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using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.ComponentModel;
using Lidgren.Network;
namespace Microsoft.Xna.Framework.Net
{
public class MonoGameNetworkConfiguration
{
public static IPAddress Broadcast = IPAddress.None;
}
internal class MonoGamerPeer
{
private BackgroundWorker MGServerWorker = new BackgroundWorker ();
bool done = false;
NetServer peer;
NetworkSession session;
AvailableNetworkSession availableSession;
string myLocalAddress = string.Empty;
IPEndPoint myLocalEndPoint = null;
Dictionary<long, NetConnection> pendingGamers = new Dictionary<long, NetConnection> ();
//Dictionary<long, NetConnection> connectedGamers = new Dictionary<long, NetConnection>();
bool online = false;
private static int port = 3074;
private static IPEndPoint m_masterServer;
private static int masterserverport = 6000;
private static string masterServer = "monolive.servegame.com";
internal static string applicationIdentifier = "monogame";
static MonoGamerPeer()
{
#if !WINDOWS_PHONE
// This code looks up the Guid for the host app , this is used to identify the
// application on the network . We use the Guid as that is unique to that application.
var assembly = System.Reflection.Assembly.GetAssembly(Game.Instance.GetType());
if (assembly != null)
{
object[] objects = assembly.GetCustomAttributes(typeof(System.Runtime.InteropServices.GuidAttribute), false);
if (objects.Length > 0)
{
applicationIdentifier = ((System.Runtime.InteropServices.GuidAttribute)objects[0]).Value;
}
}
#else
#endif
}
public MonoGamerPeer (NetworkSession session,AvailableNetworkSession availableSession)
{
this.session = session;
this.online = this.session.SessionType == NetworkSessionType.PlayerMatch;
this.availableSession = availableSession;
//MGServerWorker.WorkerReportsProgress = true;
MGServerWorker.WorkerSupportsCancellation = true;
MGServerWorker.DoWork += new DoWorkEventHandler (MGServer_DoWork);
MGServerWorker.RunWorkerCompleted += new RunWorkerCompletedEventHandler (MGServer_RunWorkerCompleted);
MGServerWorker.RunWorkerAsync ();
HookEvents ();
}
private void HookEvents ()
{
session.GameEnded += HandleSessionStateChanged;
session.SessionEnded += HandleSessionStateChanged;
session.GameStarted += HandleSessionStateChanged;
}
void HandleSessionStateChanged (object sender, EventArgs e)
{
#if !WINDOWS_PHONE
Game.Instance.Log("session state change");
#endif
SendSessionStateChange ();
if (session.SessionState == NetworkSessionState.Ended)
MGServerWorker.CancelAsync ();
}
internal void ShutDown ()
{
MGServerWorker.CancelAsync ();
}
private void MGServer_DoWork (object sender, DoWorkEventArgs e)
{
BackgroundWorker worker = sender as BackgroundWorker;
NetPeerConfiguration config = new NetPeerConfiguration (applicationIdentifier);
config.EnableMessageType (NetIncomingMessageType.DiscoveryRequest);
config.EnableMessageType (NetIncomingMessageType.DiscoveryResponse);
config.EnableMessageType (NetIncomingMessageType.NatIntroductionSuccess);
if (availableSession == null)
config.Port = port;
// create and start server
peer = new NetServer (config);
peer.Start ();
myLocalAddress = GetMyLocalIpAddress ();
IPAddress adr = IPAddress.Parse (myLocalAddress);
myLocalEndPoint = new IPEndPoint (adr, port);
// force a little wait until we have a LocalGamer otherwise things
// break. This is the first item in the queue so it shouldnt take long before we
// can continue.
