EntityEvent fixes:

- Clients wait for midround syncing to finish before applying the remote state to connection panels and inventories (because the wires connected to the connection panel or items in the inventory may not exist before the EntitySpawner events have been received).
- Server writes 0 as the projectile ID if the projectile doesn't exist anymore when a Turret event is sent.
- More info in networkevent error messages.
This commit is contained in:
Joonas Rikkonen
2018-07-30 13:35:26 +03:00
parent 8c598db10b
commit 60a563fe75
9 changed files with 167 additions and 118 deletions

View File

@@ -224,21 +224,27 @@ namespace Barotrauma.Items.Components
}
//Starts a coroutine that will read the correct state of the component from the NetBuffer when correctionTimer reaches zero.
protected void StartDelayedCorrection(ServerNetObject type, NetBuffer buffer, float sendingTime)
protected void StartDelayedCorrection(ServerNetObject type, NetBuffer buffer, float sendingTime, bool waitForMidRoundSync = false)
{
if (delayedCorrectionCoroutine != null) CoroutineManager.StopCoroutines(delayedCorrectionCoroutine);
delayedCorrectionCoroutine = CoroutineManager.StartCoroutine(DoDelayedCorrection(type, buffer, sendingTime));
delayedCorrectionCoroutine = CoroutineManager.StartCoroutine(DoDelayedCorrection(type, buffer, sendingTime, waitForMidRoundSync));
}
private IEnumerable<object> DoDelayedCorrection(ServerNetObject type, NetBuffer buffer, float sendingTime)
private IEnumerable<object> DoDelayedCorrection(ServerNetObject type, NetBuffer buffer, float sendingTime, bool waitForMidRoundSync)
{
while (correctionTimer > 0.0f)
while (GameMain.Client != null &&
(correctionTimer > 0.0f || (waitForMidRoundSync && GameMain.Client.MidRoundSyncing)))
{
correctionTimer -= CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
}
if (item.Removed || GameMain.Client == null)
{
yield return CoroutineStatus.Success;
}
((IServerSerializable)this).ClientRead(type, buffer, sendingTime);
correctionTimer = 0.0f;

View File

@@ -1,5 +1,9 @@
using Barotrauma.Networking;
using Lidgren.Network;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma.Items.Components
{
@@ -24,5 +28,66 @@ namespace Barotrauma.Items.Components
HighlightedWire = null;
Connection.DrawConnections(spriteBatch, this, character);
}
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
{
if (GameMain.Client.MidRoundSyncing)
{
//delay reading the state until midround syncing is done
//because some of the wires connected to the panel may not exist yet
int bitsToRead = Connections.Count * Connection.MaxLinked * 16;
StartDelayedCorrection(type, msg.ExtractBits(bitsToRead), sendingTime, waitForMidRoundSync: true);
}
else
{
ApplyRemoteState(msg);
}
}
private void ApplyRemoteState(NetBuffer msg)
{
List<Wire> prevWires = Connections.SelectMany(c => Array.FindAll(c.Wires, w => w != null)).ToList();
List<Wire> newWires = new List<Wire>();
foreach (Connection connection in Connections)
{
connection.ClearConnections();
}
foreach (Connection connection in Connections)
{
for (int i = 0; i < Connection.MaxLinked; i++)
{
ushort wireId = msg.ReadUInt16();
Item wireItem = Entity.FindEntityByID(wireId) as Item;
if (wireItem == null) continue;
Wire wireComponent = wireItem.GetComponent<Wire>();
if (wireComponent == null) continue;
newWires.Add(wireComponent);
connection.Wires[i] = wireComponent;
wireComponent.Connect(connection, false);
}
}
foreach (Wire wire in prevWires)
{
if (wire.Connections[0] == null && wire.Connections[1] == null)
{
wire.Item.Drop(null);
}
//wires that are not in anyone's inventory (i.e. not currently being rewired) can never be connected to only one connection
// -> someone must have dropped the wire from the connection panel
else if (wire.Item.ParentInventory == null &&
(wire.Connections[0] != null ^ wire.Connections[1] != null))
{
wire.Item.Drop(null);
}
}
}
}
}

