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SmoOnlineServer/Server/Client.cs

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using System.Buffers;
using System.Collections.Concurrent;
using System.Net.Sockets;
using Shared;
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using Shared.Packet;
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using Shared.Packet.Packets;
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namespace Server;
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public class Client : IDisposable {
public readonly ConcurrentDictionary<string, object> Metadata = new ConcurrentDictionary<string, object>(); // can be used to store any information about a player
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public bool Connected = false;
public CostumePacket? CurrentCostume = null; // required for proper client sync
public string Name {
get => Logger.Name;
set => Logger.Name = value;
}
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public Guid Id;
public Socket? Socket;
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public Server Server { get; init; }
public Logger Logger { get; }
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public Client(Socket socket) {
Socket = socket;
Logger = new Logger(socket.RemoteEndPoint?.ToString() ?? "Unknown User???");
}
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public void Dispose() {
if (Socket?.Connected is true)
Socket.Disconnect(false);
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}
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public async Task Send<T>(T packet, Client? sender = null) where T : struct, IPacket {
IMemoryOwner<byte> memory = MemoryPool<byte>.Shared.RentZero(Constants.MaxPacketSize);
PacketHeader header = new PacketHeader {
Id = sender?.Id ?? Guid.Empty,
Type = Constants.PacketMap[typeof(T)].Type
};
Server.FillPacket(header, packet, memory.Memory);
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await Send(memory.Memory[..Constants.MaxPacketSize], sender);
memory.Dispose();
}
public async Task Send(ReadOnlyMemory<byte> data, Client? sender) {
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if (!Connected) {
Server.Logger.Info($"Didn't send {(PacketType) data.Span[16]} to {Id} because they weren't connected yet");
return;
}
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// Server.Logger.Info($"Sending {(PacketType) data.Span[16]} to {Id} from {other?.Id.ToString() ?? "server"}");
await Socket!.SendAsync(data[..Constants.MaxPacketSize], SocketFlags.None);
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}
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public static bool operator ==(Client? left, Client? right) {
return left is { } leftClient && right is { } rightClient && leftClient.Id == rightClient.Id;
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}
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public static bool operator !=(Client? left, Client? right) {
return !(left == right);
}
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}