while (session.LocalGamers.Count <= 0)
{
Thread.Sleep(10);
}
if (availableSession != null) {
if (!this.online) {
peer.Connect (availableSession.EndPoint);
} else {
RequestNATIntroduction (availableSession.EndPoint, peer);
}
} else {
if (this.online) {
IPAddress ipaddr = NetUtility.Resolve (masterServer);
if (ipaddr != null) {
m_masterServer = new IPEndPoint (ipaddr, masterserverport);
LocalNetworkGamer localMe = session.LocalGamers [0];
NetOutgoingMessage om = peer.CreateMessage ();
om.Write ((byte)0);
om.Write (session.AllGamers.Count);
om.Write (localMe.Gamertag);
om.Write (session.PrivateGamerSlots);
om.Write (session.MaxGamers);
om.Write (localMe.IsHost);
om.Write (myLocalEndPoint);
om.Write (peer.Configuration.AppIdentifier);
// send up session properties
int[] propertyData = new int[session.SessionProperties.Count * 2];
NetworkSessionProperties.WriteProperties (session.SessionProperties, propertyData);
for (int x = 0; x < propertyData.Length; x++) {
om.Write (propertyData [x]);
}
peer.SendUnconnectedMessage (om, m_masterServer); // send message to peer
} else {
throw new Exception ("Could not resolve live host");
}
}
}
// run until we are done
do {
NetIncomingMessage msg;
while ((msg = peer.ReadMessage ()) != null) {
switch (msg.MessageType) {
case NetIncomingMessageType.UnconnectedData :
break;
case NetIncomingMessageType.NatIntroductionSuccess:
#if !WINDOWS_PHONE
Game.Instance.Log("NAT punch through OK " + msg.SenderEndpoint);
#endif
peer.Connect (msg.SenderEndpoint);
break;
case NetIncomingMessageType.DiscoveryRequest:
//
// Server received a discovery request from a client; send a discovery response (with no extra data attached)
//
// Get the primary local gamer
LocalNetworkGamer localMe = session.LocalGamers [0];
NetOutgoingMessage om = peer.CreateMessage ();
om.Write (session.RemoteGamers.Count);
om.Write (localMe.Gamertag);
om.Write (session.PrivateGamerSlots);
om.Write (session.MaxGamers);
om.Write (localMe.IsHost);
int[] propertyData = new int[session.SessionProperties.Count * 2];
NetworkSessionProperties.WriteProperties (session.SessionProperties, propertyData);
for (int x = 0; x < propertyData.Length; x++) {
om.Write (propertyData [x]);
}
peer.SendDiscoveryResponse (om, msg.SenderEndpoint);
break;
case NetIncomingMessageType.VerboseDebugMessage:
case NetIncomingMessageType.DebugMessage:
case NetIncomingMessageType.WarningMessage:
case NetIncomingMessageType.ErrorMessage:
//
// Just print diagnostic messages to console
//
#if !WINDOWS_PHONE
Game.Instance.Log(msg.ReadString());
#endif
break;
case NetIncomingMessageType.StatusChanged:
NetConnectionStatus status = (NetConnectionStatus)msg.ReadByte ();
if (status == NetConnectionStatus.Disconnected) {
#if !WINDOWS_PHONE
Game.Instance.Log(NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) + " disconnected! from " + msg.SenderEndpoint);
#endif
CommandGamerLeft cgj = new CommandGamerLeft (msg.SenderConnection.RemoteUniqueIdentifier);
CommandEvent cmde = new CommandEvent (cgj);
session.commandQueue.Enqueue (cmde);
}
if (status == NetConnectionStatus.Connected) {
//
// A new player just connected!
