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Broadcast gameplay events for third-party use #263
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Allows a message to be resent on reconnect
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This avoids test failures in headless tests
A kill byte isn't received anymore
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Closes #169
Implements a
GameplayEventBroadcaster
which is responsible for transmitting events to clients. This allows for third party utilities or DIY setups to perhaps do fancy things using the events.The broadcaster uses a
NamedPipeServerStream
to transmit data. There is no reason as to why I chose that, it just worked. May consider using something else if deemed necessary.Clients can use a
NamedPipeClientStream
to connect to the mentioned server, and receive events. A basic client implementation can be found here. (Perhaps a compatible pipe implementation may work as well?)All event broadcasts are 8 bits long, the 5 largest bits used to determine event type, and the smallest 3 for auxiliary information like Lane numbers. The reference data structure for broadcasts can be found here.
Possible considerations
CI on ubuntu seems to fail spectacularly, as if pipes aren't functional. Unsure if it is a problem with dotnet, GitHub Actions, or something I didn't consider. Will get a ubuntu setup running this week to test.It was a problem with me not considering Linux specific exceptions due to the use of sockets