Created initial connection logic for server and client

This commit is contained in:
Brychan Dempsey 2021-10-16 20:01:49 +13:00
parent ecbc3978f1
commit f1406501c6
3 changed files with 218 additions and 1 deletions

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@ -20,6 +20,7 @@ namespace RBG_Server
{
public GameServer BoardGameServer {get;}
public CommunicationHandler communicationHandler { get; private set;}
protected static readonly SolidColorBrush RED_BRUSH = new(Color.FromRgb(255, 0, 0));
protected static readonly SolidColorBrush BLUE_BRUSH = new(Color.FromRgb(0, 0, 255));
protected static readonly SolidColorBrush GREEN_BRUSH = new(Color.FromRgb(0, 255, 0));

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@ -1,7 +1,10 @@
using System;
using NATUPNPLib;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
@ -10,8 +13,12 @@ namespace RBG_Server
/// <summary>
/// Contains all communication data, from both the client's and server's perspective (should be able to switch between each mode as necessary)
/// </summary>
///
public class CommunicationHandler
{
UPnPNAT upnpnat = new();
IStaticPortMapping portMapping;
/// <summary>
/// Image data is stored in memory in a dictionary collection. Each byte[] represents an image file, compressed according to its file type;
@ -20,5 +27,202 @@ namespace RBG_Server
/// This limit can be changed at any time
/// </summary>
public ConcurrentDictionary<string, CachedByteArray> ImageCollection { get; } = new();
public List<string> ImageList { get; } = new();
public string BoardName { get; set; }
public IPAddress IpAddress { get; set; }
public short Port { get; set; }
private TcpClient stateRetriever { get; set; }
private TcpClient dataRetriever { get; set; }
public int ColumnCount { get;private set; }
public int RowCount { get;private set; }
public int ColumnZoomStart { get;private set; }
public int RowZoomStart { get;private set; }
public int ColumnZoomSpan { get;private set; }
public int RowZoomSpan { get;private set; }
public int StartingColumn { get;private set; }
public int StartingRow { get;private set; }
public void InitialiseServer()
{
// Find the server's active (reliable) network adapter, by creating a remote connection and retrieving our IP from it:
using (Socket s = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp))
{
s.Bind(new IPEndPoint(IPAddress.Any, 0));
s.Connect("microsoft.com", 0);
// The IP is implicitly the one assigned to the interface the OS would use to connect to the remote address
IpAddress = (s.LocalEndPoint as IPEndPoint).Address;
}
// Create the upnp mapping
upnpnat.StaticPortMappingCollection.Add(Port, "TCP", Port, IpAddress.ToString(), true, "RBGServer");
TcpListener listener = new(IPAddress.Any, Port); // Allow local comms
listener.Start();
while (true)
{
TcpClient client = listener.AcceptTcpClient();
// Delegate to another thread
_ = Task.Run(() =>
{
AcceptConnections(client);
});
}
// At this point, the ImageCollection will have already been initialised.
// The name of the board will also be set to <boardname>{0}.<extension>.
// Server logic, such as accepting players and maintaining communication goes in here
}
private void AcceptConnections(TcpClient client)
{
throw new NotImplementedException();
}
public void InitialiseClient(TcpClient client)
{
// At this point, no details about the game are loaded; we must load them from the server (to which we have already connected [no data should have been sent]).
NetworkStream stateStream = stateRetriever.GetStream();
Task stateLoader = new Task(async () =>
{
// Get game board details
byte[] buffer = new byte[] { 1, 0, 0, 0, 1 };
stateStream.Write(buffer, 0, buffer.Length);
// Response size
var stateResponse = await GetResponse(stateStream, 4);
// Response data
stateResponse = await GetResponse(stateStream, GetInt32(stateResponse)); // Get the full response data
// Board state data
ColumnCount = GetInt32(stateResponse[..4]);
RowCount = GetInt32(stateResponse[4..8]);
ColumnZoomStart = GetInt32(stateResponse[8..12]);
RowZoomStart = GetInt32(stateResponse[12..16]);
ColumnZoomSpan = GetInt32(stateResponse[16..20]);
RowZoomSpan = GetInt32(stateResponse[20..24]);
StartingColumn = GetInt32(stateResponse[24..28]);
StartingRow = GetInt32(stateResponse[28..32]);
// Basic board data loaded; fetch players
buffer = new byte[] { 1, 0, 0, 0, 2};
