using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Net.Sockets;
using System.Threading.Tasks;
using BSO.Net;
namespace BSO
{
///
/// Verbindung zum BSO-Server (wie MSCO per IP): F8 verbindet/trennt, Server und Name stehen in BSO.json. Laeuft im
/// Hauptthread: Verbindungsaufbau wird nur abgefragt (nicht blockierend), empfangen wird ueber Connection.Poll().
/// Schickt den eigenen Zustand 10x pro Sekunde, alle 2 s einen Ping.
///
public static class Multiplayer
{
public enum NetStatus { Offline, Connecting, Connected }
public class Remote
{
public int Id;
public string Name;
public PlayerState State;
public bool HasState;
}
const int ConnectTimeoutMs = 5000;
const int SendIntervalMs = 100, PingIntervalMs = 2000;
public static NetStatus Status { get; private set; }
/// Warum offline (letzter Fehler / Trennung) - fuer die Anzeige.
public static string LastError { get; private set; } = "";
public static string ServerName { get; private set; } = "";
public static int MyId { get; private set; }
public static int PingMs { get; private set; } = -1;
public static readonly Dictionary Players = new();
static TcpClient tcp;
static Task connectTask;
static Connection conn;
static readonly Stopwatch connectClock = new(), sendClock = new(), pingClock = new();
static bool autoConnectDone;
public static void Update()
{
if (!autoConnectDone && LocalPlayer.InScene)
{
autoConnectDone = true;
if (Config.Current.AutoConnect) Connect();
}
if (Input.Pressed(Input.F8))
{
if (Status == NetStatus.Offline) Connect();
else Disconnect("Getrennt mit F8");
}
if (Status == NetStatus.Connecting) PollConnect();
if (Status != NetStatus.Connected) return;
foreach (Message m in conn.Poll())
{
try { Handle(m); }
catch (Exception e) { Bootstrap.Log($"Nachricht {m.Type} fehlerhaft: {e.Message}"); }
if (Status != NetStatus.Connected) return; // z.B. Reject
}
if (conn.IsClosed)
{
Disconnect(conn.CloseReason);
return;
}
if (sendClock.ElapsedMilliseconds >= SendIntervalMs)
{
sendClock.Restart();
PlayerState s = LocalPlayer.State;
conn.Send(MsgType.PlayerState, Wire.Build(w => s.Write(w)));
}
if (pingClock.ElapsedMilliseconds >= PingIntervalMs)
{
pingClock.Restart();
conn.Send(MsgType.Ping, Wire.Build(w => w.Write(Stopwatch.GetTimestamp())));
}
}
public static string ServerAddress => Config.Current.Server;
static void Connect()
{
(string host, int port) = ParseAddress(ServerAddress);
Bootstrap.Log($"Verbinde mit {host}:{port} ...");
LastError = "";
tcp = new TcpClient();
connectTask = tcp.ConnectAsync(host, port);
connectClock.Restart();
Status = NetStatus.Connecting;
}
static void PollConnect()
{
if (!connectTask.IsCompleted)
{
if (connectClock.ElapsedMilliseconds > ConnectTimeoutMs) Fail("Server antwortet nicht");
return;
}
if (connectTask.IsFaulted || !tcp.Connected)
{
Fail(connectTask.Exception?.GetBaseException().Message ?? "Verbindung fehlgeschlagen");
return;
}
conn = new Connection(tcp);
conn.Send(MsgType.Hello, Wire.Build(w =>
{
w.Write(Protocol.Version);
w.Write(Bootstrap.ModVersion);
w.Write(Config.Current.Name ?? "");
}));
// Erst nach Welcome gilt man als verbunden - bis dahin bleibt der Status "Verbinde"
Status = NetStatus.Connected;
sendClock.Restart();
pingClock.Restart();
ServerName = "";
}
static void Fail(string reason)
{
try { tcp?.Close(); } catch { }
Status = NetStatus.Offline;
LastError = reason;
Bootstrap.Log("Verbindung fehlgeschlagen: " + reason);
}
static void Handle(Message m)
{
BinaryReader r = m.Reader();
switch (m.Type)
{
case MsgType.Welcome:
MyId = r.ReadInt32();
ServerName = r.ReadString();
Players.Clear();
int n = r.ReadInt32();
for (int i = 0; i < n; i++)
{
var p = new Remote { Id = r.ReadInt32(), Name = r.ReadString() };
Players[p.Id] = p;
}
Bootstrap.Log($"Verbunden mit \"{ServerName}\" als #{MyId}, {n} andere Spieler");
break;
case MsgType.Reject:
Disconnect("Abgelehnt: " + r.ReadString());
break;
case MsgType.PlayerJoined:
var joined = new Remote { Id = r.ReadInt32(), Name = r.ReadString() };
Players[joined.Id] = joined;
Bootstrap.Log($"{joined.Name} ist beigetreten");
break;
case MsgType.PlayerLeft:
int left = r.ReadInt32();
if (Players.Remove(left, out Remote gone)) Bootstrap.Log($"{gone.Name} ist gegangen");
break;
case MsgType.PlayerState:
int id = r.ReadInt32();
if (!Players.TryGetValue(id, out Remote p2)) return; // PlayerJoined kommt immer vorher
p2.State = PlayerState.Read(r);
p2.HasState = true;
break;
case MsgType.Pong:
PingMs = (int)Stopwatch.GetElapsedTime(r.ReadInt64()).TotalMilliseconds;
break;
}
}
public static void Disconnect(string reason)
{
if (Status == NetStatus.Offline) return;
conn?.Close(reason);
conn = null;
try { tcp?.Close(); } catch { }
Status = NetStatus.Offline;
LastError = reason;
Players.Clear();
PingMs = -1;
Bootstrap.Log("Getrennt: " + reason);
}
/// Ist der Server schon angekommen (Welcome)?
public static bool Welcomed => Status == NetStatus.Connected && ServerName.Length > 0;
static (string, int) ParseAddress(string address)
{
address = (address ?? "").Trim();
int colon = address.LastIndexOf(':');
if (colon > 0 && int.TryParse(address.Substring(colon + 1), out int port)) return (address.Substring(0, colon), port);
return (address.Length > 0 ? address : "127.0.0.1", Protocol.DefaultPort);
}
}
}