Updated CreateEvent() to make it thread safe
This commit is contained in:
@@ -1,15 +1,19 @@
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using static Barotrauma.EosInterface.Ownership;
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namespace Barotrauma.Networking
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{
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class ServerEntityEvent : NetEntityEvent
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{
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private IServerSerializable serializable;
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#if DEBUG
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public string StackTrace;
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#endif
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@@ -44,6 +48,8 @@ namespace Barotrauma.Networking
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class ServerEntityEventManager : NetEntityEventManager
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{
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static public ServerEntityEventManager SEM;
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private readonly List<ServerEntityEvent> events;
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//list of unique events (i.e. !IsDuplicate) created during the round
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@@ -102,8 +108,22 @@ namespace Barotrauma.Networking
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private readonly GameServer server;
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private double lastEventCountHighWarning;
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public ServerEntityEventManager(GameServer server)
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private class PendingCreateEvent
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{
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public IServerSerializable Entity;
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public NetEntityEvent.IData Data;
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public PendingCreateEvent(IServerSerializable entity, NetEntityEvent.IData data)
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{
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Entity = entity;
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Data = data;
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}
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}
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private readonly ConcurrentQueue<PendingCreateEvent> pendingCreateQueue;
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private readonly Task createEventTask;
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public ServerEntityEventManager(GameServer server)
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{
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events = new List<ServerEntityEvent>();
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@@ -113,51 +133,86 @@ namespace Barotrauma.Networking
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uniqueEvents = new List<ServerEntityEvent>();
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pendingCreateQueue = new ConcurrentQueue<PendingCreateEvent>();
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lastWarningTime = -10.0;
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SEM = this;
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createEventTask = Task.Run(async () => await CreateEventProcessorLoop());
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}
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private Task CreateEventProcessorLoop()
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{
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while (true)
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{
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ProcessPendingCreateEvents();
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}
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}
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private void ProcessPendingCreateEvents()
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{
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// Dequeue and process all pending events currently in the queue.
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// Use a lock to synchronize modifications to shared lists / ID.
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while (pendingCreateQueue.TryDequeue(out PendingCreateEvent pending))
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{
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// The original CreateEvent logic (mostly unchanged) but executed under a lock
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if (pending == null || pending.Entity == null) { continue; }
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var entity = pending.Entity;
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var extraData = pending.Data;
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var newEvent = new ServerEntityEvent(entity, (UInt16)(ID + 1));
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if (extraData != null) newEvent.SetData(extraData);
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bool inGameClientsPresent = server.ConnectedClients.Count(c => c.InGame) > 0;
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//remove old events that have been sent to all clients, they are redundant now
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// keep at least one event in the list (lastSentToAll == e.ID) so we can use it to keep track of the latest ID
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// and events less than 15 seconds old to give disconnected clients a bit of time to reconnect without getting desynced
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if (GameMain.GameSession.RoundDuration > server.ServerSettings.RoundStartSyncDuration)
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{
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events.RemoveAll(e =>
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(NetIdUtils.IdMoreRecent(lastSentToAll, e.ID) || !inGameClientsPresent) &&
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e.CreateTime < Timing.TotalTime - server.ServerSettings.EventRemovalTime);
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}
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bool duplicateFound = false;
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for (int i = events.Count - 1; i >= 0; i--)
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{
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//we already have an identical event that's waiting to be sent
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// -> no need to add a new one
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if (events[i].IsDuplicate(newEvent) && !events[i].Sent)
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{
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duplicateFound = true;
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break;
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}
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}
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if (duplicateFound) { continue; }
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ID++;
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events.Add(newEvent);
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if (!uniqueEvents.Any(e => e.IsDuplicate(newEvent)))
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{
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//create a copy of the event and give it a new ID
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var uniqueEvent = new ServerEntityEvent(entity, (UInt16)(uniqueEvents.Count + 1));
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uniqueEvent.SetData(extraData);
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uniqueEvents.Add(uniqueEvent);
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}
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}
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}
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public void CreateEvent(IServerSerializable entity, NetEntityEvent.IData extraData = null)
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{
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if (!ValidateEntity(entity)) { return; }
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var newEvent = new ServerEntityEvent(entity, (UInt16)(ID + 1));
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if (extraData != null) newEvent.SetData(extraData);
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bool inGameClientsPresent = server.ConnectedClients.Count(c => c.InGame) > 0;
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//remove old events that have been sent to all clients, they are redundant now
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// keep at least one event in the list (lastSentToAll == e.ID) so we can use it to keep track of the latest ID
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// and events less than 15 seconds old to give disconnected clients a bit of time to reconnect without getting desynced
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if (GameMain.GameSession.RoundDuration > server.ServerSettings.RoundStartSyncDuration)
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{
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events.RemoveAll(e =>
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(NetIdUtils.IdMoreRecent(lastSentToAll, e.ID) || !inGameClientsPresent) &&
