using System.Collections.Generic;
using System;
using System.Net;
using System.Net.Sockets;
using NeonTea.Quakeball.TeaNet.Packets;
namespace NeonTea.Quakeball.TeaNet.Peers {
/// Main class for networking. Remember to register a protocol before using. Remember to call Update from a gameobject!
public class Peer : PeerMessageListener {
/// Underlying UdpClient. Do not touch unless you know what you are doing.
public UdpClient UdpClient { get; private set; }
/// The fingerprint for networking. Used to make sure incoming bytes are from a correct source.
public byte[] Fingerprint { get; private set; }
/// Shorthand for ConnectionManager.Timeout: The amount of milliseconds before a connection is timed out.
public long Timeout {
get {
return ConnectionManager.Timeout;
}
set {
ConnectionManager.Timeout = value;
}
}
/// Shorthand for ConnectionManager.Interval: The interval of updates and rate of re-sending reliable messages.
public long UpdateInterval {
get {
return ConnectionManager.Interval;
}
set {
ConnectionManager.Interval = value;
}
}
/// The interval of traffic analyzed before updating
public long TrafficDataInterval;
/// The amount of bytes received in the last TrafficDataIntervel
public int TrafficReceived { get; private set; }
/// The amount of bytes sent in the last TrafficDataIntervel
public int TrafficSent { get; private set; }
/// Whether the Peer is currently doing anything or not.null
public bool Running { get; private set; }
public ListenerThread ListenerThread;
public ConnectionManager ConnectionManager;
public Dictionary RegisteredProtocols = new Dictionary();
/// Listener for messages and errors from within the Peer.
public PeerMessageListener MessageListener;
private long LastTrafficData;
/// Creates a new Peer with the given fingerprint. The fingerprint can be anything, it just must be same on both peers.
public Peer(byte[] fingerprint) {
Fingerprint = fingerprint;
ConnectionManager = new ConnectionManager(this);
MessageListener = this;
LastTrafficData = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
}
/// Starts the UdpClient, but does no networking as is.
public void Start(int sending_port) {
if (Running) {
return;
}
UdpClient = new UdpClient(sending_port);
MessageListener.Message("UdpClient Started");
Running = true;
}
/// Abruptly stops the UdpClient and all relevant threads.
public void Stop() {
ConnectionManager.StopThread();
if (ListenerThread != null) {
ListenerThread.Stop();
}
UdpClient.Dispose();
UdpClient.Close();
Running = false;
}
/// Start listening to a given address and port. Usually 0.0.0.0, 0 for clients and 0.0.0.0, port for servers
public void StartListen(string address, int port) {
IPEndPoint endpoint = new IPEndPoint(FindAddress(address), port);
StartListen(endpoint);
}
private void StartListen(IPEndPoint endpoint) {
if (ListenerThread != null) {
return; // Cant listen twice
}
ListenerThread = new ListenerThread(this, endpoint);
ListenerThread.Start();
MessageListener.Message($"Started listening to {endpoint}");
}
/// Connect to a remote host. Will initialize a listener to 0.0.0.0:0 if no listener is started.
public void Connect(string address, int port, byte protocolIdent, bool startListening = true) {
if (startListening) {
IPEndPoint listenEndpoint = (IPEndPoint)UdpClient.Client.LocalEndPoint;
StartListen(listenEndpoint);
}
IPEndPoint endpoint = new IPEndPoint(FindAddress(address), port);
ConnectionManager.StartConnection(endpoint, protocolIdent);
MessageListener.Message($"Connecting to {endpoint}");
}
/// Soft-disconnects the connection with the given uid, meaning it will wait until they acknowledge, before timing out.abstract
public void Disconnect(ulong uid) {
ConnectionManager.CloseConnection(uid, ClosingReason.Manual);
}
/// Send a reliable packet, meaning it will reliably be delivered.
public void SendReliable(ulong uid, Packet packet) {
if (Running) {
ConnectionManager.AddPacketToQueue(uid, packet);
ConnectionManager.SendPacketQueue(uid);
}
}
/// Add reliable packet to queue, so that it will be sent on the next update.
public void SendReliableLater(ulong uid, Packet packet) {
if (Running) {
ConnectionManager.AddPacketToQueue(uid, packet);
}
}
/// Send an unreliable packet, meaning its delivery is not reliable.
public void SendUnreliable(ulong uid, Packet packet) {
if (Running) {
ConnectionManager.SendSingleUnreliable(uid, packet);
}
}
/// Get a Connection instance from the given uid, if such exists. Null otherwise.
public Connection GetConnection(ulong uid) {
return ConnectionManager.GetConnection(uid);
}
/// Register a given protocol. Returns protocol.Identifier if successful, 0 otherwise.
public byte RegisterProtocol(Protocol protocol) {
byte ident = protocol.Identifier;
if (RegisteredProtocols.ContainsKey(ident)) {
return 0;
}
RegisteredProtocols.Add(ident, protocol);
ConnectionManager.ProtocolActionQueues.Add(ident, new Queue());
protocol.Peer = this;
return ident;
}
/// Get protocol instance from the given identifier, if such exists.
public Protocol GetProtocol(byte ident) {
if (RegisteredProtocols.ContainsKey(ident)) {
return RegisteredProtocols[ident];
}
return null;
}
/// Shorthand for Peer.ConnectionManager.Update(): Handles network stuff that was received since last update.
public void Update() {
ConnectionManager.Update();
long now = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
if (now - LastTrafficData > TrafficDataInterval) {
LastTrafficData = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
if (ListenerThread != null) {
TrafficReceived = ListenerThread.ReceivedBytes;
ListenerThread.ReceivedBytes = 0;
}
if (ConnectionManager != null) {
TrafficSent = ConnectionManager.BytesSent;
ConnectionManager.BytesSent = 0;
}
}
}
public void Message(string msg) { }
public void Err(string msg) { }
private IPAddress FindAddress(string host) {
IPAddress addr;
try {
addr = Dns.GetHostAddresses(host)[0];
} catch (ArgumentException) {
addr = IPAddress.Parse(host);
}
return addr;
}
}
/// Listener for messages and errors from the Peer.
public interface PeerMessageListener {
void Message(string msg);
void Err(string msg);
}
}