Unstable 0.16.0.0
This commit is contained in:
@@ -0,0 +1,386 @@
|
||||
#nullable enable
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Immutable;
|
||||
using System.Linq;
|
||||
using Barotrauma.Extensions;
|
||||
using Barotrauma.Networking;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
internal partial class MedicalClinic
|
||||
{
|
||||
public enum RequestResult
|
||||
{
|
||||
Undecided,
|
||||
Success,
|
||||
Error,
|
||||
Timeout
|
||||
}
|
||||
|
||||
public readonly struct RequestAction<T>
|
||||
{
|
||||
public readonly Action<T> Callback;
|
||||
public readonly DateTimeOffset Timeout;
|
||||
|
||||
public RequestAction(Action<T> callback, DateTimeOffset timeout)
|
||||
{
|
||||
Callback = callback;
|
||||
Timeout = timeout;
|
||||
}
|
||||
}
|
||||
|
||||
public readonly struct AfflictionRequest
|
||||
{
|
||||
public readonly RequestResult Result;
|
||||
public readonly ImmutableArray<NetAffliction> Afflictions;
|
||||
|
||||
public AfflictionRequest(RequestResult result, ImmutableArray<NetAffliction> afflictions)
|
||||
{
|
||||
Result = result;
|
||||
Afflictions = afflictions;
|
||||
}
|
||||
}
|
||||
|
||||
public readonly struct PendingRequest
|
||||
{
|
||||
public readonly RequestResult Result;
|
||||
public readonly ImmutableArray<NetCrewMember> CrewMembers;
|
||||
|
||||
public PendingRequest(RequestResult result, ImmutableArray<NetCrewMember> crewMembers)
|
||||
{
|
||||
Result = result;
|
||||
CrewMembers = crewMembers;
|
||||
}
|
||||
}
|
||||
|
||||
public readonly struct CallbackOnlyRequest
|
||||
{
|
||||
public readonly RequestResult Result;
|
||||
|
||||
public CallbackOnlyRequest(RequestResult result)
|
||||
{
|
||||
Result = result;
|
||||
}
|
||||
}
|
||||
|
||||
public readonly struct HealRequest
|
||||
{
|
||||
public readonly RequestResult Result;
|
||||
public readonly HealRequestResult HealResult;
|
||||
|
||||
public HealRequest(RequestResult result, HealRequestResult healResult)
|
||||
{
|
||||
Result = result;
|
||||
HealResult = healResult;
|
||||
}
|
||||
}
|
||||
|
||||
private readonly List<RequestAction<AfflictionRequest>> afflictionRequests = new List<RequestAction<AfflictionRequest>>();
|
||||
private readonly List<RequestAction<PendingRequest>> pendingHealRequests = new List<RequestAction<PendingRequest>>();
|
||||
private readonly List<RequestAction<CallbackOnlyRequest>> clearAllRequests = new List<RequestAction<CallbackOnlyRequest>>();
|
||||
private readonly List<RequestAction<HealRequest>> healAllRequests = new List<RequestAction<HealRequest>>();
|
||||
private readonly List<RequestAction<CallbackOnlyRequest>> addRequests = new List<RequestAction<CallbackOnlyRequest>>();
|
||||
private readonly List<RequestAction<CallbackOnlyRequest>> removeRequests = new List<RequestAction<CallbackOnlyRequest>>();
|
||||
|
||||
public void RequestAfflictions(CharacterInfo info, Action<AfflictionRequest> onReceived)
|
||||
{
|
||||
if (GameMain.IsSingleplayer)
|
||||
{
|
||||
#if DEBUG && LINUX
|
||||
if (Screen.Selected is TestScreen)
|
||||
{
|
||||
onReceived.Invoke(new AfflictionRequest(RequestResult.Success, TestAfflictions.ToImmutableArray()));
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!(info is { Character: { CharacterHealth: { } health } }))
|
||||
{
|
||||
onReceived.Invoke(new AfflictionRequest(RequestResult.Error, ImmutableArray<NetAffliction>.Empty));
|
||||
return;
|
