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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-30 02:55:23 +00:00
OpenDiablo2/OpenDiablo2.ServiceBus/SessionManager.cs
2018-12-08 13:31:50 -05:00

172 lines
6.3 KiB
C#

/* OpenDiablo 2 - An open source re-implementation of Diablo 2 in C#
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
using System;
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.Exceptions;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.ServiceBus.Message_Frames.Client;
using OpenDiablo2.ServiceBus.Message_Frames.Server;
namespace OpenDiablo2.ServiceBus
{
public sealed class SessionManager : ISessionManager
{
private static readonly log4net.ILog log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private readonly Func<eSessionType, ISessionServer> getSessionServer;
private readonly eSessionType sessionType;
private readonly Func<eMessageFrameType, IMessageFrame> getMessageFrame;
private readonly Func<IGameState> getGameState;
private RequestSocket requestSocket;
private readonly AutoResetEvent resetEvent = new AutoResetEvent(false);
private ISessionServer sessionServer;
private bool running = false;
public OnSetSeedEvent OnSetSeed { get; set; }
public OnJoinGameEvent OnJoinGame { get; set; }
public OnLocatePlayersEvent OnLocatePlayers { get; set; }
public OnPlayerInfoEvent OnPlayerInfo { get; set; }
public OnFocusOnPlayer OnFocusOnPlayer { get; set; }
public OnMoveRequest OnMoveRequest { get; set; }
public SessionManager(
eSessionType sessionType,
Func<eSessionType, ISessionServer> getSessionServer,
Func<eMessageFrameType, IMessageFrame> getMessageFrame,
Func<IGameState> getGameState
)
{
this.getSessionServer = getSessionServer;
this.sessionType = sessionType;
this.getMessageFrame = getMessageFrame;
this.getGameState = getGameState;
}
public void Initialize()
{
if (sessionType == eSessionType.Local || sessionType == eSessionType.Server)
{
sessionServer = getSessionServer(sessionType);
sessionServer.Start();
sessionServer.WaitServerStartEvent.WaitOne(); // Wait until the server starts...
}
else sessionServer = null;
log.Info("Initializing a local multiplayer session.");
Task.Run(() => Listen());
}
private void Listen()
{
log.Info("Session manager is starting.");
requestSocket = new RequestSocket();
switch (sessionType)
{
case eSessionType.Local:
requestSocket.Connect("inproc://opendiablo2-session");
break;
case eSessionType.Server:
case eSessionType.Remote:
default:
throw new OpenDiablo2Exception("This session type is currently unsupported.");
}
running = true;
resetEvent.WaitOne();
running = false;
requestSocket.Dispose();
log.Info("Session manager has stopped.");
}
public void Stop()
{
if (!running)
return;
resetEvent.Set();
if (sessionType == eSessionType.Local || sessionType == eSessionType.Server)
sessionServer?.Stop();
}
public void Dispose()
{
Stop();
}
public void Send(IMessageFrame messageFrame, bool more = false)
{
var attr = messageFrame.GetType().GetCustomAttributes(true).First(x => (x is MessageFrameAttribute)) as MessageFrameAttribute;
requestSocket.SendFrame(new byte[] { (byte)attr.FrameType }.Concat(messageFrame.Data).ToArray(), more);
}
private void ProcessMessageFrame<T>() where T : IMessageFrame, new()
{
if (!running)
throw new OpenDiablo2Exception("You have made a terrible mistake. Cannot get a message frame if you are not connected.");
var bytes = requestSocket.ReceiveFrameBytes();
var frameType = (eMessageFrameType)bytes[0];
var frameData = bytes.Skip(1).ToArray(); // TODO: Can we maybe use pointers? This seems wasteful
var messageFrame = getMessageFrame(frameType);
if (messageFrame.GetType() != typeof(T))
throw new OpenDiablo2Exception("Recieved unexpected message frame!");
messageFrame.Data = frameData;
lock (getGameState().ThreadLocker)
{
messageFrame.Process(requestSocket.GetHashCode(), this);
}
}
private void NoOp()
{
var bytes = requestSocket.ReceiveFrameBytes();
if ((eMessageFrameType)bytes[0] != eMessageFrameType.None)
throw new OpenDiablo2Exception("Excepted a NoOp but got a command instead!");
}
public void JoinGame(string playerName, eHero heroType)
{
Task.Run(() =>
{
Send(new MFJoinGame(playerName, heroType));
ProcessMessageFrame<MFSetSeed>();
ProcessMessageFrame<MFPlayerInfo>();
ProcessMessageFrame<MFLocatePlayers>();
ProcessMessageFrame<MFFocusOnPlayer>();
});
}
public void MoveRequest(byte direction, eMovementType movementType)
=> Task.Run(() =>
{
Send(new MFMoveRequest(direction, movementType));
ProcessMessageFrame<MFLocatePlayers>();
});
}
}