(61d00a474) v0.9.7.1
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using System;
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using System.Collections.Generic;
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namespace Barotrauma.Networking
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{
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class ClientEntityEventManager : NetEntityEventManager
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{
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private List<ClientEntityEvent> events;
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private UInt16 ID;
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private GameClient thisClient;
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//when was a specific entity event last sent to the client
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// key = event id, value = NetTime.Now when sending
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public Dictionary<UInt16, float> eventLastSent;
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public UInt16 LastReceivedID
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{
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get { return lastReceivedID; }
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}
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private UInt16 lastReceivedID;
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public bool MidRoundSyncing
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{
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get { return firstNewID.HasValue; }
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}
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public bool MidRoundSyncingDone
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{
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get;
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private set;
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}
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public ClientEntityEventManager(GameClient client)
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{
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events = new List<ClientEntityEvent>();
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eventLastSent = new Dictionary<UInt16, float>();
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thisClient = client;
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}
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public void CreateEvent(IClientSerializable entity, object[] extraData = null)
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{
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if (GameMain.Client == null || GameMain.Client.Character == null) return;
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if (!(entity is Entity))
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{
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DebugConsole.ThrowError("Can't create an entity event for " + entity + "!");
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return;
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}
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if (((Entity)entity).Removed)
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{
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DebugConsole.ThrowError("Can't create an entity event for " + entity + " - the entity has been removed.\n" + Environment.StackTrace);
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return;
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}
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if (((Entity)entity).IdFreed)
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{
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DebugConsole.ThrowError("Can't create an entity event for " + entity + " - the ID of the entity has been freed.\n" + Environment.StackTrace);
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return;
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}
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var newEvent = new ClientEntityEvent(entity, (UInt16)(ID + 1))
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{
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CharacterStateID = GameMain.Client.Character.LastNetworkUpdateID
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};
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if (extraData != null) { newEvent.SetData(extraData); }
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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].Sent && events[i].IsDuplicate(newEvent)) return;
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}
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ID++;
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events.Add(newEvent);
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}
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public void Write(IWriteMessage msg, NetworkConnection serverConnection)
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{
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if (events.Count == 0 || serverConnection == null) return;
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List<NetEntityEvent> eventsToSync = new List<NetEntityEvent>();
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//find the index of the first event the server hasn't received
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int startIndex = events.Count;
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while (startIndex > 0 &&
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NetIdUtils.IdMoreRecent(events[startIndex - 1].ID, thisClient.LastSentEntityEventID))
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{
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startIndex--;
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}
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//remove events the server has already received
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events.RemoveRange(0, startIndex);
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for (int i = 0; i < events.Count; i++)
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{
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//find the first event that hasn't been sent in roundtriptime or at all
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eventLastSent.TryGetValue(events[i].ID, out float lastSent);
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if (lastSent > Lidgren.Network.NetTime.Now - 0.2) //TODO: reimplement serverConnection.AverageRoundtripTime
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{
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continue;
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}
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eventsToSync.AddRange(events.GetRange(i, events.Count - i));
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break;
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}
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if (eventsToSync.Count == 0) { return; }
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foreach (NetEntityEvent entityEvent in eventsToSync)
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{
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eventLastSent[entityEvent.ID] = (float)Lidgren.Network.NetTime.Now;
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}
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msg.Write((byte)ClientNetObject.ENTITY_STATE);
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Write(msg, eventsToSync, out _);
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}
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private UInt16? firstNewID;
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/// <summary>
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/// Read the events from the message, ignoring ones we've already received. Returns false if reading the events fails.
