CLre/CLre_server/API/Synergy/ServerMessagingEngine.cs

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2021-05-27 01:22:23 +01:00
using System.Collections;
using System.Collections.Generic;
using GameNetworkLayer.Shared;
using Svelto.Context;
using Svelto.ECS;
namespace CLre_server.API.Synergy
{
class ServerMessagingEngine: Engines.ServerEnginePreBuild, IWaitForFrameworkDestruction, IWaitForFrameworkInitialization
{
private struct MessageQueueItem
{
public SerializedCLreMessage msg;
public int playerId;
public NetworkDispatcherCode code;
}
private Utility.Reflection.INetMsgServerSender_SendMessage<SerializedCLreMessage> _sendMessage;
private Utility.Reflection.INetMsgServerListener_RegisterListener<SerializedCLreMessage> _registerListener;
private Queue<MessageQueueItem> _messageQueue = new Queue<MessageQueueItem>(10);
private bool _isRunning = false;
public override void Ready()
{
//Utility.Logging.MetaLog("Building send message delegate");
_sendMessage =
Utility.Reflection.MethodAsDelegate<Utility.Reflection.INetMsgServerSender_SendMessage<SerializedCLreMessage>>(
"GameNetworkLayer.Server.NetMessageServerSender:SendMessage",
generics: new [] {typeof(SerializedCLreMessage)},
instance: MainGameServer_SetupContainer_Patch.netMessageSender);
//Utility.Logging.MetaLog("Building register listener delegate");
_registerListener =
Utility.Reflection.MethodAsDelegate<Utility.Reflection.INetMsgServerListener_RegisterListener<SerializedCLreMessage>>(
"GameNetworkLayer.Server.NetMessageServerListener:RegisterListener",
generics: new [] {typeof(SerializedCLreMessage)},
instance: MainGameServer_SetupContainer_Patch.netMessageListener);
_registerListener(Message.CLre_MESSAGE_NETCODE, OnMessageReceived);
}
private void OnMessageReceived(int playerId, ref SerializedCLreMessage data)
{
Message.HandleMessageReceive(playerId, ref data);
}
internal void EnqueueMessage(int playerId, ref SerializedCLreMessage msg)
{
_messageQueue.Enqueue(new MessageQueueItem
{
msg = msg,
playerId = playerId,
code = Message.CLre_MESSAGE_NETCODE,
});
}
public ServerMessagingEngine(): base()
{
MainServer.Server.Instance.Connected += (_, __) => { MessageSender().Run(); };
}
public IEnumerator MessageSender()
{
while (!_isRunning)
{
yield return null;
}
while (_isRunning)
{
while (_messageQueue.Count != 0)
{
MessageQueueItem item = _messageQueue.Dequeue();
API.Utility.Logging.MetaLog($"Sending message with id {item.msg.Id}");
_sendMessage(item.code, ref item.msg, item.playerId);
}
yield return null;
}
}
public void OnFrameworkDestroyed()
{
_isRunning = false;
}
public void OnFrameworkInitialized()
{
_isRunning = true;
}
}
}