Restructuring of the files
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142
Facepunch.Steamworks/Networking/ConnectionManager.cs
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142
Facepunch.Steamworks/Networking/ConnectionManager.cs
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using Facepunch.Steamworks.Data;
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using System;
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using System.Runtime.InteropServices;
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namespace Facepunch.Steamworks
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{
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public class ConnectionManager
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{
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/// <summary>
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/// An optional interface to use instead of deriving
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/// </summary>
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public IConnectionManager Interface { get; set; }
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/// <summary>
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/// The actual connection we're managing
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/// </summary>
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public Connection Connection;
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/// <summary>
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/// The last received ConnectionInfo
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/// </summary>
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public ConnectionInfo ConnectionInfo { get; internal set; }
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public bool Connected = false;
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public bool Connecting = true;
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public string ConnectionName
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{
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get => Connection.ConnectionName;
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set => Connection.ConnectionName = value;
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}
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public long UserData
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{
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get => Connection.UserData;
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set => Connection.UserData = value;
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}
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public void Close() => Connection.Close();
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public override string ToString() => Connection.ToString();
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public virtual void OnConnectionChanged( ConnectionInfo info )
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{
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ConnectionInfo = info;
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switch ( info.State )
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{
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case ConnectionState.Connecting:
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OnConnecting( info );
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break;
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case ConnectionState.Connected:
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OnConnected( info );
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break;
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case ConnectionState.ClosedByPeer:
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case ConnectionState.ProblemDetectedLocally:
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case ConnectionState.None:
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OnDisconnected( info );
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break;
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}
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}
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/// <summary>
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/// We're trying to connect!
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/// </summary>
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public virtual void OnConnecting( ConnectionInfo info )
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{
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Interface?.OnConnecting( info );
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Connecting = true;
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}
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/// <summary>
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/// Client is connected. They move from connecting to Connections
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/// </summary>
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public virtual void OnConnected( ConnectionInfo info )
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{
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Interface?.OnConnected( info );
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Connected = true;
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Connecting = false;
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}
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/// <summary>
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/// The connection has been closed remotely or disconnected locally. Check data.State for details.
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/// </summary>
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public virtual void OnDisconnected( ConnectionInfo info )
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{
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Interface?.OnDisconnected( info );
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Connected = false;
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Connecting = false;
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}
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public void Receive( int bufferSize = 32 )
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{
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int processed = 0;
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IntPtr messageBuffer = Marshal.AllocHGlobal( IntPtr.Size * bufferSize );
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try
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{
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processed = SteamNetworkingSockets.Internal.ReceiveMessagesOnConnection( Connection, messageBuffer, bufferSize );
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for ( int i = 0; i < processed; i++ )
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{
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ReceiveMessage( Marshal.ReadIntPtr( messageBuffer, i * IntPtr.Size ) );
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}
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}
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finally
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{
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Marshal.FreeHGlobal( messageBuffer );
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}
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//
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// Overwhelmed our buffer, keep going
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//
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if ( processed == bufferSize )
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Receive( bufferSize );
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}
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internal unsafe void ReceiveMessage( IntPtr msgPtr )
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{
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var msg = Marshal.PtrToStructure<NetMsg>( msgPtr );
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try
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{
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OnMessage( msg.DataPtr, msg.DataSize, msg.RecvTime, msg.MessageNumber, msg.Channel );
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}
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finally
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{
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//
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// Releases the message
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//
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NetMsg.InternalRelease( (NetMsg*) msgPtr );
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}
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}
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public virtual void OnMessage( IntPtr data, int size, long messageNum, long recvTime, int channel )
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{
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Interface?.OnMessage( data, size, messageNum, recvTime, channel );
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}
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}
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}
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