stateStream.Write(buffer, 0, buffer.Length);
stateResponse = await GetResponse(stateStream, 4);
stateResponse = await GetResponse(stateStream, GetInt32(stateResponse));
// state response contains a player list
});
NetworkStream dataStream = dataRetriever.GetStream();
Task dataLoader = new Task(async () =>
{
byte[] buffer = new byte[] { 2, 0, 0, 0, 128, 0 }; // Get image collection names
dataStream.Write(buffer, 0, buffer.Length);
var dataResponse = await GetResponse(stateStream, 4);
dataResponse = await GetResponse(dataStream, GetInt32(dataResponse));
List<byte> data = new List<byte>();
for (int i = 0; i < dataResponse.Length; i++)
{
if (dataResponse[i] != 0)
{
data.Add(dataResponse[i]);
}
else
{
ImageList.Add(Encoding.UTF8.GetString(data.ToArray()));
data.Clear();
}
}
// Load all low-resolution images
foreach (string item in ImageList)
{
byte[] strBytes = Encoding.ASCII.GetBytes(item);
buffer = new byte[strBytes.Length + 6];
byte[] lenBytes = GetBytes(strBytes.Length + 6);
lenBytes.CopyTo(buffer, 0);
buffer[4] = 129; // Download image
buffer[5] = 0; // mip_low
strBytes.CopyTo(buffer, 6);
dataStream.Write(buffer, 0, buffer.Length);
// Read the length, then the data
dataResponse = await GetResponse(dataStream);
dataResponse = await GetResponse(dataStream, GetInt32(dataResponse));
ImageCollection.TryAdd(item + "_mip_low", (CachedByteArray)dataResponse);
}
// At this point, the minimal amount of work required by the data thread has been done (load all thumbs)
// When an asset is needed from here, queue a load
});
dataLoader.Start();
stateLoader.Start();
byte[] buffer = new byte[] {0,0,0,1,1};
// Writing to the stream is to be considered near constant-time, but reading is non-constant.
// This application model must be synchronous, but we execute other commands before expecting our response to have arrived (it can complete at any time in that period)
stateStream.Write(buffer, 0, buffer.Length);
buffer[0] = 1;
buffer[3] = 0;
dataStream.Write(buffer, 0, buffer.Length);
// A details request is [<uint32, length>, <byte command>]
// The response is about the same format:
var stateResponse = GetResponse(stateStream, 4);
var dataResponse = GetResponse(dataStream, 4);
// First, load the board state (low mip-map, row definitions, column definitions, zoom position etc.)
// Retrieval command for the board
// Then load the player list, and use the low mip for their sprites
// Then check each loaded image and load the med, then large, then full sprite
// Then load the low of each unused image (for quick retrieval)
}
/// <summary>
/// Idea is that each response is prefaced by a 4 byte stream length specifier.
/// This requires a busy wait to achieve, if not all recieved at once.
/// We retrieve the
/// </summary>
/// <param name="stream"></param>
/// <param name="targetLength"></param>
/// <returns></returns>
private async Task<byte[]> GetResponse(NetworkStream stream, int targetLength=4)
{
if (stream.CanRead)
{
byte[] buffer = new byte[targetLength];
StringBuilder myCompleteMessage = new StringBuilder();
int numberOfBytesRead = 0;
// Incoming message may be larger than the buffer size.
do
{
numberOfBytesRead += await stream.ReadAsync(buffer, numberOfBytesRead, targetLength - numberOfBytesRead);
}
while (numberOfBytesRead < targetLength);
return buffer;
}
return Array.Empty<byte>();
}
static internal byte[] GetBytes(int i)
{
byte[] bytes = BitConverter.GetBytes(i);
if (BitConverter.IsLittleEndian)
{
// We need data in big-endian format; so reverse the array
Array.Reverse(bytes);
}
return bytes;
}
static internal int GetInt32(byte[] bytes)
{
if (BitConverter.IsLittleEndian)
{
// We need data in little-endian format; so reverse the array
Array.Reverse(bytes);
}
return BitConverter.ToInt32(bytes, 0);
}
}
}

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@ -4,6 +4,18 @@
<TargetFramework>net5.0-windows10.0.19041.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<COMReference Include="NATUPNPLib">
<WrapperTool>tlbimp</WrapperTool>
<VersionMinor>0</VersionMinor>
<VersionMajor>1</VersionMajor>
<Guid>1c565858-f302-471e-b409-f180aa4abec6</Guid>
<Lcid>0</Lcid>
<Isolated>false</Isolated>
<EmbedInteropTypes>true</EmbedInteropTypes>
</COMReference>
</ItemGroup>
<ItemGroup>
<FrameworkReference Include="Microsoft.WindowsDesktop.App.WPF" />
</ItemGroup>