The server maintains a list of unique EntityEvents created during the round and sends them to clients who join mid-round
This commit is contained in:
@@ -47,6 +47,10 @@ namespace Barotrauma.Networking
|
||||
public float ChatSpamTimer;
|
||||
public int ChatSpamCount;
|
||||
|
||||
public bool NeedsMidRoundSync;
|
||||
//how many unique events the client missed before joining the server
|
||||
public UInt32 UnreceivedEntityEventCount;
|
||||
|
||||
private List<Client> kickVoters;
|
||||
|
||||
//when was a specific entity event last sent to the client
|
||||
@@ -73,6 +77,9 @@ namespace Barotrauma.Networking
|
||||
|
||||
lastRecvEntitySpawnID = 0;
|
||||
lastRecvEntityEventID = 0;
|
||||
|
||||
UnreceivedEntityEventCount = 0;
|
||||
NeedsMidRoundSync = false;
|
||||
}
|
||||
|
||||
public int KickVoteCount
|
||||
|
||||
@@ -646,7 +646,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
bool isTraitor = inc.ReadBoolean();
|
||||
string traitorTargetName = isTraitor ? inc.ReadString() : null;
|
||||
|
||||
|
||||
GameModePreset gameMode = GameModePreset.list.Find(gm => gm.Name == modeName);
|
||||
|
||||
if (gameMode == null)
|
||||
@@ -900,8 +900,9 @@ namespace Barotrauma.Networking
|
||||
|
||||
inc.ReadPadBits();
|
||||
break;
|
||||
case ServerNetObject.ENTITY_STATE:
|
||||
entityEventManager.Read(inc, sendingTime);
|
||||
case ServerNetObject.ENTITY_EVENT:
|
||||
case ServerNetObject.ENTITY_EVENT_INITIAL:
|
||||
entityEventManager.Read(objHeader, inc, sendingTime);
|
||||
break;
|
||||
case ServerNetObject.CHAT_MESSAGE:
|
||||
ChatMessage.ClientRead(inc);
|
||||
|
||||
@@ -53,6 +53,12 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public ServerEntityEventManager EntityEventManager
|
||||
{
|
||||
get { return entityEventManager; }
|
||||
}
|
||||
|
||||
public GameServer(string name, int port, bool isPublic = false, string password = "", bool attemptUPnP = false, int maxPlayers = 10)
|
||||
{
|
||||
name = name.Replace(":", "");
|
||||
@@ -527,6 +533,7 @@ namespace Barotrauma.Networking
|
||||
//game already started -> send start message immediately
|
||||
if (gameStarted)
|
||||
{
|
||||
connectedClient.NeedsMidRoundSync = true;
|
||||
SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset, connectedClient);
|
||||
}
|
||||
}
|
||||
@@ -606,7 +613,16 @@ namespace Barotrauma.Networking
|
||||
return;
|
||||
}
|
||||
|
||||
if (gameStarted) c.inGame = true;
|
||||
if (gameStarted)
|
||||
{
|
||||
if (!c.inGame && c.NeedsMidRoundSync)
|
||||
{
|
||||
//client joined mid-round and has just started up the game
|
||||
//check which unique messages they've missed
|
||||
entityEventManager.InitClientMidRoundSync(c);
|
||||
}
|
||||
c.inGame = true;
|
||||
}
|
||||
|
||||
ClientNetObject objHeader;
|
||||
while ((objHeader = (ClientNetObject)inc.ReadByte()) != ClientNetObject.END_OF_MESSAGE)
|
||||
@@ -622,7 +638,21 @@ namespace Barotrauma.Networking
|
||||
|
||||
//last msgs we've created/sent, the client IDs should never be higher than these
|
||||
UInt32 lastEntitySpawnID = Entity.Spawner.NetStateID;
|
||||
UInt32 lastEntityEventID = entityEventManager.Events.Count() == 0 ? 0 : entityEventManager.Events.Last().ID;
|
||||
UInt32 lastEntityEventID = entityEventManager.Events.Count == 0 ? 0 : entityEventManager.Events.Last().ID;
|
||||
|
||||
if (c.NeedsMidRoundSync)
|
||||
{
|
||||
//received all the old events -> client in sync, we can switch to normal behavior
|
||||
if (lastRecvEntityEventID >= c.UnreceivedEntityEventCount - 1 ||
|
||||
c.UnreceivedEntityEventCount == 0)
|
||||
{
|
||||
c.NeedsMidRoundSync = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
lastEntityEventID = (uint)c.UnreceivedEntityEventCount - 1;
|
||||
}
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
//client thinks they've received a msg we haven't sent yet (corrupted packet, msg read/written incorrectly?)
