123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636 |
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Net;
- using System.Net.Sockets;
- using System.Threading;
- using System.Threading.Tasks;
- using Microsoft.Xna.Framework.GamerServices;
- namespace Microsoft.Xna.Framework.Net
- {
- /// <summary>
- /// Represents a network session for multiplayer gaming.
- /// </summary>
- public class NetworkSession : IDisposable
- {
- private readonly List<NetworkGamer> gamers;
- private readonly GamerCollection gamerCollection;
- private readonly NetworkSessionType sessionType;
- private readonly int maxGamers;
- private readonly int privateGamerSlots;
- private readonly UdpClient udpClient;
- private readonly Dictionary<string, IPEndPoint> gamerEndpoints;
- private readonly object lockObject = new object();
-
- private NetworkSessionState sessionState;
- private bool disposed;
- private bool isHost;
- private string sessionId;
- private Task receiveTask;
- private CancellationTokenSource cancellationTokenSource;
- // Events
- public event EventHandler<GameStartedEventArgs> GameStarted;
- public event EventHandler<GameEndedEventArgs> GameEnded;
- public event EventHandler<GamerJoinedEventArgs> GamerJoined;
- public event EventHandler<GamerLeftEventArgs> GamerLeft;
- public event EventHandler<NetworkSessionEndedEventArgs> SessionEnded;
- // Static event for invite acceptance
- public static event EventHandler<InviteAcceptedEventArgs> InviteAccepted;
- /// <summary>
- /// Initializes a new NetworkSession.
- /// </summary>
- private NetworkSession(NetworkSessionType sessionType, int maxGamers, int privateGamerSlots, bool isHost)
- {
- this.sessionType = sessionType;
- this.maxGamers = maxGamers;
- this.privateGamerSlots = privateGamerSlots;
- this.isHost = isHost;
- this.sessionId = Guid.NewGuid().ToString();
- this.sessionState = NetworkSessionState.Creating;
-
- gamers = new List<NetworkGamer>();
- gamerCollection = new GamerCollection(gamers);
- gamerEndpoints = new Dictionary<string, IPEndPoint>();
-
- // Initialize UDP client for networking
- udpClient = new UdpClient();
- cancellationTokenSource = new CancellationTokenSource();
-
- // Add local gamer
- var localGamer = new LocalNetworkGamer(this, Guid.NewGuid().ToString(), isHost, SignedInGamer.Current?.Gamertag ?? "Player");
- NetworkGamer.LocalGamer = localGamer;
- AddGamer(localGamer);
- }
- /// <summary>
- /// Gets all gamers in the session.
- /// </summary>
- public GamerCollection AllGamers => gamerCollection;
- /// <summary>
- /// Gets local gamers in the session.
- /// </summary>
- public LocalGamerCollection LocalGamers
- {
- get
- {
- var localGamers = gamers.Where(g => g.IsLocal).OfType<LocalNetworkGamer>().ToList();
- return new LocalGamerCollection(localGamers);
- }
- }
- /// <summary>
- /// Gets remote gamers in the session.
- /// </summary>
- public GamerCollection RemoteGamers
- {
- get
- {
- var remoteGamers = gamers.Where(g => !g.IsLocal).ToList();
- return new GamerCollection(remoteGamers);
- }
- }
- /// <summary>
- /// Gets the host gamer.
- /// </summary>
- public NetworkGamer Host => AllGamers.Host;
- /// <summary>
- /// Gets whether this machine is the host.
- /// </summary>
- public bool IsHost => isHost;
- /// <summary>
- /// Gets whether everyone is ready to start the game.
- /// </summary>
- public bool IsEveryoneReady => AllGamers.All(g => g.IsReady);
- /// <summary>
- /// Gets the maximum number of gamers.
- /// </summary>
- public int MaxGamers => maxGamers;
- /// <summary>
- /// Gets the number of private gamer slots.
- /// </summary>
- public int PrivateGamerSlots => privateGamerSlots;
- /// <summary>
- /// Gets the session type.
