessionServer, ISessionEventProvider
{
private static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private readonly eSessionType sessionType;
private readonly IGameServer gameServer;
private readonly Func<eMessageFrameType, IMessageFrame> getMessageFrame;
private AutoResetEvent resetEvent = new AutoResetEvent(false);
public AutoResetEvent WaitServerStartEvent { get; set; } = new AutoResetEvent(false);
private bool running = false;
private ResponseSocket responseSocket;
public OnJoinGameEvent OnJoinGame { get; set; }
public OnMoveRequest OnMoveRequest { get; set; }
// TODO: Fix interface so we don't need this in the session server
public OnSetSeedEvent OnSetSeed { get; set; }
public OnLocatePlayersEvent OnLocatePlayers { get; set; }
public OnPlayerInfoEvent OnPlayerInfo { get; set; }
public OnFocusOnPlayer OnFocusOnPlayer { get; set; }
const int serverUpdateRate = 30;
public SessionServer(
eSessionType sessionType,
IGameServer gameServer,
Func<eMessageFrameType, IMessageFrame> getMessageFrame
)
{
this.sessionType = sessionType;
this.getMessageFrame = getMessageFrame;
this.gameServer = gameServer;
}
public void Start()
{
// TODO: Loading existing games...
gameServer.InitializeNewGame();
Task.Run(() => Serve());
}
private void Serve()
{
log.Info("Session server is starting.");
responseSocket = new ResponseSocket();
switch (sessionType)
{
case eSessionType.Local:
responseSocket.Bind("inproc://opendiablo2-session");
break;
case eSessionType.Server:
case eSessionType.Remote:
default:
throw new ApplicationException("This session type is currently unsupported.");
}
OnJoinGame += OnJoinGameHandler;
OnMoveRequest += OnMovementRequestHandler;
var proactor = new NetMQProactor(responseSocket, (socket, message) =>
{
var bytes = message.First().ToByteArray();
var frameType = (eMessageFrameType)bytes[0];
var frameData = bytes.Skip(1).ToArray(); // TODO: Can we maybe use pointers? This seems wasteful
var messageFrame = getMessageFrame(frameType);
messageFrame.Data = frameData;
messageFrame.Process(socket.GetHashCode(), this);
});
running = true;
WaitServerStartEvent.Set();
Task.Run(() =>
{
var lastRun = DateTime.Now;
while(running)
{
var newTime = DateTime.Now;
var timeDiff = (newTime - lastRun).TotalMilliseconds;
lastRun = newTime;
gameServer.Update((int)timeDiff);
if (timeDiff < serverUpdateRate)
Thread.Sleep((int)Math.Min(serverUpdateRate, Math.Max(0, serverUpdateRate - timeDiff)));
}
});
resetEvent.WaitOne();
proactor.Dispose();
running = false;
responseSocket.Dispose();
log.Info("Session server has stopped.");
}
private void OnMovementRequestHandler(int clientHash, byte direction, eMovementType movementType)
{
// TODO: Actually move the player ....
var player = gameServer.Players.FirstOrDefault(x => x.ClientHash == clientHash);
if (player == null)
return;
// TODO: The server needs to actually manage player movement...
player.MovementDirection = direction;
player.MovementType = movementType;
player.MovementDirection = direction;
Send(new MFLocatePlayers(gameServer.Players.Select(x => x.ToPlayerLocationDetails())));
}
public void Stop()
{
if (!running)
return;
resetEvent.Set();
}
public void Dispose()
{
Stop();
}
private void NoOp()
{
responseSocket.SendFrame(new byte[] { (byte)eMessageFrameType.None });
}
private void Send(IMessageFrame messageFrame, bool more = false)
{
var attr = messageFrame.GetType().GetCustomAttributes(true).First(x => typeof(MessageFrameAttribute).IsAssignableFrom(x.GetType())) as MessageFrameAttribute;
responseSocket.SendFrame(new byte[] { (byte)attr.FrameType }.Concat(messageFrame.Data).ToArray(), more);
}
private void OnJoinGameHandler(int clientHash, eHero heroType, string playerName)
{
gameServer.SpawnNewPlayer(clientHash, playerName, heroType);
Send(new MFSetSeed(gameServer.Seed), true);
Send(new MFPlayerInfo(gameServer.Players.Select(x => x.ToPlayerInfo())), true);
Send(new MFLocatePlayers(gameServer.Players.Select(x => x.ToPlayerLocationDetails())), true);
Send(new MFFocusOnPlayer(gameServer.Players.First(x => x.ClientHash == clientHash).Id));
}
}
}