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Client.cs
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101 lines (91 loc) · 4.24 KB
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using Sandbox.ModAPI;
using System;
using VRage;
using VRage.Utils;
using VRageMath;
namespace SENetworkAPI
{
public class Client : NetworkAPI
{
/// <summary>
/// Handles communication with the server
/// </summary>
/// <param name="comId">Identifies the channel to pass information to and from this mod</param>
/// <param name="keyword">identifies what chat entries should be captured and sent to the server</param>
public Client(ushort comId, string modName, string keyword = null) : base(comId, modName, keyword)
{
}
/// <summary>
/// Sends a command packet to the server
/// </summary>
/// <param name="commandString">The command to be executed</param>
/// <param name="message">Text that will be displayed in client chat</param>
/// <param name="data">A serialized object to be sent across the network</param>
/// <param name="sent">The date timestamp this command was sent</param>
/// <param name="steamId">The client reciving this packet (if 0 it sends to all clients)</param>
/// <param name="isReliable">Enture delivery of the packet</param>
public override void SendCommand(string commandString, string message = null, byte[] data = null, DateTime? sent = null, ulong steamId = ulong.MinValue, bool isReliable = true)
{
if (MyAPIGateway.Session?.Player != null)
{
SendCommand(new Command() { CommandString = commandString, Message = message, Data = data, Timestamp = (sent == null) ? DateTime.UtcNow.Ticks : sent.Value.Ticks, SteamId = MyAPIGateway.Session.Player.SteamUserId }, MyAPIGateway.Session.Player.SteamUserId, isReliable);
}
else
{
MyLog.Default.Warning($"[NetworkAPI] ComID: {ComId} | Failed to send command. Session does not exist.");
}
}
/// <summary>
/// Sends a command packet to the server
/// </summary>
/// <param name="cmd">The object to be sent to the client</param>
/// <param name="steamId">The users steam ID</param>
/// <param name="isReliable">Makes sure the message is recieved by the server</param>
internal override void SendCommand(Command cmd, ulong steamId = ulong.MinValue, bool isReliable = true)
{
if (cmd.Data != null && cmd.Data.Length > CompressionThreshold)
{
cmd.Data = MyCompression.Compress(cmd.Data);
cmd.IsCompressed = true;
}
cmd.Timestamp = DateTime.UtcNow.Ticks;
byte[] packet = MyAPIGateway.Utilities.SerializeToBinary(cmd);
if (LogNetworkTraffic)
{
MyLog.Default.Info($"[NetworkAPI] TRANSMITTING Bytes: {packet.Length} Command: {cmd.CommandString} User: {steamId}");
}
MyAPIGateway.Multiplayer.SendMessageToServer(ComId, packet, isReliable);
}
/// <summary>
/// Sends a command packet to the server
/// </summary>
/// <param name="commandString">The command to be executed</param>
/// <param name="point">Client side send to server this is not used</param>
/// <param name="radius">Client side send to server this is not used</param>
/// <param name="message">Text that will be displayed in client chat</param>
/// <param name="data">A serialized object to be sent across the network</param>
/// <param name="sent">The date timestamp this command was sent</param>
/// <param name="steamId">The client reciving this packet (if 0 it sends to all clients)</param>
/// <param name="isReliable">Enture delivery of the packet</param>
public override void SendCommand(string commandString, Vector3D point, double radius = 0, string message = null, byte[] data = null, DateTime? sent = null, ulong steamId = 0, bool isReliable = true)
{
SendCommand(commandString, message, data, sent, steamId, isReliable);
}
/// <summary>
/// Sends a command packet to the server
/// </summary>
/// <param name="cmd">The object to be sent to the client</param>
/// <param name="point">Client side send to server this is not used</param>
/// <param name="radius">Client side send to server this is not used</param>
/// <param name="steamId">The users steam ID</param>
/// <param name="isReliable">Makes sure the message is recieved by the server</param>
internal override void SendCommand(Command cmd, Vector3D point, double radius = 0, ulong steamId = 0, bool isReliable = true)
{
SendCommand(cmd, steamId, isReliable);
}
public override void Say(string message)
{
SendCommand(null, message);
}
}
}