//
if (!pendingGamers.ContainsKey (msg.SenderConnection.RemoteUniqueIdentifier)) {
#if !WINDOWS_PHONE
Game.Instance.Log(NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) + " connected! from " + msg.SenderEndpoint);
#endif
pendingGamers.Add (msg.SenderConnection.RemoteUniqueIdentifier, msg.SenderConnection);
SendProfileRequest (msg.SenderConnection);
} else {
#if !WINDOWS_PHONE
Game.Instance.Log("Already have a connection for that user, this is probably due to both NAT intro requests working");
#endif
}
}
break;
case NetIncomingMessageType.Data:
NetworkMessageType mt = (NetworkMessageType)msg.ReadByte ();
switch (mt) {
case NetworkMessageType.Data:
byte[] data = new byte[msg.LengthBytes - 1];
msg.ReadBytes (data, 0, data.Length);
CommandEvent cme = new CommandEvent (new CommandReceiveData (msg.SenderConnection.RemoteUniqueIdentifier,
data));
session.commandQueue.Enqueue (cme);
break;
case NetworkMessageType.Introduction:
var introductionAddress = msg.ReadString ();
try {
IPEndPoint endPoint = ParseIPEndPoint (introductionAddress);
if (myLocalEndPoint.ToString () != endPoint.ToString () && !AlreadyConnected (endPoint)) {
#if !WINDOWS_PHONE
Game.Instance.Log("Received Introduction for: " + introductionAddress +
" and I am: " + myLocalEndPoint + " from: " + msg.SenderEndpoint);
#endif
peer.Connect (endPoint);
}
} catch (Exception exc) {
#if !WINDOWS_PHONE
Game.Instance.Log("Error parsing Introduction: " + introductionAddress + " : " + exc.Message);
#endif
}
break;
case NetworkMessageType.GamerProfile:
#if !WINDOWS_PHONE
Game.Instance.Log("Profile recieved from: " + NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier));
#endif
if (pendingGamers.ContainsKey (msg.SenderConnection.RemoteUniqueIdentifier)) {
pendingGamers.Remove (msg.SenderConnection.RemoteUniqueIdentifier);
msg.ReadInt32 ();
string gamerTag = msg.ReadString ();
msg.ReadInt32 ();
msg.ReadInt32 ();
GamerStates state = (GamerStates)msg.ReadInt32 ();
state &= ~GamerStates.Local;
CommandGamerJoined cgj = new CommandGamerJoined (msg.SenderConnection.RemoteUniqueIdentifier);
cgj.GamerTag = gamerTag;
cgj.State = state;
CommandEvent cmde = new CommandEvent (cgj);
session.commandQueue.Enqueue (cmde);
} else {
#if !WINDOWS_PHONE
Game.Instance.Log("We received a profile for an existing gamer. Need to update it.");
#endif
}
break;
case NetworkMessageType.RequestGamerProfile:
#if !WINDOWS_PHONE
Game.Instance.Log("Profile Request recieved from: " + msg.SenderEndpoint);
#endif
SendProfile (msg.SenderConnection);
break;
case NetworkMessageType.GamerStateChange:
GamerStates gamerstate = (GamerStates)msg.ReadInt32 ();
gamerstate &= ~GamerStates.Local;
#if !WINDOWS_PHONE
Game.Instance.Log("State Change from: " + msg.SenderEndpoint + " new State: " + gamerstate);
#endif
foreach (var gamer in session.RemoteGamers) {
if (gamer.RemoteUniqueIdentifier == msg.SenderConnection.RemoteUniqueIdentifier)
gamer.State = gamerstate;
}
break;
case NetworkMessageType.SessionStateChange:
NetworkSessionState sessionState = (NetworkSessionState)msg.ReadInt32 ();
foreach (var gamer in session.RemoteGamers) {
if (gamer.RemoteUniqueIdentifier == msg.SenderConnection.RemoteUniqueIdentifier) {
#if !WINDOWS_PHONE
Game.Instance.Log("Session State change from: " + NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) +
" session is now: " + sessionState);
#endif
if (gamer.IsHost && sessionState == NetworkSessionState.Playing) {
session.StartGame ();
}
}
}
break;
}
break;
}
}
// sleep to allow other processes to run smoothly
// This may need to be changed depending on network throughput
Thread.Sleep (1);
if (worker.CancellationPending) {
#if !WINDOWS_PHONE
Game.Instance.Log("worker CancellationPending");
#endif
e.Cancel = true;
done = true;
}
} while (!done);
}
private bool AlreadyConnected (IPEndPoint endPoint)
{
foreach (NetConnection player in peer.Connections) {
if (player.RemoteEndpoint == endPoint) {
return true;
}
}
return false;
}
private void MGServer_RunWorkerCompleted (object sender, RunWorkerCompletedEventArgs e)
{
if ((e.Cancelled == true)) {
#if !WINDOWS_PHONE
Game.Instance.Log("Canceled");
#endif
} else if (!(e.Error == null)) {
