using Microsoft.Xna.Framework.GamerServices;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Net;
namespace Microsoft.Xna.Framework.Net
{
///
/// Represents a player in a network session.
///
public class NetworkGamer
{
private static NetworkGamer localGamer;
private readonly NetworkSession session;
private readonly string id;
private readonly bool isLocal;
private readonly bool isHost;
private string gamertag;
private bool isReady;
private object tag;
// Network performance properties
private TimeSpan roundtripTime = TimeSpan.Zero;
///
/// Gets the unique identifier for this gamer.
///
public string Id => id;
///
/// Gets whether this gamer is the local player.
///
public bool IsLocal => isLocal;
///
/// Gets whether this gamer is the host of the session.
///
public bool IsHost => isHost;
///
/// Gets or sets the gamertag for this gamer.
///
public string Gamertag
{
get => gamertag;
set => gamertag = value ?? throw new ArgumentNullException(nameof(value));
}
///
/// Gets or sets whether this gamer is ready to start the game.
///
public bool IsReady
{
get => isReady;
set
{
if (isReady != value)
{
isReady = value;
// Notify session of readiness change if this is the local gamer
if (isLocal)
{
session?.NotifyReadinessChanged(this);
}
}
}
}
///
/// Gets or sets custom data associated with this gamer.
///
public object Tag
{
get => tag;
set => tag = value;
}
///
/// Gets the machine for this network gamer.
///
public NetworkMachine Machine => null; // Mock implementation
///
/// Gets whether data is available to be received from this gamer.
///
public bool IsDataAvailable => incomingPackets.Count > 0;
///
/// Gets the SignedInGamer associated with this NetworkGamer.
///
public SignedInGamer SignedInGamer => SignedInGamer.Current;
///
/// Gets whether this gamer is muted by the local user.
///
public bool IsMutedByLocalUser => false; // Mock implementation
///
/// Gets whether this gamer is currently talking.
///
public bool IsTalking => false; // Mock implementation
///
/// Gets whether this gamer has voice capabilities.
///
public bool HasVoice => false; // Mock implementation
// Add to NetworkGamer class
private readonly Queue<(byte[] Data, NetworkGamer Sender)> incomingPackets = new Queue<(byte[], NetworkGamer)>();
internal NetworkGamer(NetworkSession session, string id, bool isLocal, bool isHost, string gamertag)
{
this.session = session;
this.id = id;
this.isLocal = isLocal;
this.isHost = isHost;
this.gamertag = gamertag;
}
///
/// Receives data from this gamer.
///
/// Array to receive the data into.
/// The gamer who sent the data.
/// The number of bytes received.
public int ReceiveData(byte[] data, out NetworkGamer sender)
{
if (data == null)
throw new ArgumentNullException(nameof(data));
sender = null;
// Check if data is available
if (!IsDataAvailable)
return 0;
var packet = incomingPackets.Dequeue();
sender = packet.Sender;
int length = Math.Min(data.Length, packet.Data.Length);
Array.Copy(packet.Data, data, length);
return length;
}
public int ReceiveData(byte[] data, int offset, out NetworkGamer sender)
{
if (data == null)
throw new ArgumentNullException(nameof(data));
if (offset < 0 || offset >= data.Length)
throw new ArgumentOutOfRangeException(nameof(offset), "Offset must be within the bounds of the data array.");
sender = null;
// Check if data is available
if (!IsDataAvailable)
return 0;
var packet = incomingPackets.Dequeue();
sender = packet.Sender;
int length = Math.Min(data.Length - offset, packet.Data.Length);
Array.Copy(packet.Data, 0, data, offset, length);
return length;
}
///
/// Receives data from this gamer using PacketReader.
///
/// Array to receive the data into.
/// The gamer who sent the data.
/// The number of bytes received.
public int ReceiveData(PacketReader reader, out NetworkGamer sender)
{
// Ensure the session is valid
if (session == null)
throw new InvalidOperationException("Network session is not initialized.");
reader = null;
sender = null;
// Check if data is available
if (!IsDataAvailable)
return 0;
var packet = incomingPackets.Dequeue();
sender = packet.Sender;
reader = new PacketReader(packet.Data);
return packet.Data.Length;
}
///
/// Sends data to other gamers in the session.
///
/// The data to send.