View File

@@ -148,8 +148,10 @@ namespace Barotrauma.Items.Components
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
{
UInt16 projectileID = msg.ReadUInt16();
Item projectile = Entity.FindEntityByID(projectileID) as Item;
//projectile removed, do nothing
if (projectileID == 0) return;
Item projectile = Entity.FindEntityByID(projectileID) as Item;
if (projectile == null)
{
DebugConsole.ThrowError("Failed to launch a projectile - item with the ID \"" + projectileID + " not found");

View File

@@ -1,4 +1,6 @@
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
@@ -464,5 +466,69 @@ namespace Barotrauma
item.Sprite.Draw(spriteBatch, new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height / 2), item.GetSpriteColor());
}
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
{
receivedItemIDs = new ushort[capacity];
for (int i = 0; i < capacity; i++)
{
receivedItemIDs[i] = msg.ReadUInt16();
}
//delay applying the new state if less than 1 second has passed since this client last sent a state to the server
//prevents the inventory from briefly reverting to an old state if items are moved around in quick succession
//also delay if we're still midround syncing, some of the items in the inventory may not exist yet
if (syncItemsDelay > 0.0f || GameMain.Client.MidRoundSyncing)
{
if (syncItemsCoroutine != null) CoroutineManager.StopCoroutines(syncItemsCoroutine);
syncItemsCoroutine = CoroutineManager.StartCoroutine(SyncItemsAfterDelay());
}
else
{
ApplyReceivedState();
}
}
private IEnumerable<object> SyncItemsAfterDelay()
{
while (syncItemsDelay > 0.0f && GameMain.Client != null && GameMain.Client.MidRoundSyncing)
{
syncItemsDelay -= CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
}
if (Owner.Removed || GameMain.Client == null)
{
yield return CoroutineStatus.Success;
}
ApplyReceivedState();
yield return CoroutineStatus.Success;
}
private void ApplyReceivedState()
{
if (receivedItemIDs == null) return;
for (int i = 0; i < capacity; i++)
{
if (receivedItemIDs[i] == 0)
{
if (Items[i] != null) Items[i].Drop();
}
else
{
var item = Entity.FindEntityByID(receivedItemIDs[i]) as Item;
if (item == null) continue;
TryPutItem(item, i, true, true, null, false);
}
}
receivedItemIDs = null;
}
}
}

View File

@@ -64,6 +64,11 @@ namespace Barotrauma.Networking
{
get { return fileReceiver; }
}
public bool MidRoundSyncing
{
get { return entityEventManager.MidRoundSyncing; }
}
public GameClient(string newName)
{

View File

@@ -23,6 +23,11 @@ namespace Barotrauma.Networking
private UInt16 lastReceivedID;
public bool MidRoundSyncing
{
get { return firstNewID.HasValue; }
}
public ClientEntityEventManager(GameClient client)
{
events = new List<ClientEntityEvent>();
@@ -195,13 +200,19 @@ namespace Barotrauma.Networking
catch (Exception e)
{
string errorMsg = "Failed to read event for entity \"" + entity.ToString() + "\"! (MidRoundSyncing: " + thisClient.MidRoundSyncing + ")\n" + e.StackTrace;
errorMsg += "\nPrevious entities:";
for (int j = entities.Count - 2; j >= 0; j--)
{
errorMsg += "\n" + (entities[j] == null ? "NULL" : entities[j].ToString());
}
if (GameSettings.VerboseLogging)
{
DebugConsole.ThrowError("Failed to read event for entity \"" + entity.ToString() + "\"!", e);
}
GameAnalyticsManager.AddErrorEventOnce("ClientEntityEventManager.Read:ReadFailed" + entity.ToString(),
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
"Failed to read event for entity \"" + entity.ToString() + "\"!\n" + e.StackTrace);
GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
msg.Position = msgPosition + msgLength * 8;
}
}