#if !WINDOWS_PHONE
Game.Instance.Log("Error: " + e.Error.Message);
#endif
}
#if !WINDOWS_PHONE
Game.Instance.Log("worker Completed");
#endif
if (online && this.availableSession == null) {
// inform the master server we have closed
NetOutgoingMessage om = peer.CreateMessage ();
om.Write ((byte)3);
om.Write (this.session.Host.Gamertag);
om.Write (peer.Configuration.AppIdentifier);
peer.SendUnconnectedMessage (om, m_masterServer); // send message to peer
}
peer.Shutdown ("app exiting");
}
internal void SendProfile (NetConnection player)
{
NetOutgoingMessage om = peer.CreateMessage ();
om.Write ((byte)NetworkMessageType.GamerProfile);
om.Write (session.AllGamers.Count);
om.Write (session.LocalGamers [0].Gamertag);
om.Write (session.PrivateGamerSlots);
om.Write (session.MaxGamers);
om.Write ((int)session.LocalGamers[0].State);
#if !WINDOWS_PHONE
Game.Instance.Log("Sent profile to: " + NetUtility.ToHexString(player.RemoteUniqueIdentifier));
#endif
peer.SendMessage (om, player, NetDeliveryMethod.ReliableOrdered);
}
internal void SendProfileRequest (NetConnection player)
{
NetOutgoingMessage om = peer.CreateMessage ();
om.Write ((byte)NetworkMessageType.RequestGamerProfile);
#if !WINDOWS_PHONE
Game.Instance.Log("Sent profile request to: " + NetUtility.ToHexString(player.RemoteUniqueIdentifier));
#endif
peer.SendMessage (om, player, NetDeliveryMethod.ReliableOrdered);
}
internal void SendPeerIntroductions (NetworkGamer gamer)
{
NetConnection playerConnection = null;
foreach (NetConnection player in peer.Connections) {
if (player.RemoteUniqueIdentifier == gamer.RemoteUniqueIdentifier) {
playerConnection = player;
}
}
if (playerConnection == null) {
return;
}
foreach (NetConnection player in peer.Connections) {
#if !WINDOWS_PHONE
Game.Instance.Log("Introduction sent to: " + player.RemoteEndpoint);
#endif
NetOutgoingMessage om = peer.CreateMessage ();
om.Write ((byte)NetworkMessageType.Introduction);
om.Write (playerConnection.RemoteEndpoint.ToString ());
peer.SendMessage (om, player, NetDeliveryMethod.ReliableOrdered);
}
}
internal void SendGamerStateChange (NetworkGamer gamer)
{
#if !WINDOWS_PHONE
Game.Instance.Log("SendGamerStateChange " + gamer.RemoteUniqueIdentifier);
#endif
NetOutgoingMessage om = peer.CreateMessage ();
om.Write ((byte)NetworkMessageType.GamerStateChange);
om.Write ((int)gamer.State);
SendMessage (om, SendDataOptions.Reliable, gamer);
}
internal void SendSessionStateChange ()
{
#if !WINDOWS_PHONE
Game.Instance.Log("Send Session State Change");
#endif
NetOutgoingMessage om = peer.CreateMessage ();
om.Write ((byte)NetworkMessageType.SessionStateChange);
om.Write ((int)session.SessionState);
SendMessage (om, SendDataOptions.Reliable, null);
}
public static IPEndPoint ParseIPEndPoint (string endPoint)
{
string[] ep = endPoint.Split (':');
if (ep.Length != 2)
throw new FormatException ("Invalid endpoint format");
IPAddress ip;
if (!IPAddress.TryParse (ep [0], out ip)) {
throw new FormatException ("Invalid ip-adress");
}
int port;
if (!int.TryParse (ep [1], out port)) {
throw new FormatException ("Invalid port");
}
return new IPEndPoint (ip, port);
}
internal static string GetMyLocalIpAddress ()
{
string localIP = "?";
#if !WINDOWS_PHONE
IPHostEntry host;
host = Dns.GetHostEntry (Dns.GetHostName ());
foreach (IPAddress ip in host.AddressList) {
// We only want those of type InterNetwork
if (ip.AddressFamily == AddressFamily.InterNetwork) {
// We will return the first one in the list
localIP = ip.ToString ();
break;
}
}
#else
FindMyIP.MyIPAddress ip = new FindMyIP.MyIPAddress();
var addr = ip.Find();
localIP = addr.ToString();
#endif
return localIP;
}
/// <summary>
/// Used to Simulate the delay between computers
/// </summary>
public TimeSpan SimulatedLatency
{
get
{
#if DEBUG
if (peer != null)
return new TimeSpan(0,0,(int)peer.Configuration.SimulatedAverageLatency);
else
return new TimeSpan(0);
#else
return new TimeSpan(0);
#endif
}
set
{
#if DEBUG
if (peer != null) {
peer.Configuration.SimulatedMinimumLatency = (float)value.TotalSeconds;
}
#endif
}
}
/// <summary>
/// Used to simulate the number of packets you might expect to loose.