- /// </summary>
- public NetworkSessionType SessionType => sessionType;
- /// <summary>
- /// Gets the current session state.
- /// </summary>
- public NetworkSessionState SessionState => sessionState;
- /// <summary>
- /// Gets the bytes per second being sent.
- /// </summary>
- public int BytesPerSecondSent => 0; // Mock implementation
- /// <summary>
- /// Gets the bytes per second being received.
- /// </summary>
- public int BytesPerSecondReceived => 0; // Mock implementation
- /// <summary>
- /// Gets whether the session allows host migration.
- /// </summary>
- public bool AllowHostMigration { get; set; } = true;
- /// <summary>
- /// Gets whether the session allows gamers to join during gameplay.
- /// </summary>
- public bool AllowJoinInProgress { get; set; } = true;
- /// <summary>
- /// Gets or sets custom session properties.
- /// </summary>
- public IDictionary<string, object> SessionProperties { get; set; } = new Dictionary<string, object>();
- // Simulation properties for testing network conditions
- private TimeSpan simulatedLatency = TimeSpan.Zero;
- private float simulatedPacketLoss = 0.0f;
- /// <summary>
- /// Gets or sets the simulated network latency for testing purposes.
- /// </summary>
- public TimeSpan SimulatedLatency
- {
- get => simulatedLatency;
- set => simulatedLatency = value;
- }
- /// <summary>
- /// Gets or sets the simulated packet loss percentage for testing purposes.
- /// </summary>
- public float SimulatedPacketLoss
- {
- get => simulatedPacketLoss;
- set => simulatedPacketLoss = Math.Max(0.0f, Math.Min(1.0f, value));
- }
- /// <summary>
- /// Begins creating a new network session.
- /// </summary>
- public static IAsyncResult BeginCreate(
- NetworkSessionType sessionType,
- IEnumerable<SignedInGamer> localGamers,
- int maxGamers,
- int privateGamerSlots,
- NetworkSessionProperties sessionProperties,
- AsyncCallback callback,
- object asyncState
- )
- {
- if (maxGamers < 1 || maxGamers > 4)
- {
- throw new ArgumentOutOfRangeException(nameof(maxGamers));
- }
- if (privateGamerSlots < 0 || privateGamerSlots > maxGamers)
- {
- throw new ArgumentOutOfRangeException(nameof(privateGamerSlots));
- }
- throw new NotImplementedException("Async creation with callback is not implemented yet.");
- }
- public static IAsyncResult BeginCreate(
- NetworkSessionType sessionType,
- int maxLocalGamers,
- int maxGamers,
- AsyncCallback callback = null,
- object asyncState = null
- )
- {
- if (maxLocalGamers < 1 || maxLocalGamers > 4)
- {
- throw new ArgumentOutOfRangeException(nameof(maxLocalGamers));
- }
- throw new NotImplementedException("Async creation with callback is not implemented yet.");
- }
- public static IAsyncResult BeginCreate(
- NetworkSessionType sessionType,
- int maxLocalGamers,
- int maxGamers,
- int privateGamerSlots,
- NetworkSessionProperties sessionProperties,
- AsyncCallback callback = null,
- object asyncState = null
- )
- {
- if (maxLocalGamers < 1 || maxLocalGamers > 4)
- {
- throw new ArgumentOutOfRangeException(nameof(maxLocalGamers));
- }
- if (maxLocalGamers < 1 || maxLocalGamers > 4)
- {
- throw new ArgumentOutOfRangeException(nameof(maxLocalGamers));
- }
- if (privateGamerSlots < 0 || privateGamerSlots > maxGamers)
- {
- throw new ArgumentOutOfRangeException(nameof(privateGamerSlots));
- }
- var task = Task.Run(() =>
- {
- var session = new NetworkSession(sessionType, maxGamers, privateGamerSlots, true);
- session.sessionState = NetworkSessionState.Lobby;
- return session;
- });
- return new AsyncResultWrapper<NetworkSession>(task, null, null);
- }
- /// <summary>
- /// Ends the create session operation.
