Modding:Network API: Difference between revisions

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VeryGoodDog moved page Network API to Modding:Network API
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__FORCETOC__
__FORCETOC__
{{GameVersion|1.12}}


Before starting, you should have a development environment set up. If you don't have one already you should read the tutorial [[Setting up your Development Environment]]. Furthermore, we assume that you have a basic understanding of the C# language and Object Oriented Programming. Let's get started!
Before starting, you should have a development environment set up. If you don't have one already you should read the tutorial [[Setting up your Development Environment]]. Furthermore, we assume that you have a basic understanding of the C# language and Object Oriented Programming. Let's get started!
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== ProtoContracts ==
== ProtoContracts ==


VintageStory uses the ProtoBuf library to serialize classes declared with the ProtoContract attribute. ProtoBuf is beyond the scope of this tutorial, but you can read more about this powerful library [https://developers.google.com/protocol-buffers/docs/csharptutorial here].
VintageStory uses the [https://github.com/protobuf-net/protobuf-net Protobuf-net] library to serialize classes declared with the <code>ProtoContract</code> attribute.  


Inside our namespace block, let's create our ProtoContract classes:
Inside our namespace block, let's create our <code>ProtoContract</code> classes:


<syntaxhighlight lang="c#">
<syntaxhighlight lang="c#">
[ProtoContract(ImplicitFields = ImplicitFields.AllPublic)]
    [ProtoContract(ImplicitFields = ImplicitFields.AllPublic)]
     public class NetworkApiTestMessage
     public class NetworkApiTestMessage
     {
     {
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     }
     }
</syntaxhighlight>
</syntaxhighlight>
The argument we pass to <code>ProtoContract</code> makes it so all <code>public</code> fields will be serialized; without this, we'd declare fields for serialization by using <code>ProtoMember</code> attributes. If we chose this approach, we'd write our classes like so:
<syntaxhighlight lang="c#">
    [ProtoContract]
    public class NetworkApiTestMessage
    {
        [ProtoMember(1)]
        public string message;
    }
    [ProtoContract]
    public class NetworkApiTestResponse
    {
        [ProtoMember(1)]
        public string response;
    }
</syntaxhighlight>
The argument we pass to <code>ProtoMember</code> is a unique unsigned integer called a tag, and it's used to identify the fields flagged for serialization. When the client receives the packet containing the serialized <code>ProtoContract</code>, it won't know the type of its members, and will identify them by the tag number. We use the <code>ImplicitFields.AllPublic</code> to flag all public fields for serialization, and tags are assigned in alphabetic order. ProtoBuf is beyond the scope of this tutorial, but you can read more about this powerful library [https://developers.google.com/protocol-buffers/docs/csharptutorial here].


The fields in these classes hold the data we wish to send through our channel. We'll use <code>NetworkApiTestMessage</code> to encase the initial message from the server, while <code>NetWorkApiTestResponse</code> will be used by the Client to send its response.
The fields in these classes hold the data we wish to send through our channel. We'll use <code>NetworkApiTestMessage</code> to encase the initial message from the server, while <code>NetWorkApiTestResponse</code> will be used by the Client to send its response.


== NetWorkApiTest ==  
== NetworkApiTest ==  


Now we will create our main class that inherits from the <code>ModSystem</code> class, which is the base class for mod systems. You can read more about this [http://apidocs.vintagestory.at/api/Vintagestory.API.Common.ModSystem.html here]. Moreover, we'll be separating our Client and Server sides within the class with region blocks for readability purposes.
Now we will create our main class that inherits from the <code>ModSystem</code> class, which is the base class for mod systems. You can read more about this [http://apidocs.vintagestory.at/api/Vintagestory.API.Common.ModSystem.html here]. Moreover, we'll be separating our Client and Server sides within the class with region blocks for readability purposes.


<syntaxhighlight lang="c#">
<syntaxhighlight lang="c#">
public class NetworkApiTest : ModSystem
    public class NetworkApiTest : ModSystem
     {
     {
         #region Client
         #region Client
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</syntaxhighlight>
</syntaxhighlight>


The Core Server API contains the Network member, which provides us with the RegisterChannel method. We pass this method a string containing the name we choose for our channel, in this case we'll call our channel "networkapitest". A channel with this exact name will be registered on the Client side.
The Core Server API contains the Network member, which provides us with the <code>RegisterChannel</code> method. We pass this method a string containing the name we choose for our channel, in this case we'll call our channel "networkapitest". A channel with this exact name will be registered on the Client side.


We then register the ProtoContract classes that we'll be using to this channel with the <code>RegisterMessageType</code> method.
We then register the ProtoContract classes that we'll be using to this channel with the <code>RegisterMessageType</code> method.


Finally, we call <code>SetMessageHandler<T></code>, which takes a delegate that will be called every time a ProtoContract of type <code>T</code> is received from a client, in this case <code>NetworkApiTestResponse</code> will be handled by <code>OnClientMessage</code> which we'll declare later.
Finally, we call <code>SetMessageHandler<T></code>, which takes a delegate that will be called every time a <code>ProtoContract</code> of type <code>T</code> is received from a client, in this case <code>NetworkApiTestResponse</code> will be handled by <code>OnClientMessage</code> which we'll declare later.


Now that our channel is set up on the Server side, we'll want to register a server command that will broadcast a network message to all the clients listening to our "networkapitest" channel.
Now that our channel is set up on the Server side, we'll want to register a server command that will broadcast a network message to all the clients listening to our "networkapitest" channel.
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</syntaxhighlight>
</syntaxhighlight>


The server channel gives us the BroadcastPacket method which we'll use to send out a <code>NetworkApiTestMessage</code> instance to all clients listening to the "networkapitest" channel, in this case we send "Hello World!" as the message.
The server channel gives us the <code>BroadcastPacket</code> method which we'll use to send out a <code>NetworkApiTestMessage</code> instance to all clients listening to the "networkapitest" channel, in this case we send "Hello World!" as the message.


== Client Setup ==
== Client Setup ==
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Here are the official versions:
Here are the official versions:
* for VS v1.10-rc.4: [https://wiki.vintagestory.at/images/7/73/NetworkApiTest_vs1.10-rc.4_v1.0.0.zip NetworkApiTest_vs1.10-rc.4_v1.0.0.zip]
* for VS v1.10-rc.4: [https://wiki.vintagestory.at/images/7/73/NetworkApiTest_vs1.10-rc.4_v1.0.0.zip NetworkApiTest_vs1.10-rc.4_v1.0.0.zip]
* for VS v1.6: [https://wiki.vintagestory.at/images/d/d1/NetworkApiTest_vs1.6_v1.0.0.zip NetworkApiTest_vs1.6_v1.0.0.zip]


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