/// </summary>
public float SimulatedPacketLoss
{
get
{
#if DEBUG
if (peer != null)
return peer.Configuration.SimulatedLoss;
else
return 0.0f;
#else
return 0.0f;
#endif
}
set
{
#if DEBUG
if (peer != null) {
peer.Configuration.SimulatedLoss = value;
}
#endif
}
}
internal void DiscoverPeers ()
{
peer.DiscoverLocalPeers (port);
}
internal void SendData (
byte[] data,
SendDataOptions options)
{
this.SendMessage (NetworkMessageType.Data, data, options, null);
}
internal void SendData (
byte[] data,
SendDataOptions options,
NetworkGamer gamer)
{
this.SendMessage (NetworkMessageType.Data, data, options, gamer);
}
private void SendMessage (NetworkMessageType messageType, byte[] data, SendDataOptions options, NetworkGamer gamer)
{
NetOutgoingMessage om = peer.CreateMessage ();
om.Write ((byte)messageType);
om.Write (data);
SendMessage (om, options, gamer);
}
private void SendMessage (NetOutgoingMessage om, SendDataOptions options, NetworkGamer gamer)
{
//Console.WriteLine("Data to send: " + data.Length);
// foreach (NetConnection player in server.Connections) {
// // ... send information about every other player (actually including self)
// foreach (NetConnection otherPlayer in server.Connections) {
// if (gamer != null && gamer.RemoteUniqueIdentifier != otherPlayer.RemoteUniqueIdentifier) {
// continue;
// }
NetDeliveryMethod ndm = NetDeliveryMethod.Unreliable;
switch (options) {
case SendDataOptions.Reliable:
ndm = NetDeliveryMethod.ReliableSequenced;
break;
case SendDataOptions.ReliableInOrder:
ndm = NetDeliveryMethod.ReliableOrdered;
break;
case SendDataOptions.InOrder:
ndm = NetDeliveryMethod.UnreliableSequenced;
break;
case SendDataOptions.None:
ndm = NetDeliveryMethod.Unknown;
break;
}
// send message
//server.SendToAll (om, player, ndm);
peer.SendToAll (om, ndm);
// }
// }
}
static NetPeer netPeer;
static List<NetIncomingMessage> discoveryMsgs;
internal static void Find (NetworkSessionType sessionType)
{
NetPeerConfiguration config = new NetPeerConfiguration (applicationIdentifier);
if (sessionType == NetworkSessionType.PlayerMatch) {
config.EnableMessageType (NetIncomingMessageType.UnconnectedData);
config.EnableMessageType (NetIncomingMessageType.NatIntroductionSuccess);
} else {
config.EnableMessageType (NetIncomingMessageType.DiscoveryRequest);
}
if (MonoGameNetworkConfiguration.Broadcast != IPAddress.None)
{
config.BroadcastAddress = MonoGameNetworkConfiguration.Broadcast;
}
netPeer = new NetPeer (config);
netPeer.Start ();
if (sessionType == NetworkSessionType.PlayerMatch) {
GetServerList (netPeer);
} else {
netPeer.DiscoverLocalPeers (port);
}
DateTime now = DateTime.UtcNow;
discoveryMsgs = new List<NetIncomingMessage> ();
do {
NetIncomingMessage msg;
while ((msg = netPeer.ReadMessage ()) != null) {
switch (msg.MessageType) {
case NetIncomingMessageType.DiscoveryResponse:
discoveryMsgs.Add (msg);
break;
case NetIncomingMessageType.UnconnectedData:
if (msg.SenderEndpoint.Equals (m_masterServer)) {
discoveryMsgs.Add (msg);
/*
* // it's from the master server - must be a host
IPEndPoint hostInternal = msg.ReadIPEndpoint();
IPEndPoint hostExternal = msg.ReadIPEndpoint();
m_hostList.Add(new IPEndPoint[] { hostInternal, hostExternal });