- /// </summary>
- public static NetworkSession EndCreate(IAsyncResult asyncResult)
- {
- if (asyncResult is AsyncResultWrapper<NetworkSession> wrapper)
- {
- return wrapper.GetResult();
- }
- throw new ArgumentException("Invalid async result", nameof(asyncResult));
- }
- /// <summary>
- /// Begins finding available network sessions.
- /// </summary>
- public static IAsyncResult BeginFind(
- NetworkSessionType sessionType,
- int maxLocalGamers,
- NetworkSessionProperties searchProperties,
- AsyncCallback callback,
- object asyncState)
- {
- var task = Task.Run(() =>
- {
- // Mock implementation - return empty collection for now
- // In a real implementation, this would search for available sessions
- return new AvailableNetworkSessionCollection();
- });
- return new AsyncResultWrapper<AvailableNetworkSessionCollection>(task, callback, asyncState);
- }
- public static IAsyncResult BeginFind(
- NetworkSessionType sessionType,
- IEnumerable<SignedInGamer> localGamers,
- NetworkSessionProperties searchProperties,
- AsyncCallback callback = null,
- object asyncState = null
- )
- {
- var task = Task.Run(() =>
- {
- // Mock implementation - return empty collection for now
- // In a real implementation, this would search for available sessions
- return new AvailableNetworkSessionCollection();
- });
- return new AsyncResultWrapper<AvailableNetworkSessionCollection>(task, callback, asyncState);
- }
- /// <summary>
- /// Ends the find sessions operation.
- /// </summary>
- public static AvailableNetworkSessionCollection EndFind(IAsyncResult asyncResult)
- {
- if (asyncResult is AsyncResultWrapper<AvailableNetworkSessionCollection> wrapper)
- {
- return wrapper.GetResult();
- }
- throw new ArgumentException("Invalid async result", nameof(asyncResult));
- }
- /// <summary>
- /// Begins joining a network session.
- /// </summary>
- public static IAsyncResult BeginJoin(
- AvailableNetworkSession availableSession,
- AsyncCallback callback,
- object asyncState)
- {
- var task = Task.Run(() =>
- {
- // Mock implementation - create a new session as a client
- var session = new NetworkSession(availableSession.SessionType, availableSession.CurrentGamerCount, 0, false);
- session.sessionState = NetworkSessionState.Lobby;
- return session;
- });
- return new AsyncResultWrapper<NetworkSession>(task, callback, asyncState);
- }
- /// <summary>
- /// Ends the join session operation.
- /// </summary>
- public static NetworkSession EndJoin(IAsyncResult asyncResult)
- {
- if (asyncResult is AsyncResultWrapper<NetworkSession> wrapper)
- {
- return wrapper.GetResult();
- }
- throw new ArgumentException("Invalid async result", nameof(asyncResult));
- }
- /// <summary>
- /// Begins joining an invited session.
- /// </summary>
- public static IAsyncResult BeginJoinInvited(int maxLocalGamers, AsyncCallback callback, object asyncState)
- {
- var task = Task.Run(() =>
- {
- // Mock implementation
- var session = new NetworkSession(NetworkSessionType.PlayerMatch, 8, 0, false);
- session.sessionState = NetworkSessionState.Lobby;
- // Fire invite accepted event - pass a mock gamer
- InviteAccepted?.Invoke(null, new InviteAcceptedEventArgs(GamerServices.SignedInGamer.Current, false));
- return session;
- });
- return new AsyncResultWrapper<NetworkSession>(task, callback, asyncState);
- }
- public static IAsyncResult BeginJoinInvited(
- IEnumerable<SignedInGamer> localGamers,
- AsyncCallback callback,
- object asyncState
- )
- {
- throw new NotImplementedException();
- }
- /// <summary>
- /// Ends the join invited session operation.