||||
}
|
||||
|
||||
ImmutableArray<NetAffliction> pendingAfflictions = GetAllAfflictions(health).ToImmutableArray();
|
||||
onReceived.Invoke(new AfflictionRequest(RequestResult.Success, pendingAfflictions));
|
||||
return;
|
||||
}
|
||||
|
||||
afflictionRequests.Add(new RequestAction<AfflictionRequest>(onReceived, GetTimeout()));
|
||||
SendAfflictionRequest(info);
|
||||
}
|
||||
|
||||
public void RequestLatestPending(Action<PendingRequest> onReceived)
|
||||
{
|
||||
// no need to worry about syncing when there's only one pair of eyes capable of looking at the UI
|
||||
if (GameMain.IsSingleplayer) { return; }
|
||||
|
||||
pendingHealRequests.Add(new RequestAction<PendingRequest>(onReceived, GetTimeout()));
|
||||
SendPendingRequest();
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
DateTimeOffset now = DateTimeOffset.Now;
|
||||
UpdateQueue(afflictionRequests, now, onTimeout: callback => { callback(new AfflictionRequest(RequestResult.Timeout, ImmutableArray<NetAffliction>.Empty)); });
|
||||
UpdateQueue(pendingHealRequests, now, onTimeout: callback => { callback(new PendingRequest(RequestResult.Timeout, ImmutableArray<NetCrewMember>.Empty)); });
|
||||
UpdateQueue(healAllRequests, now, onTimeout: callback => { callback(new HealRequest(RequestResult.Timeout, HealRequestResult.Unknown)); });
|
||||
UpdateQueue(clearAllRequests, now, onTimeout: CallbackOnlyTimeout);
|
||||
UpdateQueue(addRequests, now, onTimeout: CallbackOnlyTimeout);
|
||||
UpdateQueue(removeRequests, now, onTimeout: CallbackOnlyTimeout);
|
||||
|
||||
void CallbackOnlyTimeout(Action<CallbackOnlyRequest> callback) { callback(new CallbackOnlyRequest(RequestResult.Timeout)); }
|
||||
}
|
||||
|
||||
public bool IsAfflictionPending(NetCrewMember character, NetAffliction affliction)
|
||||
{
|
||||
foreach (NetCrewMember crewMember in PendingHeals)
|
||||
{
|
||||
if (!crewMember.CharacterEquals(character)) { continue; }
|
||||
|
||||
return crewMember.Afflictions.Any(a => a.AfflictionEquals(affliction));
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool TryDequeue<T>(List<RequestAction<T>> requestQueue, out Action<T> result)
|
||||
{
|
||||
RequestAction<T>? first = requestQueue.FirstOrNull();
|
||||
if (!(first is { } action))
|
||||
{
|
||||
result = _ => { };
|
||||
return false;
|
||||
}
|
||||
|
||||
requestQueue.Remove(action);
|
||||
result = action.Callback;
|
||||
return true;
|
||||
}
|
||||
|
||||
private static void UpdateQueue<T>(List<RequestAction<T>> requestQueue, DateTimeOffset now, Action<Action<T>> onTimeout)
|
||||
{
|
||||
HashSet<RequestAction<T>>? removals = null;
|
||||
foreach (RequestAction<T> action in requestQueue)
|
||||
{
|
||||
if (action.Timeout < now)
|
||||
{
|
||||
onTimeout.Invoke(action.Callback);
|
||||
|
||||
removals ??= new HashSet<RequestAction<T>>();
|
||||
removals.Add(action);
|
||||
}
|
||||
}
|
||||
|
||||
if (removals is null) { return; }
|
||||
|
||||
foreach (RequestAction<T> action in removals)
|
||||
{
|
||||
requestQueue.Remove(action);
|
||||
}
|
||||
}
|
||||
|
||||
// if you have more than 5000 ping there are probably more important things to worry about but hey just in case
|
||||
private static DateTimeOffset GetTimeout() => DateTimeOffset.Now.AddSeconds(5).AddMilliseconds(GetPing());
|
||||
|
||||
private static int GetPing()
|
||||
{
|
||||
