GodotTicTacToe/scripts/net/Peer.cs

92 lines
3.2 KiB
C#

using Godot;
using Network.PacketHandling;
using Network.Syncing;
using System.Threading;
using Thread = System.Threading.Thread;
namespace Network {
public abstract class Peer : Object {
private static PacketPeerUDP PacketPeer;
private static Peer Singleton;
public readonly bool IsServer;
private Protocol Protocol;
private int LastConnectionSended = -1;
private Thread ListenerThread;
public ConnectionList ConnectionList;
public PacketDistributor PacketDistributor;
public Peer(PacketPeerUDP packetPeer, bool isServer) {
PacketPeer = packetPeer;
IsServer = isServer;
ConnectionList = new ConnectionList(this);
PacketDistributor = new PacketDistributor(this, 2);
}
public void Update(float delta) {
PacketDistributor.Update(delta);
Process(delta);
}
public abstract void Initialize(string address, int port);
public abstract void Process(float delta);
public abstract void Connected(Connection conn);
public void SendBuffer(PacketBuffer packetBuffer, Connection to) {
if (LastConnectionSended != to.ID) {
PacketPeer.SetDestAddress(to.Address, to.Port);
LastConnectionSended = to.ID;
}
PacketPeer.PutPacket(packetBuffer.ByteBuffer);
}
public bool StartListening(int port, string address = "*") {
if (PacketPeer.IsListening() || ListenerThread != null) {
GD.printerr("The Peer is already listening or the thread is active!");
return false;
}
Singleton = this;
PacketPeer.Listen(port, address);
ThreadStart ChildRef = new ThreadStart(ListenerThreadMethod);
ListenerThread = new Thread(ChildRef);
ListenerThread.Start();
return true;
}
private static void ListenerThreadMethod() {
GD.print("Started Listener Thread.");
while (true) {
PacketPeer.Wait();
byte[] Buffer = PacketPeer.GetPacket();
string Address = PacketPeer.GetPacketIp();
int Port = PacketPeer.GetPacketPort();
PacketBuffer PB = PacketBuffer.FromByteBuffer(Buffer);
if (PB.Length > PacketBuffer.SignatureBytes.Length) {
bool Confirmed = true;
foreach (byte B in PacketBuffer.SignatureBytes) {
if (PB.Read() != B) {
// Ignore packet, confirmation bytes don't match up.
Confirmed = false;
break;
}
}
if (Confirmed) {
Connection conn = new Connection(Address, Port);
Singleton.ConnectionList.AddConnection(conn);
Singleton.PacketDistributor.AddHandler(conn);
Singleton.PacketDistributor.HandleRawPacket(PB, Singleton.ConnectionList.GetOriginal(conn));
}
}
}
}
}
}