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using System;
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using System.Threading.Tasks;
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using NitroxClient.Communication.Abstract;
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using NitroxClient.Communication.MultiplayerSession.ConnectionState;
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using NitroxClient.GameLogic;
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using NitroxModel.DataStructures;
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using NitroxModel.Helper;
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using NitroxModel.MultiplayerSession;
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using NitroxModel.Packets;
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using NitroxModel.Serialization;
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namespace NitroxClient.Communication.MultiplayerSession
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{
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public class MultiplayerSessionManager : IMultiplayerSession, IMultiplayerSessionConnectionContext
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{
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private static readonly Task initSerializerTask;
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static MultiplayerSessionManager()
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{
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initSerializerTask = Task.Run(Packet.InitSerializer);
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}
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public IClient Client { get; }
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public string IpAddress { get; private set; }
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public int ServerPort { get; private set; }
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public MultiplayerSessionPolicy SessionPolicy { get; private set; }
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public PlayerSettings PlayerSettings { get; private set; }
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public AuthenticationContext AuthenticationContext { get; private set; }
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public IMultiplayerSessionConnectionState CurrentState { get; private set; }
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public MultiplayerSessionReservation Reservation { get; private set; }
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public MultiplayerSessionManager(IClient client)
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{
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Log.Info("Initializing MultiplayerSessionManager...");
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Client = client;
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CurrentState = new Disconnected();
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}
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// Testing entry point
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internal MultiplayerSessionManager(IClient client, IMultiplayerSessionConnectionState initialState)
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{
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Client = client;
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CurrentState = initialState;
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}
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public event MultiplayerSessionConnectionStateChangedEventHandler ConnectionStateChanged;
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public async Task ConnectAsync(string ipAddress, int port)
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{
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IpAddress = ipAddress;
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ServerPort = port;
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await initSerializerTask;
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await CurrentState.NegotiateReservationAsync(this);
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}
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public void ProcessSessionPolicy(MultiplayerSessionPolicy policy)
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{
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SessionPolicy = policy;
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NitroxConsole.DisableConsole = SessionPolicy.DisableConsole;
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Version localVersion = NitroxEnvironment.Version;
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NitroxVersion nitroxVersion = new(localVersion.Major, localVersion.Minor);
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switch (nitroxVersion.CompareTo(SessionPolicy.NitroxVersionAllowed))
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{
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case -1:
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Log.Error($"Client is out of date. Server: {SessionPolicy.NitroxVersionAllowed}, Client: {localVersion}");
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Log.InGame(Language.main.Get("Nitrox_OutOfDateClient")
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.Replace("{serverVersion}", SessionPolicy.NitroxVersionAllowed.ToString())
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.Replace("{localVersion}", localVersion.ToString()));
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CurrentState.Disconnect(this);
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return;
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case 1:
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Log.Error($"Server is out of date. Server: {SessionPolicy.NitroxVersionAllowed}, Client: {localVersion}");
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Log.InGame(Language.main.Get("Nitrox_OutOfDateServer")
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.Replace("{serverVersion}", SessionPolicy.NitroxVersionAllowed.ToString())
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.Replace("{localVersion}", localVersion.ToString()));
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CurrentState.Disconnect(this);
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return;
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}
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CurrentState.NegotiateReservationAsync(this);
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}
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public void RequestSessionReservation(PlayerSettings playerSettings, AuthenticationContext authenticationContext)
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{
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// If a reservation has already been sent (in which case the client is enqueued in the join queue)
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if (CurrentState.CurrentStage == MultiplayerSessionConnectionStage.AWAITING_SESSION_RESERVATION)
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{
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Log.Info("Waiting in join queue…");
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Log.InGame(Language.main.Get("Nitrox_Waiting"));
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return;
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}
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PlayerSettings = playerSettings;
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AuthenticationContext = authenticationContext;
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CurrentState.NegotiateReservationAsync(this);
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}
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public void ProcessReservationResponsePacket(MultiplayerSessionReservation reservation)
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{
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if (reservation.ReservationState == MultiplayerSessionReservationState.ENQUEUED_IN_JOIN_QUEUE)
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{
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Log.Info("Waiting in join queue…");
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Log.InGame(Language.main.Get("Nitrox_Waiting"));
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return;
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}
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Reservation = reservation;
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CurrentState.NegotiateReservationAsync(this);
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}
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public void JoinSession()
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{
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CurrentState.JoinSession(this);
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}
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public void Disconnect()
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{
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if (CurrentState.CurrentStage != MultiplayerSessionConnectionStage.DISCONNECTED)
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{
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CurrentState.Disconnect(this);
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}
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}
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public bool Send<T>(T packet) where T : Packet
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{
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if (!PacketSuppressor<T>.IsSuppressed)
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{
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Client.Send(packet);
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return true;
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}
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return false;
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}
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public void UpdateConnectionState(IMultiplayerSessionConnectionState sessionConnectionState)
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{
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Validate.NotNull(sessionConnectionState);
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string fromStage = CurrentState == null ? "null" : CurrentState.CurrentStage.ToString();
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string username = AuthenticationContext == null ? "" : AuthenticationContext.Username;
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Log.Debug($"Updating session stage from '{fromStage}' to '{sessionConnectionState.CurrentStage}' for '{username}'");
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CurrentState = sessionConnectionState;
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// Last connection state changed will not have any handlers
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ConnectionStateChanged?.Invoke(CurrentState);
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if (sessionConnectionState.CurrentStage == MultiplayerSessionConnectionStage.SESSION_RESERVED)
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{
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Log.PlayerName = username;
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}
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}
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public void ClearSessionState()
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{
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IpAddress = null;
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ServerPort = ServerList.DEFAULT_PORT;
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SessionPolicy = null;
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PlayerSettings = null;
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AuthenticationContext = null;
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Reservation = null;
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}
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}
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}
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