SmoOnlineServer/Server/Client.cs

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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 {
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public readonly Dictionary<string, object> Metadata = new Dictionary<string, object>(); // can be used to store any information about a player
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public bool Connected = false;
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public CostumePacket? CurrentCostume = null;
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public Guid Id;
public Socket? Socket;
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public Server Server { get; init; }
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public void Dispose() {
Socket?.Disconnect(false);
}
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public async Task Send(ReadOnlyMemory<byte> data, Client? other) {
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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}