if (GameMain.IsSingleplayer || !(GameMain.Client?.Name is { } ownName) || !(GameMain.NetworkMember?.ConnectedClients is { } clients)) { return 0; }
|
||||
|
||||
return (from client in clients where client.Name == ownName select client.Ping).FirstOrDefault();
|
||||
}
|
||||
|
||||
public void HealAllButtonAction(Action<HealRequest> onReceived)
|
||||
{
|
||||
if (GameMain.IsSingleplayer)
|
||||
{
|
||||
HealRequestResult result = HealAllPending();
|
||||
onReceived(new HealRequest(RequestResult.Success, HealAllPending()));
|
||||
if (result == HealRequestResult.Success)
|
||||
{
|
||||
OnUpdate?.Invoke();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
healAllRequests.Add(new RequestAction<HealRequest>(onReceived, GetTimeout()));
|
||||
ClientSend(null, NetworkHeader.HEAL_PENDING, DeliveryMethod.Reliable);
|
||||
}
|
||||
|
||||
public void ClearAllButtonAction(Action<CallbackOnlyRequest> onReceived)
|
||||
{
|
||||
if (GameMain.IsSingleplayer)
|
||||
{
|
||||
ClearPendingHeals();
|
||||
onReceived(new CallbackOnlyRequest(RequestResult.Success));
|
||||
OnUpdate?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
clearAllRequests.Add(new RequestAction<CallbackOnlyRequest>(onReceived, GetTimeout()));
|
||||
ClientSend(null, NetworkHeader.CLEAR_PENDING, DeliveryMethod.Reliable);
|
||||
}
|
||||
|
||||
private void ClearRequstReceived()
|
||||
{
|
||||
ClearPendingHeals();
|
||||
if (TryDequeue(clearAllRequests, out var callback))
|
||||
{
|
||||
callback(new CallbackOnlyRequest(RequestResult.Success));
|
||||
}
|
||||
OnUpdate?.Invoke();
|
||||
}
|
||||
|
||||
private void HealRequestReceived(IReadMessage inc)
|
||||
{
|
||||
NetHealRequest request = INetSerializableStruct.Read<NetHealRequest>(inc);
|
||||
if (request.Result == HealRequestResult.Success)
|
||||
{
|
||||
HealAllPending(force: true);
|
||||
}
|
||||
|
||||
if (TryDequeue(healAllRequests, out var callback))
|
||||
{
|
||||
callback(new HealRequest(RequestResult.Success, request.Result));
|
||||
}
|
||||
|
||||
OnUpdate?.Invoke();
|
||||
}
|
||||
|
||||
public void AddPendingButtonAction(NetCrewMember crewMember, Action<CallbackOnlyRequest> onReceived)
|
||||
{
|
||||
if (GameMain.IsSingleplayer)
|
||||
{
|
||||
InsertPendingCrewMember(crewMember);
|
||||
onReceived(new CallbackOnlyRequest(RequestResult.Success));
|
||||
OnUpdate?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
addRequests.Add(new RequestAction<CallbackOnlyRequest>(onReceived, GetTimeout()));
|
||||
ClientSend(crewMember, NetworkHeader.ADD_PENDING, DeliveryMethod.Reliable);
|
||||
}
|
||||
|
||||
public void RemovePendingButtonAction(NetCrewMember crewMember, NetAffliction affliction, Action<CallbackOnlyRequest> onReceived)
|
||||
{
|
||||
if (GameMain.IsSingleplayer)
|
||||
{
|
||||
RemovePendingAffliction(crewMember, affliction);
|
||||
onReceived(new CallbackOnlyRequest(RequestResult.Success));
|
||||
OnUpdate?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
INetSerializableStruct removedAffliction = new NetRemovedAffliction
|
||||
{
|
||||
CrewMember = crewMember,
|
||||
Affliction = affliction
|
||||
};
|
||||
|
||||
removeRequests.Add(new RequestAction<CallbackOnlyRequest>(onReceived, GetTimeout()));
|
||||
ClientSend(removedAffliction, NetworkHeader.REMOVE_PENDING, DeliveryMethod.Reliable);
|
||||
}
|
||||
|
||||
private void NewAdditonReceived(IReadMessage inc, MessageFlag flag)
|
||||
{
|
||||
NetCrewMember crewMember = INetSerializableStruct.Read<NetCrewMember>(inc);