|
||||
@@ -636,11 +666,10 @@ namespace Barotrauma.Networking
|
||||
DebugConsole.ThrowError("client.lastRecvEntityEventID > lastEntityEventID");
|
||||
#endif
|
||||
|
||||
c.lastRecvChatMsgID = Math.Min(Math.Max(c.lastRecvChatMsgID, lastRecvChatMsgID), c.lastChatMsgQueueID);
|
||||
c.lastRecvChatMsgID = NetIdUtils.Clamp(c.lastRecvChatMsgID, lastRecvChatMsgID, c.lastChatMsgQueueID);
|
||||
c.lastRecvEntitySpawnID = Math.Min(Math.Max(c.lastRecvEntitySpawnID, lastRecvEntitySpawnID), lastEntitySpawnID);
|
||||
c.lastRecvEntityEventID = Math.Min(Math.Max(c.lastRecvEntityEventID, lastRecvEntityEventID), lastEntityEventID);
|
||||
|
||||
|
||||
break;
|
||||
case ClientNetObject.CHAT_MESSAGE:
|
||||
ChatMessage.ServerRead(inc, c);
|
||||
|
||||
@@ -97,12 +97,21 @@ namespace Barotrauma.Networking
|
||||
msg.Write((byte)ClientNetObject.ENTITY_STATE);
|
||||
Write(msg, eventsToSync);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Read the events from the message, ignoring ones we've already received
|
||||
/// </summary>
|
||||
public void Read(NetIncomingMessage msg, float sendingTime)
|
||||
public void Read(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
|
||||
{
|
||||
UInt32 unreceivedEntityEventCount = 0;
|
||||
UInt32 firstNewID = 0;
|
||||
|
||||
if (type == ServerNetObject.ENTITY_EVENT_INITIAL)
|
||||
{
|
||||
unreceivedEntityEventCount = msg.ReadUInt32();
|
||||
firstNewID = msg.ReadUInt32();
|
||||
}
|
||||
|
||||
UInt32 firstEventID = msg.ReadUInt32();
|
||||
int eventCount = msg.ReadByte();
|
||||
|
||||
@@ -148,6 +157,15 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
msg.ReadPadBits();
|
||||
}
|
||||
|
||||
if (type == ServerNetObject.ENTITY_EVENT_INITIAL)
|
||||
{
|
||||
if (lastReceivedID == unreceivedEntityEventCount - 1 ||
|
||||
unreceivedEntityEventCount == 0)
|
||||
{
|
||||
lastReceivedID = firstNewID - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void WriteEvent(NetBuffer buffer, NetEntityEvent entityEvent, Client recipient = null)
|
||||
@@ -160,7 +178,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
protected void ReadEvent(NetIncomingMessage buffer, IServerSerializable entity, float sendingTime)
|
||||
{
|
||||
entity.ClientRead(ServerNetObject.ENTITY_STATE, buffer, sendingTime);
|
||||
entity.ClientRead(ServerNetObject.ENTITY_EVENT, buffer, sendingTime);
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
|
||||
@@ -11,6 +11,10 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
private List<ServerEntityEvent> events;
|
||||
|
||||
//list of unique events (i.e. !IsDuplicate) created during the round
|
||||
//used for syncing clients who join mid-round
|
||||
private List<ServerEntityEvent> uniqueEvents;
|
||||
|
||||
private UInt32 lastSentToAll;
|
||||
|
||||
public List<ServerEntityEvent> Events
|
||||
@@ -56,6 +60,8 @@ namespace Barotrauma.Networking
|
||||
this.server = server;
|
||||
|
||||
bufferedEvents = new List<BufferedEvent>();
|
||||
|
||||
uniqueEvents = new List<ServerEntityEvent>();
|
||||
}
|
||||
|
||||
public void CreateEvent(IServerSerializable entity, object[] extraData = null)
|
||||
@@ -69,7 +75,7 @@ namespace Barotrauma.Networking
|
||||
var newEvent = new ServerEntityEvent(entity, ID + 1);
|
||||
if (extraData != null) newEvent.SetData(extraData);
|
||||
|
||||
events.RemoveAll(e => e.ID <= lastSentToAll && e.IsDuplicate(newEvent)); //remove outdated events, they are redundant now
|
||||
events.RemoveAll(e => e.ID <= lastSentToAll); //remove events that , they are redundant now
|
||||
for (int i = events.Count - 1; i >= 0; i--)
|
||||
{
|
||||
//we already have an identical event that's waiting to be sent
|
||||
@@ -80,6 +86,15 @@ namespace Barotrauma.Networking
|
||||
ID++;
|
||||
|
||||
events.Add(newEvent);
|
||||
|
||||
if (!uniqueEvents.Any(e => e.IsDuplicate(newEvent)))
|
||||
{
|
||||
//create a copy of the event and give it a new ID
|
||||
var uniqueEvent = new ServerEntityEvent(entity, (uint)uniqueEvents.Count);
|
||||
uniqueEvent.SetData(extraData);
|
||||
|
||||
uniqueEvents.Add(uniqueEvent);
|
||||
}
|
||||
}
|
||||
|
||||
public void Update(List<Client> clients)
|
||||
@@ -140,30 +155,16 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
if (events.Count == 0) return;
|
||||
|
||||
List<NetEntityEvent> eventsToSync = new List<NetEntityEvent>();
|
||||
|
||||
