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SmoOnlineServer/Server/Client.cs

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using System.Buffers;
using System.Collections.Concurrent;
using System.Net.Sockets;
using System.Runtime.InteropServices;
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 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("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 delegate IPacket PacketTransformerDel(Client? sender, IPacket packet);
public event PacketTransformerDel? PacketTransformer;
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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.HeaderSize + packet.Size);
PacketHeader header = new PacketHeader {
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Id = sender?.Id ?? Id,
Type = Constants.PacketMap[typeof(T)].Type,
PacketSize = packet.Size
};
Server.FillPacket(header, packet, memory.Memory);
await Send(memory.Memory[..], sender);
memory.Dispose();
}
public async Task Send(Memory<byte> data, Client? sender) {
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if (!Connected) {
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// Server.Logger.Info($"Didn't send {MemoryMarshal.Read<PacketType>(data.Span[16..])} to {Id} because they weren't connected yet");
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return;
}
int packetSize = MemoryMarshal.Read<short>(data.Span[18..]);
if (PacketTransformer != null) {
PacketType type = MemoryMarshal.Read<PacketType>(data.Span[16..]);
IPacket packet = (IPacket) Activator.CreateInstance(Constants.PacketIdMap[type])!;
packet.Deserialize(data.Span);
packet = PacketTransformer?.Invoke(sender, packet) ?? packet;
packet.Serialize(data.Span);
}
await Socket!.SendAsync(data[..(Constants.HeaderSize + packetSize)], 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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}