View File

@@ -150,11 +150,9 @@ namespace Barotrauma.Items.Components
{
foreach (Connection connection in Connections)
{
Wire[] wires = Array.FindAll(connection.Wires, w => w != null);
msg.WriteRangedInteger(0, Connection.MaxLinked, wires.Length);
for (int i = 0; i < wires.Length; i++)
for (int i = 0; i < Connection.MaxLinked; i++)
{
msg.Write(wires[i].Item.ID);
msg.Write(connection.Wires[i]?.Item == null ? (ushort)0 : connection.Wires[i].Item.ID);
}
}
}
@@ -295,52 +293,6 @@ namespace Barotrauma.Items.Components
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
ClientWrite(msg, extraData);
}
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
{
List<Wire> prevWires = Connections.SelectMany(c => Array.FindAll(c.Wires, w => w != null)).ToList();
List<Wire> newWires = new List<Wire>();
foreach (Connection connection in Connections)
{
connection.ClearConnections();
}
foreach (Connection connection in Connections)
{
int wireCount = msg.ReadRangedInteger(0, Connection.MaxLinked);
for (int i = 0; i < wireCount; i++)
{
ushort wireId = msg.ReadUInt16();
Item wireItem = Entity.FindEntityByID(wireId) as Item;
if (wireItem == null) continue;
Wire wireComponent = wireItem.GetComponent<Wire>();
if (wireComponent == null) continue;
newWires.Add(wireComponent);
connection.Wires[i] = wireComponent;
wireComponent.Connect(connection, false);
}
}
foreach (Wire wire in prevWires)
{
if (wire.Connections[0] == null && wire.Connections[1] == null)
{
wire.Item.Drop(null);
}
//wires that are not in anyone's inventory (i.e. not currently being rewired) can never be connected to only one connection
// -> someone must have dropped the wire from the connection panel
else if (wire.Item.ParentInventory == null &&
(wire.Connections[0] != null ^ wire.Connections[1] != null))
{
wire.Item.Drop(null);
}
}
}
}
}
}

View File

@@ -419,8 +419,8 @@ namespace Barotrauma.Items.Components
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
//ID of the launched projectile
msg.Write(((Item)extraData[2]).ID);
Item item = (Item)extraData[2];
msg.Write(item.Removed ? (ushort)0 : item.ID);
}
}
}

View File

@@ -269,63 +269,5 @@ namespace Barotrauma
msg.Write((ushort)(Items[i] == null ? 0 : Items[i].ID));
}
}
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
{
receivedItemIDs = new ushort[capacity];
for (int i = 0; i < capacity; i++)
{
receivedItemIDs[i] = msg.ReadUInt16();
}
if (syncItemsDelay > 0.0f)
{
//delay applying the new state if less than 1 second has passed since this client last sent a state to the server
//prevents the inventory from briefly reverting to an old state if items are moved around in quick succession
if (syncItemsCoroutine != null) CoroutineManager.StopCoroutines(syncItemsCoroutine);
syncItemsCoroutine = CoroutineManager.StartCoroutine(SyncItemsAfterDelay());
}
else
{
ApplyReceivedState();
}
}
private IEnumerable<object> SyncItemsAfterDelay()
{
while (syncItemsDelay > 0.0f)
{
syncItemsDelay -= CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
}
ApplyReceivedState();
yield return CoroutineStatus.Success;
}
private void ApplyReceivedState()
{
if (receivedItemIDs == null) return;
for (int i = 0; i < capacity; i++)
{
if (receivedItemIDs[i] == 0)
{
if (Items[i] != null) Items[i].Drop();
}
else
{
var item = Entity.FindEntityByID(receivedItemIDs[i]) as Item;
if (item == null) continue;
TryPutItem(item, i, true, true, null, false);
}
}
receivedItemIDs = null;
}
}
}