//find the index of the first event the client hasn't received
|
||||
int startIndex = events.Count;
|
||||
while (startIndex > 0 &&
|
||||
events[startIndex-1].ID > client.lastRecvEntityEventID)
|
||||
List<NetEntityEvent> eventsToSync = null;
|
||||
if (client.NeedsMidRoundSync)
|
||||
{
|
||||
startIndex--;
|
||||
eventsToSync = GetEventsToSync(client, uniqueEvents);
|
||||
}
|
||||
else
|
||||
{
|
||||
eventsToSync = GetEventsToSync(client, events);
|
||||
}
|
||||
|
||||
for (int i = startIndex; i < events.Count; i++)
|
||||
{
|
||||
//find the first event that hasn't been sent in 1.5 * roundtriptime or at all
|
||||
float lastSent = 0;
|
||||
client.entityEventLastSent.TryGetValue(events[i].ID, out lastSent);
|
||||
|
||||
if (lastSent > NetTime.Now - client.Connection.AverageRoundtripTime * 1.5f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
eventsToSync.AddRange(events.GetRange(i, events.Count - i));
|
||||
break;
|
||||
}
|
||||
if (eventsToSync.Count == 0) return;
|
||||
|
||||
//too many events for one packet
|
||||
@@ -178,8 +179,73 @@ namespace Barotrauma.Networking
|
||||
client.entityEventLastSent[entityEvent.ID] = (float)NetTime.Now;
|
||||
}
|
||||
|
||||
msg.Write((byte)ServerNetObject.ENTITY_STATE);
|
||||
Write(msg, eventsToSync, client);
|
||||
if (client.NeedsMidRoundSync)
|
||||
{
|
||||
msg.Write((byte)ServerNetObject.ENTITY_EVENT_INITIAL);
|
||||
//how many (unique) events the clients had missed before joining
|
||||
msg.Write(client.UnreceivedEntityEventCount);
|
||||
|
||||
//ID of the first event sent after the client joined
|
||||
//(after the client has been synced they'll switch their lastReceivedID
|
||||
//to the one before this, and the eventmanagers will start to function "normally")
|
||||
msg.Write(events.Count == 0 ? 0 : events[events.Count - 1].ID);
|
||||
Write(msg, eventsToSync, client);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write((byte)ServerNetObject.ENTITY_EVENT);
|
||||
Write(msg, eventsToSync, client);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a list of events that should be sent to the client from the eventList
|
||||
/// </summary>
|
||||
/// <param name="client"></param>
|
||||
/// <param name="eventList"></param>
|
||||
/// <returns></returns>
|
||||
private List<NetEntityEvent> GetEventsToSync(Client client, List<ServerEntityEvent> eventList)
|
||||
{
|
||||
List<NetEntityEvent> eventsToSync = new List<NetEntityEvent>();
|
||||
|
||||
//find the index of the first event the client hasn't received
|
||||
int startIndex = eventList.Count;
|
||||
while (startIndex > 0 &&
|
||||
eventList[startIndex - 1].ID > client.lastRecvEntityEventID)
|
||||
{
|
||||
startIndex--;
|
||||
}
|
||||
|
||||
for (int i = startIndex; i < eventList.Count; i++)
|
||||
{
|
||||
//find the first event that hasn't been sent in 1.5 * roundtriptime or at all
|
||||
float lastSent = 0;
|
||||
client.entityEventLastSent.TryGetValue(eventList[i].ID, out lastSent);
|
||||
|
||||
if (lastSent > NetTime.Now - client.Connection.AverageRoundtripTime * 1.5f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
eventsToSync.AddRange(eventList.GetRange(i, eventList.Count - i));
|
||||
break;
|
||||
}
|
||||
|
||||
return eventsToSync;
|
||||
}
|
||||
|
||||
public void InitClientMidRoundSync(Client client)
|
||||
{
|
||||
if (uniqueEvents.Count > 0)
|
||||
{
|
||||
client.UnreceivedEntityEventCount = (UInt32)uniqueEvents.Count;
|
||||
client.NeedsMidRoundSync = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
client.UnreceivedEntityEventCount = 0;
|
||||
client.NeedsMidRoundSync = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -248,6 +314,8 @@ namespace Barotrauma.Networking
|
||||
|
||||
bufferedEvents.Clear();
|
||||
|
||||
uniqueEvents.Clear();
|
||||
|
||||
server.ConnectedClients.ForEach(c => c.entityEventLastSent.Clear());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -49,7 +49,8 @@ namespace Barotrauma.Networking
|
||||
CHAT_MESSAGE,
|
||||
VOTE,
|
||||
ENTITY_POSITION,
|
||||
ENTITY_STATE,
|
||||
ENTITY_EVENT,
|
||||
ENTITY_EVENT_INITIAL,
|
||||
|
||||
ENTITY_SPAWN
|
||||
}
|
||||
@@ -127,7 +128,6 @@ namespace Barotrauma.Networking
|
||||
get { return inGameHUD; }
|
||||
}
|
||||
|
||||
|
||||
public virtual List<Client> ConnectedClients
|
||||
{
|
||||
get { return null; }
|
||||
|
||||
Reference in New Issue
Block a user