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/// </summary>
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public bool Read(ServerNetObject type, IReadMessage msg, float sendingTime, List<IServerSerializable> entities)
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{
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UInt16 unreceivedEntityEventCount = 0;
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if (type == ServerNetObject.ENTITY_EVENT_INITIAL)
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{
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unreceivedEntityEventCount = msg.ReadUInt16();
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firstNewID = msg.ReadUInt16();
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.NewMessage(
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"received midround syncing msg, unreceived: " + unreceivedEntityEventCount +
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", first new ID: " + firstNewID, Microsoft.Xna.Framework.Color.Yellow);
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}
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}
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else
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{
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MidRoundSyncingDone = true;
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if (firstNewID != null)
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{
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.NewMessage("midround syncing complete, switching to ID " + (UInt16) (firstNewID - 1),
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Microsoft.Xna.Framework.Color.Yellow);
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}
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lastReceivedID = (UInt16)(firstNewID - 1);
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firstNewID = null;
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}
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}
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entities.Clear();
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UInt16 firstEventID = msg.ReadUInt16();
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int eventCount = msg.ReadByte();
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for (int i = 0; i < eventCount; i++)
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{
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UInt16 thisEventID = (UInt16)(firstEventID + (UInt16)i);
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UInt16 entityID = msg.ReadUInt16();
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if (entityID == Entity.NullEntityID)
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{
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.NewMessage("received msg " + thisEventID + " (null entity)",
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Microsoft.Xna.Framework.Color.Orange);
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}
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msg.ReadPadBits();
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entities.Add(null);
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if (thisEventID == (UInt16)(lastReceivedID + 1)) lastReceivedID++;
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continue;
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}
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byte msgLength = msg.ReadByte();
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IServerSerializable entity = Entity.FindEntityByID(entityID) as IServerSerializable;
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entities.Add(entity);
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//skip the event if we've already received it or if the entity isn't found
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if (thisEventID != (UInt16)(lastReceivedID + 1) || entity == null)
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{
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if (thisEventID != (UInt16) (lastReceivedID + 1))
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{
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.NewMessage(
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"Received msg " + thisEventID + " (waiting for " + (lastReceivedID + 1) + ")",
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NetIdUtils.IdMoreRecent(thisEventID, (UInt16)(lastReceivedID + 1))
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? GUI.Style.Red
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: Microsoft.Xna.Framework.Color.Yellow);
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}
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}
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else if (entity == null)
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{
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DebugConsole.NewMessage(
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"Received msg " + thisEventID + ", entity " + entityID + " not found",
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GUI.Style.Red);
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GameMain.Client.ReportError(ClientNetError.MISSING_ENTITY, eventID: thisEventID, entityID: entityID);
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return false;
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}
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msg.BitPosition += msgLength * 8;
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msg.ReadPadBits();
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}
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else
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{
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long msgPosition = msg.BitPosition;
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.NewMessage("received msg " + thisEventID + " (" + entity.ToString() + ")",
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Microsoft.Xna.Framework.Color.Green);
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}
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lastReceivedID++;
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try
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{
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ReadEvent(msg, entity, sendingTime);
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msg.ReadPadBits();
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if (msg.BitPosition != msgPosition + msgLength * 8)
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{
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string errorMsg = "Message byte position incorrect after reading an event for the entity \"" + entity.ToString()
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+ "\". Read " + (msg.BitPosition - msgPosition) + " bits, expected message length was " + (msgLength * 8) + " bits.";
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#if DEBUG
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DebugConsole.ThrowError(errorMsg);
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#endif
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GameAnalyticsManager.AddErrorEventOnce("ClientEntityEventManager.Read:BitPosMismatch", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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//TODO: force the BitPosition to correct place? Having some entity in a potentially incorrect state is not as bad as a desync kick
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//msg.BitPosition = (int)(msgPosition + msgLength * 8);
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}
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}
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catch (Exception e)
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{
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string errorMsg = "Failed to read event for entity \"" + entity.ToString() + "\" (" + e.Message + ")! (MidRoundSyncing: " + thisClient.MidRoundSyncing + ")\n" + e.StackTrace;
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errorMsg += "\nPrevious entities:";
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for (int j = entities.Count - 2; j >= 0; j--)
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{
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errorMsg += "\n" + (entities[j] == null ? "NULL" : entities[j].ToString());
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}
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.ThrowError("Failed to read event for entity \"" + entity.ToString() + "\"!", e);
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}
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GameAnalyticsManager.AddErrorEventOnce("ClientEntityEventManager.Read:ReadFailed" + entity.ToString(),
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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msg.BitPosition = (int)(msgPosition + msgLength * 8);
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msg.ReadPadBits();
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}
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}
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}
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return true;
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}
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protected override void WriteEvent(IWriteMessage buffer, NetEntityEvent entityEvent, Client recipient = null)
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{
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var clientEvent = entityEvent as ClientEntityEvent;
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if (clientEvent == null) return;
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clientEvent.Write(buffer);
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clientEvent.Sent = true;
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}
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protected void ReadEvent(IReadMessage buffer, IServerSerializable entity, float sendingTime)
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{
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entity.ClientRead(ServerNetObject.ENTITY_EVENT, buffer, sendingTime);
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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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lastReceivedID = 0;
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firstNewID = null;
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events.Clear();
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eventLastSent.Clear();
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MidRoundSyncingDone = false;
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}
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}
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}
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