Files
RAGECOOP-V/Client/Scripts/Networking/HolePunch.cs
2023-02-13 20:44:50 +08:00

86 lines
3.4 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Timers;
using Lidgren.Network;
using RageCoop.Core;
namespace RageCoop.Client
{
internal static class HolePunch
{
static HolePunch()
{
// Periodically send hole punch message as needed
var timer = new Timer(1000);
timer.Elapsed += DoPunch;
timer.Enabled = true;
}
private static void DoPunch(object sender, ElapsedEventArgs e)
{
try
{
if (!Networking.IsOnServer) return;
foreach (var p in PlayerList.Players.Values.ToArray())
if (p.InternalEndPoint != null && p.ExternalEndPoint != null && (p.Connection == null ||
p.Connection.Status == NetConnectionStatus.Disconnected))
{
Log.Trace(
$"Sending HolePunch message to {p.InternalEndPoint},{p.ExternalEndPoint}. {p.Username}:{p.ID}");
var msg = Networking.Peer.CreateMessage();
new Packets.HolePunch
{
Puncher = LocalPlayerID,
Status = p.HolePunchStatus
}.Pack(msg);
Networking.Peer.SendUnconnectedMessage(msg,
new List<IPEndPoint> { p.InternalEndPoint, p.ExternalEndPoint });
}
}
catch (Exception ex)
{
Log.Error(ex);
}
}
public static void Add(Packets.HolePunchInit p)
{
if (PlayerList.Players.TryGetValue(p.TargetID, out var player))
{
Log.Debug($"{p.TargetID},{player.Username} added to HolePunch target");
player.InternalEndPoint = CoreUtils.StringToEndPoint(p.TargetInternal);
player.ExternalEndPoint = CoreUtils.StringToEndPoint(p.TargetExternal);
player.ConnectWhenPunched = p.Connect;
}
else
{
Log.Warning("No player with specified TargetID found for hole punching:" + p.TargetID);
}
}
public static void Punched(Packets.HolePunch p, IPEndPoint from)
{
Log.Debug($"HolePunch message received from:{from}, status:{p.Status}");
if (PlayerList.Players.TryGetValue(p.Puncher, out var puncher))
{
Log.Debug("Puncher identified as: " + puncher.Username);
puncher.HolePunchStatus = (byte)(p.Status + 1);
if (p.Status >= 3)
{
Log.Debug("HolePunch sucess: " + from + ", " + puncher.ID);
if (puncher.ConnectWhenPunched && (puncher.Connection == null ||
puncher.Connection.Status == NetConnectionStatus.Disconnected))
{
Log.Debug("Connecting to peer: " + from);
var msg = Networking.Peer.CreateMessage();
new Packets.P2PConnect { ID = LocalPlayerID }.Pack(msg);
puncher.Connection = Networking.Peer.Connect(from, msg);
Networking.Peer.FlushSendQueue();
}
}
}
}
}
}