*/
}
break;
case NetIncomingMessageType.VerboseDebugMessage:
case NetIncomingMessageType.DebugMessage:
case NetIncomingMessageType.WarningMessage:
case NetIncomingMessageType.ErrorMessage:
//
// Just print diagnostic messages to console
//
#if DEBUG
Console.WriteLine ("Find: " + msg.ReadString ());
#endif
break;
}
}
} while ((DateTime.UtcNow - now).Seconds <= 2);
netPeer.Shutdown ("Find shutting down");
}
/// <summary>
/// Contacts the Master Server on the net and gets a list of available host games
/// </summary>
/// <param name="netPeer"></param>
private static void GetServerList (NetPeer netPeer)
{
m_masterServer = new IPEndPoint (NetUtility.Resolve (masterServer), masterserverport);
NetOutgoingMessage listRequest = netPeer.CreateMessage ();
listRequest.Write ((byte)1);
listRequest.Write (netPeer.Configuration.AppIdentifier);
netPeer.SendUnconnectedMessage (listRequest, m_masterServer);
}
public static void RequestNATIntroduction (IPEndPoint host, NetPeer peer)
{
if (host == null) {
return;
}
if (m_masterServer == null)
throw new Exception ("Must connect to master server first!");
NetOutgoingMessage om = peer.CreateMessage ();
om.Write ((byte)2); // NAT intro request
// write internal ipendpoint
IPAddress addr = IPAddress.Parse (GetMyLocalIpAddress ());
om.Write (new IPEndPoint (addr, peer.Port));
// write external address of host to request introduction to
IPEndPoint hostEp = new IPEndPoint (host.Address, port);
om.Write (hostEp);
om.Write (peer.Configuration.AppIdentifier); // send the app id
peer.SendUnconnectedMessage (om, m_masterServer);
}
internal static void FindResults (List<AvailableNetworkSession> networkSessions)
{
foreach (NetIncomingMessage im in discoveryMsgs) {
AvailableNetworkSession available = new AvailableNetworkSession ();
switch (im.MessageType) {
case NetIncomingMessageType.DiscoveryResponse :
int currentGameCount = im.ReadInt32 ();
string gamerTag = im.ReadString ();
int openPrivateGamerSlots = im.ReadInt32 ();
int openPublicGamerSlots = im.ReadInt32 ();
bool isHost = im.ReadBoolean ();
NetworkSessionProperties properties = new NetworkSessionProperties ();
int[] propertyData = new int[properties.Count * 2];
for (int x = 0; x < propertyData.Length; x++) {
propertyData [x] = im.ReadInt32 ();
}
NetworkSessionProperties.ReadProperties (properties, propertyData);
available.SessionProperties = properties;
available.SessionType = NetworkSessionType.SystemLink;
available.CurrentGamerCount = currentGameCount;
available.HostGamertag = gamerTag;
available.OpenPrivateGamerSlots = openPrivateGamerSlots;
available.OpenPublicGamerSlots = openPublicGamerSlots;
available.EndPoint = im.SenderEndpoint;
available.InternalEndpont = null;
break;
case NetIncomingMessageType.UnconnectedData :
if (im.SenderEndpoint.Equals (m_masterServer)) {
currentGameCount = im.ReadInt32 ();
gamerTag = im.ReadString ();
openPrivateGamerSlots = im.ReadInt32 ();
openPublicGamerSlots = im.ReadInt32 ();
isHost = im.ReadBoolean ();
IPEndPoint hostInternal = im.ReadIPEndpoint ();
IPEndPoint hostExternal = im.ReadIPEndpoint ();
available.SessionType = NetworkSessionType.PlayerMatch;
available.CurrentGamerCount = currentGameCount;
