using System.Collections.Generic;
using System;
using NeonTea.Quakeball.TeaNet.Peers;
namespace NeonTea.Quakeball.TeaNet.Packets {
/// Manages a single form of conversation between clients for the Peer. Don't forget to register your packets with
public abstract class Protocol {
private Dictionary PacketToId = new Dictionary();
private Dictionary IdToPacket = new Dictionary();
private int PacketIdCounter;
/// Refers to the peer it is registered to
public Peer Peer;
/// Unique identifier for the protocol. This should be different for every protocol.
public abstract byte Identifier { get; }
/// Version of the protocol, should be changed if existing packets are changed, new packets are registered or old packets are removed.
public abstract string Version { get; }
/// Called when the Peer receives a packet from a connection that uses this protocol
public abstract void Receive(Connection conn, Packet packet);
/// Called when a ConnectionStatus is changed for a connection that uses this protocol
public abstract void ConnectionStatusChanged(ConnectionStatus oldStatus, ConnectionStatus newStatus, Connection conn);
/// Called when a connection that uses this protocol is timed out suddenly.
public abstract void Timeout(Connection conn);
/// Register a packet for sending and receiving.
public int RegisterPacket(Type t) {
if (t.BaseType != typeof(Packet) || PacketToId.ContainsKey(t)) {
return -1;
}
int id = PacketIdCounter++;
PacketToId.Add(t, id);
IdToPacket.Add(id, t);
return id;
}
public ByteBuffer BuildMessage(Connection connection, int firstId) {
ByteBuffer buffer = new ByteBuffer();
foreach (byte b in Peer.Fingerprint) {
buffer.Write(b);
}
buffer.Write(Identifier);
if (connection.Status == ConnectionStatus.Establishing) {
buffer.Write((byte)PacketStage.Establishing);
buffer.Write(Version);
} else if (connection.Status == ConnectionStatus.Closed) {
buffer.Write((byte)PacketStage.Closed);
} else if (connection.Status == ConnectionStatus.Rejected) {
buffer.Write((byte)PacketStage.Rejected);
buffer.Write((byte)connection.ClosingReason);
} else if (connection.Status == ConnectionStatus.Ready) {
buffer.Write((byte)PacketStage.Ready);
buffer.Write(connection.Internal.LatestInwardReliable);
buffer.Write(firstId);
}
return buffer;
}
public int GetPacketTypeID(Packet packet) {
return PacketToId[packet.GetType()];
}
public Type GetPacketType(int id) {
return IdToPacket[id];
}
}
}