- /// </summary>
- public static NetworkSession EndJoinInvited(IAsyncResult asyncResult)
- {
- return EndJoin(asyncResult);
- }
- /// <summary>
- /// Creates a new network session synchronously.
- /// </summary>
- /// <param name="sessionType">The type of session to create.</param>
- /// <param name="maxLocalGamers">Maximum number of local gamers.</param>
- /// <param name="maxGamers">Maximum total number of gamers.</param>
- /// <param name="privateGamerSlots">Number of private gamer slots.</param>
- /// <param name="sessionProperties">Session properties.</param>
- /// <returns>The created network session.</returns>
- public static NetworkSession Create(NetworkSessionType sessionType, int maxLocalGamers, int maxGamers, int privateGamerSlots, IDictionary<string, object> sessionProperties)
- {
- var props = new NetworkSessionProperties();
- if (sessionProperties != null)
- {
- foreach (var kvp in sessionProperties)
- {
- props[kvp.Key] = kvp.Value;
- }
- }
- var asyncResult = BeginCreate(sessionType, maxLocalGamers, maxGamers, privateGamerSlots, props);
- return EndCreate(asyncResult);
- }
- /// <summary>
- /// Creates a new network session synchronously with default properties.
- /// </summary>
- /// <param name="sessionType">The type of session to create.</param>
- /// <param name="maxLocalGamers">Maximum number of local gamers.</param>
- /// <param name="maxGamers">Maximum total number of gamers.</param>
- /// <returns>The created network session.</returns>
- public static NetworkSession Create(NetworkSessionType sessionType, int maxLocalGamers, int maxGamers)
- {
- return Create(sessionType, maxLocalGamers, maxGamers, 0, new Dictionary<string, object>());
- }
- /// <summary>
- /// Finds available network sessions synchronously.
- /// </summary>
- /// <param name="sessionType">The type of sessions to find.</param>
- /// <param name="maxLocalGamers">Maximum number of local gamers.</param>
- /// <param name="sessionProperties">Session properties to search for.</param>
- /// <returns>Collection of available sessions.</returns>
- public static AvailableNetworkSessionCollection Find(NetworkSessionType sessionType, int maxLocalGamers, IDictionary<string, object> sessionProperties)
- {
- var props = new NetworkSessionProperties();
- if (sessionProperties != null)
- {
- foreach (var kvp in sessionProperties)
- {
- props[kvp.Key] = kvp.Value;
- }
- }
- var asyncResult = BeginFind(sessionType, maxLocalGamers, props, null, null);
- return EndFind(asyncResult);
- }
- /// <summary>
- /// Finds available network sessions synchronously with default properties.
- /// </summary>
- /// <param name="sessionType">The type of sessions to find.</param>
- /// <param name="maxLocalGamers">Maximum number of local gamers.</param>
- /// <returns>Collection of available sessions.</returns>
- public static AvailableNetworkSessionCollection Find(NetworkSessionType sessionType, int maxLocalGamers)
- {
- return Find(sessionType, maxLocalGamers, new Dictionary<string, object>());
- }
- /// <summary>
- /// Joins an available network session synchronously.
- /// </summary>
- /// <param name="availableSession">The session to join.</param>
- /// <returns>The joined network session.</returns>
- public static NetworkSession Join(AvailableNetworkSession availableSession)
- {
- var asyncResult = BeginJoin(availableSession, null, null);
- return EndJoin(asyncResult);
- }
- /// <summary>
- /// Updates the network session.
- /// </summary>
- public void Update()
- {
- if (disposed)
- return;
- // Process any pending network messages
- ProcessIncomingMessages();
- }
- /// <summary>
- /// Sends data to all gamers in the session.
- /// </summary>
- public void SendToAll(PacketWriter writer, SendDataOptions options)
- {
- SendToAll(writer, options, NetworkGamer.LocalGamer);
- }
- /// <summary>
- /// Sends data to all gamers except the specified sender.