/// Send options.
public void SendData(byte[] data, SendDataOptions options)
{
if (data == null)
throw new ArgumentNullException(nameof(data));
if (!Enum.IsDefined(typeof(SendDataOptions), options))
throw new ArgumentOutOfRangeException(nameof(options), "Invalid send data option.");
SendDataInternal(data, options, session.AllGamers);
}
///
/// Sends data to specific gamers in the session.
///
/// The data to send.
/// Send options.
/// The gamers to send to.
public void SendData(byte[] data, SendDataOptions options, IEnumerable recipients)
{
if (data == null)
throw new ArgumentNullException(nameof(data));
if (!Enum.IsDefined(typeof(SendDataOptions), options))
throw new ArgumentOutOfRangeException(nameof(options), "Invalid send data option.");
SendDataInternal(data, options, recipients);
}
///
/// Sends data using PacketWriter.
///
/// The data to send.
/// Send options.
public void SendData(PacketWriter data, SendDataOptions options)
{
if (data == null)
throw new ArgumentNullException(nameof(data), "PacketWriter cannot be null.");
if (!Enum.IsDefined(typeof(SendDataOptions), options))
throw new ArgumentOutOfRangeException(nameof(options), "Invalid send data option.");
byte[] serializedData = data.GetData();
SendDataInternal(serializedData, options, session.AllGamers);
}
///
/// Sends data using PacketWriter to specific recipients.
///
/// The data to send.
/// Send options.
/// The gamers to send to.
public void SendData(PacketWriter data, SendDataOptions options, IEnumerable recipients)
{
if (data == null)
throw new ArgumentNullException(nameof(data), "PacketWriter cannot be null.");
if (recipients == null)
throw new ArgumentNullException(nameof(recipients));
byte[] serializedData = data.GetData();
SendDataInternal(serializedData, options, recipients);
}
///
/// Sends data using PacketWriter to a specific recipient.
///
/// The data to send.
/// Send options.
/// The gamer to send to.
public void SendData(PacketWriter data, SendDataOptions options, NetworkGamer recipient)
{
SendData(data, options, new[] { recipient });
}
///
/// Sends byte array data to a specific recipient.
///
/// The data to send.
/// Send options.
/// The gamer to send to.
public void SendData(byte[] data, SendDataOptions options, NetworkGamer recipient)
{
SendData(data, options, new[] { recipient });
}
///
/// Gets the current round-trip time for network communication with this gamer.
///
public TimeSpan RoundtripTime => roundtripTime;
///
/// Updates the round-trip time (internal use).
///
internal void UpdateRoundtripTime(TimeSpan newRoundtripTime)
{
roundtripTime = newRoundtripTime;
}
public override string ToString()
{
return $"{Gamertag} ({(IsLocal ? "Local" : "Remote")}, {(IsHost ? "Host" : "Player")})";
}
public override bool Equals(object obj)
{
return obj is NetworkGamer other && Id == other.Id;
}
public override int GetHashCode()
{
return Id.GetHashCode();
}
///
/// Gets the local gamer.
///
public static NetworkGamer LocalGamer
{
get => localGamer;
internal set => localGamer = value;
}
///
/// Implicit conversion from NetworkGamer to SignedInGamer.
///
public static implicit operator SignedInGamer(NetworkGamer gamer)
{
return gamer?.SignedInGamer;
}
private void SendDataInternal(byte[] data, SendDataOptions options, IEnumerable recipients)
{
switch (session.SessionType)
{
case NetworkSessionType.SystemLink:
foreach (var recipient in recipients)
{
session.SendDataToGamer(recipient, data, options);
}
break;
case NetworkSessionType.Local:
// TODO: session.ProcessIncomingMessages(); // Simulate message delivery
break;
case NetworkSessionType.PlayerMatch:
// Placeholder for future implementation
throw new NotImplementedException("PlayerMatch session type is not yet supported.");
case NetworkSessionType.Ranked:
// Placeholder for future implementation
throw new NotImplementedException("Ranked session type is not yet supported.");
default:
throw new ArgumentOutOfRangeException(nameof(session.SessionType), $"Unsupported session type: {session.SessionType}");
}
}
internal void EnqueueIncomingPacket(byte[] data, NetworkGamer sender)
{
lock (incomingPackets)
{
incomingPackets.Enqueue((data, sender));
}
}
}
}