available.HostGamertag = gamerTag;
available.OpenPrivateGamerSlots = openPrivateGamerSlots;
available.OpenPublicGamerSlots = openPublicGamerSlots;
// its data from the master server so it includes the internal and external endponts
available.EndPoint = hostExternal;
available.InternalEndpont = hostInternal;
}
break;
}
networkSessions.Add (available);
}
}
internal void UpdateLiveSession (NetworkSession networkSession)
{
if (peer != null && m_masterServer != null && networkSession.IsHost) {
NetOutgoingMessage om = peer.CreateMessage ();
om.Write ((byte)0);
om.Write (session.AllGamers.Count);
om.Write (session.LocalGamers [0].Gamertag);
om.Write (session.PrivateGamerSlots);
om.Write (session.MaxGamers);
om.Write (session.LocalGamers [0].IsHost);
IPAddress adr = IPAddress.Parse (GetMyLocalIpAddress ());
om.Write (new IPEndPoint (adr, port));
om.Write (peer.Configuration.AppIdentifier);
peer.SendUnconnectedMessage (om, m_masterServer); // send message to peer
}
}
internal bool IsReady { get { return this.peer != null; } }
}
}
#if WINDOWS_PHONE
namespace FindMyIP
{
using System;
using System.Net;
using System.Net.Sockets;
using System.Diagnostics;
using System.Linq;
using System.Text;
public class MyIPAddress
{
Action<IPAddress> FoundCallback;
UdpAnySourceMulticastClient MulticastSocket;
const int PortNumber = 50000; // pick a number, any number
string MulticastMessage = "FIND-MY-IP-PLEASE" + new Random().Next().ToString();
public void Find(Action<IPAddress> callback)
{
FoundCallback = callback;
MulticastSocket = new UdpAnySourceMulticastClient(IPAddress.Parse("239.255.255.250"), PortNumber);
MulticastSocket.BeginJoinGroup((result) =>
{
try
{
MulticastSocket.EndJoinGroup(result);
GroupJoined(result);
}
catch (Exception ex)
{
Debug.WriteLine("EndjoinGroup exception {0}", ex.Message);
// This can happen eg when wifi is off
FoundCallback(null);
}
},
null);
}
void callback_send(IAsyncResult result)
{
}
byte[] MulticastData;
bool keepsearching;
void GroupJoined(IAsyncResult result)
{
MulticastData = Encoding.UTF8.GetBytes(MulticastMessage);
keepsearching = true;
MulticastSocket.BeginSendToGroup(MulticastData, 0, MulticastData.Length, callback_send, null);
while (keepsearching)
{
try
{
byte[] buffer = new byte[MulticastData.Length];
MulticastSocket.BeginReceiveFromGroup(buffer, 0, buffer.Length, DoneReceiveFromGroup, buffer);
}
catch (Exception ex)
{
Debug.WriteLine("Stopped Group read due to " + ex.Message);
keepsearching = false;
}
}
}
void DoneReceiveFromGroup(IAsyncResult result)
{
IPEndPoint where;
int responselength = MulticastSocket.EndReceiveFromGroup(result, out where);
byte[] buffer = result.AsyncState as byte[];
if (responselength == MulticastData.Length && buffer.SequenceEqual(MulticastData))
{
Debug.WriteLine("FOUND myself at " + where.Address.ToString());
keepsearching = false;
FoundCallback(where.Address);
}
}
static ManualResetEvent _clientDone = new ManualResetEvent(false);
public IPAddress Find()
{
var ip = IPAddress.None;
_clientDone.Reset();
Find((a) =>
{
ip = a;
_clientDone.Set();
});
_clientDone.WaitOne(1000);
return ip;
}
}
}
#endif
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