diff --git a/Barotrauma/BarotraumaServer/ServerSource/Networking/NetEntityEvent/ServerEntityEventManager.cs b/Barotrauma/BarotraumaServer/ServerSource/Networking/NetEntityEvent/ServerEntityEventManager.cs index 2025b7e97..a3262596c 100644 --- a/Barotrauma/BarotraumaServer/ServerSource/Networking/NetEntityEvent/ServerEntityEventManager.cs +++ b/Barotrauma/BarotraumaServer/ServerSource/Networking/NetEntityEvent/ServerEntityEventManager.cs @@ -1,19 +1,15 @@ using Barotrauma.Extensions; using Microsoft.Xna.Framework; using System; -using System.Collections.Concurrent; using System.Collections.Generic; using System.Linq; -using System.Threading; -using System.Threading.Tasks; -using static Barotrauma.EosInterface.Ownership; namespace Barotrauma.Networking { class ServerEntityEvent : NetEntityEvent { private IServerSerializable serializable; - + #if DEBUG public string StackTrace; #endif @@ -48,8 +44,6 @@ namespace Barotrauma.Networking class ServerEntityEventManager : NetEntityEventManager { - static public ServerEntityEventManager SEM; - private readonly List events; //list of unique events (i.e. !IsDuplicate) created during the round @@ -108,22 +102,8 @@ namespace Barotrauma.Networking private readonly GameServer server; private double lastEventCountHighWarning; - private class PendingCreateEvent - { - public IServerSerializable Entity; - public NetEntityEvent.IData Data; - public PendingCreateEvent(IServerSerializable entity, NetEntityEvent.IData data) - { - Entity = entity; - Data = data; - } - } - - private readonly ConcurrentQueue pendingCreateQueue; - - private readonly Task createEventTask; - - public ServerEntityEventManager(GameServer server) + + public ServerEntityEventManager(GameServer server) { events = new List(); @@ -133,86 +113,51 @@ namespace Barotrauma.Networking uniqueEvents = new List(); - pendingCreateQueue = new ConcurrentQueue(); - lastWarningTime = -10.0; - - SEM = this; - - createEventTask = Task.Run(async () => await CreateEventProcessorLoop()); - } - private Task CreateEventProcessorLoop() - { - while (true) - { - ProcessPendingCreateEvents(); - } } - private void ProcessPendingCreateEvents() - { - // Dequeue and process all pending events currently in the queue. - // Use a lock to synchronize modifications to shared lists / ID. - while (pendingCreateQueue.TryDequeue(out PendingCreateEvent pending)) - { - // The original CreateEvent logic (mostly unchanged) but executed under a lock - if (pending == null || pending.Entity == null) { continue; } - - var entity = pending.Entity; - var extraData = pending.Data; - - var newEvent = new ServerEntityEvent(entity, (UInt16)(ID + 1)); - if (extraData != null) newEvent.SetData(extraData); - - bool inGameClientsPresent = server.ConnectedClients.Count(c => c.InGame) > 0; - //remove old events that have been sent to all clients, they are redundant now - // keep at least one event in the list (lastSentToAll == e.ID) so we can use it to keep track of the latest ID - // and events less than 15 seconds old to give disconnected clients a bit of time to reconnect without getting desynced - if (GameMain.GameSession.RoundDuration > server.ServerSettings.RoundStartSyncDuration) - { - events.RemoveAll(e => - (NetIdUtils.IdMoreRecent(lastSentToAll, e.ID) || !inGameClientsPresent) && - e.CreateTime < Timing.TotalTime - server.ServerSettings.EventRemovalTime); - } - - bool duplicateFound = false; - for (int i = events.Count - 1; i >= 0; i--) - { - //we already have an identical event that's waiting to be sent - // -> no need to add a new one - if (events[i].IsDuplicate(newEvent) && !events[i].Sent) - { - duplicateFound = true; - break; - } - } - - if (duplicateFound) { continue; } - - 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, (UInt16)(uniqueEvents.Count + 1)); - uniqueEvent.SetData(extraData); - - uniqueEvents.Add(uniqueEvent); - } - } - } public void CreateEvent(IServerSerializable entity, NetEntityEvent.IData extraData = null) { if (!ValidateEntity(entity)) { return; } - // enqueue and let background task handle the rest - pendingCreateQueue.Enqueue(new PendingCreateEvent(entity, extraData)); + var newEvent = new ServerEntityEvent(entity, (UInt16)(ID + 1)); + if (extraData != null) newEvent.SetData(extraData); + + bool inGameClientsPresent = server.ConnectedClients.Count(c => c.InGame) > 0; + + //remove old events that have been sent to all clients, they are redundant now + // keep at least one event in the list (lastSentToAll == e.ID) so we can use it to keep track of the latest ID + // and events less than 15 seconds old to give disconnected clients a bit of time to reconnect without getting desynced + if (GameMain.GameSession.RoundDuration > server.ServerSettings.RoundStartSyncDuration) + { + events.RemoveAll(e => + (NetIdUtils.IdMoreRecent(lastSentToAll, e.ID) || !inGameClientsPresent) && + e.CreateTime < Timing.TotalTime - server.ServerSettings.EventRemovalTime); + } + + for (int i = events.Count - 1; i >= 0; i--) + { + //we already have an identical event that's waiting to be sent + // -> no need to add a new one + if (events[i].IsDuplicate(newEvent) && !events[i].Sent) return; + } + + 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, (UInt16)(uniqueEvents.Count + 1)); + uniqueEvent.SetData(extraData); + + uniqueEvents.Add(uniqueEvent); + } } + public void Update(List clients) { - foreach (BufferedEvent bufferedEvent in bufferedEvents) { if (bufferedEvent.Character == null || bufferedEvent.Character.IsDead) @@ -263,7 +208,7 @@ namespace Barotrauma.Networking { lastSentToAnyone = inGameClients[0].LastRecvEntityEventID; lastSentToAll = inGameClients[0].LastRecvEntityEventID; - + if (server.OwnerConnection != null) { var owner = clients.Find(c => c.Connection == server.OwnerConnection); @@ -279,8 +224,8 @@ namespace Barotrauma.Networking }); lastSentToAnyoneTime = events.Find(e => e.ID == lastSentToAnyone)?.CreateTime ?? Timing.TotalTime; - if (Timing.TotalTime - lastWarningTime > 5.0 && - Timing.TotalTime - lastSentToAnyoneTime > 10.0 && + if (Timing.TotalTime - lastWarningTime > 5.0 && + Timing.TotalTime - lastSentToAnyoneTime > 10.0 && GameMain.GameSession.RoundDuration > server.ServerSettings.RoundStartSyncDuration) { lastWarningTime = Timing.TotalTime; @@ -290,7 +235,7 @@ namespace Barotrauma.Networking events.ForEach(e => e.ResetCreateTime()); //TODO: reset clients if this happens, maybe do it if a majority are behind rather than all of them? } - + clients.Where(c => c.NeedsMidRoundSync).ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.FirstNewEventID)) lastSentToAll = (ushort)(c.FirstNewEventID - 1); }); ServerEntityEvent firstEventToResend = events.Find(e => e.ID == (ushort)(lastSentToAll + 1)); @@ -302,19 +247,19 @@ namespace Barotrauma.Networking // kick everyone that hasn't received it yet, this is way too old // UNLESS the event was created when the client was still midround syncing, // in which case we'll wait until the timeout runs out before kicking the client - List toKick = inGameClients.FindAll(c => + List toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.LastRecvEntityEventID) && (firstEventToResend.CreateTime > c.MidRoundSyncTimeOut || lastSentToAnyoneTime > c.MidRoundSyncTimeOut || Timing.TotalTime > c.MidRoundSyncTimeOut + 10.0)); toKick.ForEach(c => - { - DebugConsole.NewMessage(c.Name + " was kicked because they were expecting a very old network event (" + (c.LastRecvEntityEventID + 1).ToString() + ")", Color.Red); - GameServer.Log(GameServer.ClientLogName(c) + " was kicked because they were expecting a very old network event (" - + (c.LastRecvEntityEventID + 1).ToString() + - " (created " + (Timing.TotalTime - firstEventToResend.CreateTime).ToString("0.##") + " s ago, " + - (lastSentToAnyoneTime - firstEventToResend.CreateTime).ToString("0.##") + " s older than last event sent to anyone)" + - " Events queued: " + events.Count + ", last sent to all: " + lastSentToAll, ServerLog.MessageType.Error); - server.DisconnectClient(c, PeerDisconnectPacket.WithReason(DisconnectReason.ExcessiveDesyncOldEvent)); - } + { + DebugConsole.NewMessage(c.Name + " was kicked because they were expecting a very old network event (" + (c.LastRecvEntityEventID + 1).ToString() + ")", Color.Red); + GameServer.Log(GameServer.ClientLogName(c) + " was kicked because they were expecting a very old network event (" + + (c.LastRecvEntityEventID + 1).ToString() + + " (created " + (Timing.TotalTime - firstEventToResend.CreateTime).ToString("0.##") + " s ago, " + + (lastSentToAnyoneTime - firstEventToResend.CreateTime).ToString("0.##") + " s older than last event sent to anyone)" + + " Events queued: " + events.Count + ", last sent to all: " + lastSentToAll, ServerLog.MessageType.Error); + server.DisconnectClient(c, PeerDisconnectPacket.WithReason(DisconnectReason.ExcessiveDesyncOldEvent)); + } ); } @@ -401,7 +346,7 @@ namespace Barotrauma.Networking if (client.NeedsMidRoundSync) { - segmentTable.StartNewSegment(ServerNetSegment.EntityEventInitial); + segmentTable.StartNewSegment(ServerNetSegment.EntityEventInitial); msg.WriteUInt16(client.UnreceivedEntityEventCount); msg.WriteUInt16(client.FirstNewEventID); @@ -608,10 +553,10 @@ namespace Barotrauma.Networking { var clientEntity = entity as IClientSerializable; if (clientEntity == null) return; - + clientEntity.ServerEventRead(buffer, sender); } - + public void Clear() { ID = 0;