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e.CreateTime < Timing.TotalTime - server.ServerSettings.EventRemovalTime);
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}
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for (int i = events.Count - 1; i >= 0; i--)
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{
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//we already have an identical event that's waiting to be sent
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// -> no need to add a new one
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if (events[i].IsDuplicate(newEvent) && !events[i].Sent) return;
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}
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ID++;
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events.Add(newEvent);
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if (!uniqueEvents.Any(e => e.IsDuplicate(newEvent)))
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{
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//create a copy of the event and give it a new ID
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var uniqueEvent = new ServerEntityEvent(entity, (UInt16)(uniqueEvents.Count + 1));
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uniqueEvent.SetData(extraData);
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uniqueEvents.Add(uniqueEvent);
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}
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// enqueue and let background task handle the rest
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pendingCreateQueue.Enqueue(new PendingCreateEvent(entity, extraData));
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}
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public void Update(List<Client> clients)
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{
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foreach (BufferedEvent bufferedEvent in bufferedEvents)
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{
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if (bufferedEvent.Character == null || bufferedEvent.Character.IsDead)
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@@ -208,7 +263,7 @@ namespace Barotrauma.Networking
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{
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lastSentToAnyone = inGameClients[0].LastRecvEntityEventID;
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lastSentToAll = inGameClients[0].LastRecvEntityEventID;
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if (server.OwnerConnection != null)
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{
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var owner = clients.Find(c => c.Connection == server.OwnerConnection);
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@@ -224,8 +279,8 @@ namespace Barotrauma.Networking
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});
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lastSentToAnyoneTime = events.Find(e => e.ID == lastSentToAnyone)?.CreateTime ?? Timing.TotalTime;
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if (Timing.TotalTime - lastWarningTime > 5.0 &&
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Timing.TotalTime - lastSentToAnyoneTime > 10.0 &&
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if (Timing.TotalTime - lastWarningTime > 5.0 &&
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Timing.TotalTime - lastSentToAnyoneTime > 10.0 &&
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GameMain.GameSession.RoundDuration > server.ServerSettings.RoundStartSyncDuration)
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{
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lastWarningTime = Timing.TotalTime;
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@@ -235,7 +290,7 @@ namespace Barotrauma.Networking
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events.ForEach(e => e.ResetCreateTime());
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//TODO: reset clients if this happens, maybe do it if a majority are behind rather than all of them?
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}
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clients.Where(c => c.NeedsMidRoundSync).ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.FirstNewEventID)) lastSentToAll = (ushort)(c.FirstNewEventID - 1); });
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ServerEntityEvent firstEventToResend = events.Find(e => e.ID == (ushort)(lastSentToAll + 1));
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@@ -247,19 +302,19 @@ namespace Barotrauma.Networking
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// kick everyone that hasn't received it yet, this is way too old
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// UNLESS the event was created when the client was still midround syncing,
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// in which case we'll wait until the timeout runs out before kicking the client
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List<Client> toKick = inGameClients.FindAll(c =>
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List<Client> toKick = inGameClients.FindAll(c =>
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NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.LastRecvEntityEventID) &&
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(firstEventToResend.CreateTime > c.MidRoundSyncTimeOut || lastSentToAnyoneTime > c.MidRoundSyncTimeOut || Timing.TotalTime > c.MidRoundSyncTimeOut + 10.0));
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toKick.ForEach(c =>
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{
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DebugConsole.NewMessage(c.Name + " was kicked because they were expecting a very old network event (" + (c.LastRecvEntityEventID + 1).ToString() + ")", Color.Red);
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GameServer.Log(GameServer.ClientLogName(c) + " was kicked because they were expecting a very old network event ("
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+ (c.LastRecvEntityEventID + 1).ToString() +
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" (created " + (Timing.TotalTime - firstEventToResend.CreateTime).ToString("0.##") + " s ago, " +
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(lastSentToAnyoneTime - firstEventToResend.CreateTime).ToString("0.##") + " s older than last event sent to anyone)" +
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" Events queued: " + events.Count + ", last sent to all: " + lastSentToAll, ServerLog.MessageType.Error);
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server.DisconnectClient(c, PeerDisconnectPacket.WithReason(DisconnectReason.ExcessiveDesyncOldEvent));
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}
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{
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DebugConsole.NewMessage(c.Name + " was kicked because they were expecting a very old network event (" + (c.LastRecvEntityEventID + 1).ToString() + ")", Color.Red);
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GameServer.Log(GameServer.ClientLogName(c) + " was kicked because they were expecting a very old network event ("
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+ (c.LastRecvEntityEventID + 1).ToString() +
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" (created " + (Timing.TotalTime - firstEventToResend.CreateTime).ToString("0.##") + " s ago, " +
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(lastSentToAnyoneTime - firstEventToResend.CreateTime).ToString("0.##") + " s older than last event sent to anyone)" +
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" Events queued: " + events.Count + ", last sent to all: " + lastSentToAll, ServerLog.MessageType.Error);
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server.DisconnectClient(c, PeerDisconnectPacket.WithReason(DisconnectReason.ExcessiveDesyncOldEvent));
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}
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);
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}
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@@ -346,7 +401,7 @@ namespace Barotrauma.Networking
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if (client.NeedsMidRoundSync)
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{
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segmentTable.StartNewSegment(ServerNetSegment.EntityEventInitial);
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segmentTable.StartNewSegment(ServerNetSegment.EntityEventInitial);
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msg.WriteUInt16(client.UnreceivedEntityEventCount);
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msg.WriteUInt16(client.FirstNewEventID);
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@@ -553,10 +608,10 @@ namespace Barotrauma.Networking
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{
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var clientEntity = entity as IClientSerializable;
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if (clientEntity == null) return;
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clientEntity.ServerEventRead(buffer, sender);
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}
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public void Clear()
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{
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ID = 0;
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