Merge branch 'master' into dedicated-server
# Conflicts: # BarotraumaClient/Source/GameSettings.cs # BarotraumaClient/Source/Screens/NetLobbyScreen.cs
This commit is contained in:
@@ -1,10 +1,6 @@
|
||||
using Lidgren.Network;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Barotrauma.Networking
|
||||
{
|
||||
@@ -12,55 +8,66 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
public const int MaxEventBufferLength = 1024;
|
||||
public const int MaxEventsPerWrite = 64;
|
||||
|
||||
//public UInt16 LastReceivedEntityEventID
|
||||
//{
|
||||
// get { return lastReceivedEntityEventID; }
|
||||
//}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Write the events to the outgoing message. The recipient parameter is only needed for ServerEntityEventManager
|
||||
/// </summary>
|
||||
protected void Write(NetOutgoingMessage msg, List<NetEntityEvent> eventsToSync, Client recipient = null)
|
||||
{
|
||||
msg.Write(eventsToSync[0].ID);
|
||||
msg.Write((byte)eventsToSync.Count);
|
||||
//write into a temporary buffer so we can write the number of events before the actual data
|
||||
NetBuffer tempBuffer = new NetBuffer();
|
||||
|
||||
int eventCount = 0;
|
||||
foreach (NetEntityEvent e in eventsToSync)
|
||||
{
|
||||
//write into a temporary buffer so we can write the length before the actual data
|
||||
NetBuffer tempBuffer = new NetBuffer();
|
||||
NetBuffer tempEventBuffer = new NetBuffer();
|
||||
try
|
||||
{
|
||||
WriteEvent(tempBuffer, e, recipient);
|
||||
WriteEvent(tempEventBuffer, e, recipient);
|
||||
}
|
||||
|
||||
catch (Exception exception)
|
||||
{
|
||||
DebugConsole.ThrowError("Failed to write an event for the entity \""+e.Entity+"\"", exception);
|
||||
DebugConsole.ThrowError("Failed to write an event for the entity \"" + e.Entity + "\"", exception);
|
||||
|
||||
//write an empty event to avoid messing up IDs
|
||||
//(otherwise the clients might read the next event in the message and think its ID
|
||||
//is consecutive to the previous one, even though we skipped over this broken event)
|
||||
tempBuffer.Write((UInt16)0);
|
||||
tempBuffer.WritePadBits();
|
||||
eventCount++;
|
||||
continue;
|
||||
}
|
||||
|
||||
Debug.Assert(
|
||||
tempBuffer.LengthBytes < 128,
|
||||
"Maximum EntityEvent size exceeded when serializing \""+e.Entity+"\"!");
|
||||
|
||||
if (msg.LengthBytes + tempBuffer.LengthBytes + tempEventBuffer.LengthBytes > NetPeerConfiguration.kDefaultMTU - 20)
|
||||
{
|
||||
//no more room in this packet
|
||||
break;
|
||||
}
|
||||
|
||||
//the ID has been taken by another entity (the original entity has been removed) -> write an empty event
|
||||
if (Entity.FindEntityByID(e.Entity.ID) != e.Entity)
|
||||
{
|
||||
//technically the clients don't have any use for these, but removing events and shifting the IDs of all
|
||||
//consecutive ones is so error-prone that I think this is a safer option
|
||||
msg.Write((UInt16)0);
|
||||
msg.WritePadBits();
|
||||
tempBuffer.Write((UInt16)0);
|
||||
tempBuffer.WritePadBits();
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write((UInt16)e.Entity.ID);
|
||||
msg.Write((byte)tempBuffer.LengthBytes);
|
||||
msg.Write(tempBuffer);
|
||||
msg.WritePadBits();
|
||||
tempBuffer.Write((UInt16)e.Entity.ID);
|
||||
tempBuffer.Write((byte)tempEventBuffer.LengthBytes);
|
||||
tempBuffer.Write(tempEventBuffer);
|
||||
tempBuffer.WritePadBits();
|
||||
}
|
||||
|
||||
eventCount++;
|
||||
}
|
||||
|
||||
msg.Write(eventsToSync[0].ID);
|
||||
msg.Write((byte)eventCount);
|
||||
msg.Write(tempBuffer);
|
||||
}
|
||||
|
||||
protected virtual void WriteEvent(NetBuffer buffer, NetEntityEvent entityEvent, Client recipient = null)
|
||||
|
||||
Reference in New Issue
Block a user