|
||||
InsertPendingCrewMember(crewMember);
|
||||
if (flag == MessageFlag.Response && TryDequeue(addRequests, out var callback))
|
||||
{
|
||||
callback(new CallbackOnlyRequest(RequestResult.Success));
|
||||
}
|
||||
OnUpdate?.Invoke();
|
||||
}
|
||||
|
||||
private void NewRemovalReceived(IReadMessage inc, MessageFlag flag)
|
||||
{
|
||||
NetRemovedAffliction removed = INetSerializableStruct.Read<NetRemovedAffliction>(inc);
|
||||
RemovePendingAffliction(removed.CrewMember, removed.Affliction);
|
||||
if (flag == MessageFlag.Response && TryDequeue(removeRequests, out var callback))
|
||||
{
|
||||
callback(new CallbackOnlyRequest(RequestResult.Success));
|
||||
}
|
||||
OnUpdate?.Invoke();
|
||||
}
|
||||
|
||||
private static void SendAfflictionRequest(CharacterInfo info)
|
||||
{
|
||||
INetSerializableStruct crewMember = new NetCrewMember
|
||||
{
|
||||
CharacterInfo = info,
|
||||
Afflictions = Array.Empty<NetAffliction>()
|
||||
};
|
||||
|
||||
ClientSend(crewMember, NetworkHeader.REQUEST_AFFLICTIONS, DeliveryMethod.Unreliable);
|
||||
}
|
||||
|
||||
private static void SendPendingRequest()
|
||||
{
|
||||
ClientSend(null, NetworkHeader.REQUEST_PENDING, DeliveryMethod.Reliable);
|
||||
}
|
||||
|
||||
private void AfflictionRequestReceived(IReadMessage inc)
|
||||
{
|
||||
NetCrewMember crewMember = INetSerializableStruct.Read<NetCrewMember>(inc);
|
||||
if (TryDequeue(afflictionRequests, out var callback))
|
||||
{
|
||||
RequestResult result = crewMember.CharacterInfoID == 0 ? RequestResult.Error : RequestResult.Success;
|
||||
callback(new AfflictionRequest(result, crewMember.Afflictions.ToImmutableArray()));
|
||||
}
|
||||
}
|
||||
|
||||
private void PendingRequestReceived(IReadMessage inc)
|
||||
{
|
||||
NetPendingCrew pendingCrew = INetSerializableStruct.Read<NetPendingCrew>(inc);
|
||||
if (TryDequeue(pendingHealRequests, out var callback))
|
||||
{
|
||||
callback(new PendingRequest(RequestResult.Success, pendingCrew.CrewMembers.ToImmutableArray()));
|
||||
}
|
||||
}
|
||||
|
||||
private static IWriteMessage StartSending()
|
||||
{
|
||||
IWriteMessage writeMessage = new WriteOnlyMessage();
|
||||
writeMessage.Write((byte)ClientPacketHeader.MEDICAL);
|
||||
return writeMessage;
|
||||
}
|
||||
|
||||
private static void ClientSend(INetSerializableStruct? netStruct, NetworkHeader header, DeliveryMethod deliveryMethod)
|
||||
{
|
||||
IWriteMessage msg = StartSending();
|
||||
msg.Write((byte)header);
|
||||
netStruct?.Write(msg);
|
||||
GameMain.Client.ClientPeer?.Send(msg, deliveryMethod);
|
||||
}
|
||||
|
||||
public void ClientRead(IReadMessage inc)
|
||||
{
|
||||
NetworkHeader header = (NetworkHeader)inc.ReadByte();
|
||||
MessageFlag flag = (MessageFlag)inc.ReadByte();
|
||||
|
||||
switch (header)
|
||||
{
|
||||
case NetworkHeader.REQUEST_AFFLICTIONS:
|
||||
AfflictionRequestReceived(inc);
|
||||
break;
|
||||
case NetworkHeader.REQUEST_PENDING:
|
||||
PendingRequestReceived(inc);
|
||||
break;
|
||||
case NetworkHeader.ADD_PENDING:
|
||||
NewAdditonReceived(inc, flag);
|
||||
break;
|
||||
case NetworkHeader.REMOVE_PENDING:
|
||||
NewRemovalReceived(inc, flag);
|
||||
break;
|
||||
case NetworkHeader.HEAL_PENDING:
|
||||
HealRequestReceived(inc);
|
||||
break;
|
||||
case NetworkHeader.CLEAR_PENDING:
|
||||
ClearRequstReceived();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user