- /// </summary>
- public void SendToAll(PacketWriter writer, SendDataOptions options, NetworkGamer sender)
- {
- if (writer == null)
- throw new ArgumentNullException(nameof(writer));
- byte[] data = writer.GetData();
-
- lock (lockObject)
- {
- foreach (var gamer in gamers)
- {
- if (gamer != sender && !gamer.IsLocal)
- {
- SendDataToGamer(gamer, data, options);
- }
- }
- }
- }
- /// <summary>
- /// Starts the game.
- /// </summary>
- public void StartGame()
- {
- if (sessionState == NetworkSessionState.Lobby)
- {
- sessionState = NetworkSessionState.Playing;
- OnGameStarted();
- }
- }
- /// <summary>
- /// Ends the game and returns to lobby.
- /// </summary>
- public void EndGame()
- {
- if (sessionState == NetworkSessionState.Playing)
- {
- sessionState = NetworkSessionState.Lobby;
- OnGameEnded();
- }
- }
- /// <summary>
- /// Notifies when a gamer's readiness changes.
- /// </summary>
- internal void NotifyReadinessChanged(NetworkGamer gamer)
- {
- // Send readiness update to other players
- if (IsHost)
- {
- var writer = new PacketWriter();
- writer.Write("ReadinessUpdate");
- writer.Write(gamer.Id);
- writer.Write(gamer.IsReady);
- SendToAll(writer, SendDataOptions.Reliable, gamer);
- }
- }
- /// <summary>
- /// Sends data to a specific gamer.
- /// </summary>
- internal void SendDataToGamer(NetworkGamer gamer, PacketWriter writer, SendDataOptions options)
- {
- SendDataToGamer(gamer, writer.GetData(), options);
- }
- private void SendDataToGamer(NetworkGamer gamer, byte[] data, SendDataOptions options)
- {
- if (gamerEndpoints.TryGetValue(gamer.Id, out IPEndPoint endpoint))
- {
- try
- {
- udpClient.Send(data, data.Length, endpoint);
- }
- catch (Exception ex)
- {
- // Log the error but don't crash the game
- System.Diagnostics.Debug.WriteLine($"Failed to send data to {gamer.Gamertag}: {ex.Message}");
- }
- }
- }
- private void AddGamer(NetworkGamer gamer)
- {
- lock (lockObject)
- {
- gamers.Add(gamer);
- }
- OnGamerJoined(gamer);
- }
- private void RemoveGamer(NetworkGamer gamer)
- {
- lock (lockObject)
- {
- gamers.Remove(gamer);
- gamerEndpoints.Remove(gamer.Id);
- }
- OnGamerLeft(gamer);
- }
- private void ProcessIncomingMessages()
- {
- // Mock implementation - in a real scenario this would process UDP messages
- }
- private void OnGameStarted()
- {
- GameStarted?.Invoke(this, new GameStartedEventArgs());
- }
- private void OnGameEnded()
- {
- GameEnded?.Invoke(this, new GameEndedEventArgs());
- }
- private void OnGamerJoined(NetworkGamer gamer)
- {
- GamerJoined?.Invoke(this, new GamerJoinedEventArgs(gamer));
- }
- private void OnGamerLeft(NetworkGamer gamer)
- {
- GamerLeft?.Invoke(this, new GamerLeftEventArgs(gamer));
- }
- private void OnSessionEnded(NetworkSessionEndReason reason)
- {
- sessionState = NetworkSessionState.Ended;
- SessionEnded?.Invoke(this, new NetworkSessionEndedEventArgs(reason));
- }
- /// <summary>
- /// Disposes the network session.
- /// </summary>
- public void Dispose()
- {
- if (!disposed)
- {
- cancellationTokenSource?.Cancel();
- receiveTask?.Wait(1000); // Wait up to 1 second
-
- udpClient?.Close();
- udpClient?.Dispose();
- cancellationTokenSource?.Dispose();
-
- OnSessionEnded(NetworkSessionEndReason.ClientSignedOut);
- disposed = true;
- }
- }
- }
- }
|