Rolled back ServerEntityEventManager

This commit is contained in:
NotAlwaysTrue
2025-12-22 15:56:29 +08:00
parent 4d4f1f8351
commit 9c2f300325
@@ -1,19 +1,15 @@
using Barotrauma.Extensions; using Barotrauma.Extensions;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using static Barotrauma.EosInterface.Ownership;
namespace Barotrauma.Networking namespace Barotrauma.Networking
{ {
class ServerEntityEvent : NetEntityEvent class ServerEntityEvent : NetEntityEvent
{ {
private IServerSerializable serializable; private IServerSerializable serializable;
#if DEBUG #if DEBUG
public string StackTrace; public string StackTrace;
#endif #endif
@@ -48,8 +44,6 @@ namespace Barotrauma.Networking
class ServerEntityEventManager : NetEntityEventManager class ServerEntityEventManager : NetEntityEventManager
{ {
static public ServerEntityEventManager SEM;
private readonly List<ServerEntityEvent> events; private readonly List<ServerEntityEvent> events;
//list of unique events (i.e. !IsDuplicate) created during the round //list of unique events (i.e. !IsDuplicate) created during the round
@@ -108,22 +102,8 @@ namespace Barotrauma.Networking
private readonly GameServer server; private readonly GameServer server;
private double lastEventCountHighWarning; private double lastEventCountHighWarning;
private class PendingCreateEvent
{ public ServerEntityEventManager(GameServer server)
public IServerSerializable Entity;
public NetEntityEvent.IData Data;
public PendingCreateEvent(IServerSerializable entity, NetEntityEvent.IData data)
{
Entity = entity;
Data = data;
}
}
private readonly ConcurrentQueue<PendingCreateEvent> pendingCreateQueue;
private readonly Task createEventTask;
public ServerEntityEventManager(GameServer server)
{ {
events = new List<ServerEntityEvent>(); events = new List<ServerEntityEvent>();
@@ -133,86 +113,51 @@ namespace Barotrauma.Networking
uniqueEvents = new List<ServerEntityEvent>(); uniqueEvents = new List<ServerEntityEvent>();
pendingCreateQueue = new ConcurrentQueue<PendingCreateEvent>();
lastWarningTime = -10.0; 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) public void CreateEvent(IServerSerializable entity, NetEntityEvent.IData extraData = null)
{ {
if (!ValidateEntity(entity)) { return; } if (!ValidateEntity(entity)) { return; }
// enqueue and let background task handle the rest var newEvent = new ServerEntityEvent(entity, (UInt16)(ID + 1));
pendingCreateQueue.Enqueue(new PendingCreateEvent(entity, extraData)); 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<Client> clients) public void Update(List<Client> clients)
{ {
foreach (BufferedEvent bufferedEvent in bufferedEvents) foreach (BufferedEvent bufferedEvent in bufferedEvents)
{ {
if (bufferedEvent.Character == null || bufferedEvent.Character.IsDead) if (bufferedEvent.Character == null || bufferedEvent.Character.IsDead)
@@ -263,7 +208,7 @@ namespace Barotrauma.Networking
{ {
lastSentToAnyone = inGameClients[0].LastRecvEntityEventID; lastSentToAnyone = inGameClients[0].LastRecvEntityEventID;
lastSentToAll = inGameClients[0].LastRecvEntityEventID; lastSentToAll = inGameClients[0].LastRecvEntityEventID;
if (server.OwnerConnection != null) if (server.OwnerConnection != null)
{ {
var owner = clients.Find(c => c.Connection == server.OwnerConnection); 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; lastSentToAnyoneTime = events.Find(e => e.ID == lastSentToAnyone)?.CreateTime ?? Timing.TotalTime;
if (Timing.TotalTime - lastWarningTime > 5.0 && if (Timing.TotalTime - lastWarningTime > 5.0 &&
Timing.TotalTime - lastSentToAnyoneTime > 10.0 && Timing.TotalTime - lastSentToAnyoneTime > 10.0 &&
GameMain.GameSession.RoundDuration > server.ServerSettings.RoundStartSyncDuration) GameMain.GameSession.RoundDuration > server.ServerSettings.RoundStartSyncDuration)
{ {
lastWarningTime = Timing.TotalTime; lastWarningTime = Timing.TotalTime;
@@ -290,7 +235,7 @@ namespace Barotrauma.Networking
events.ForEach(e => e.ResetCreateTime()); events.ForEach(e => e.ResetCreateTime());
//TODO: reset clients if this happens, maybe do it if a majority are behind rather than all of them? //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); }); 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)); 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 // 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, // 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 // in which case we'll wait until the timeout runs out before kicking the client
List<Client> toKick = inGameClients.FindAll(c => List<Client> toKick = inGameClients.FindAll(c =>
NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.LastRecvEntityEventID) && NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.LastRecvEntityEventID) &&
(firstEventToResend.CreateTime > c.MidRoundSyncTimeOut || lastSentToAnyoneTime > c.MidRoundSyncTimeOut || Timing.TotalTime > c.MidRoundSyncTimeOut + 10.0)); (firstEventToResend.CreateTime > c.MidRoundSyncTimeOut || lastSentToAnyoneTime > c.MidRoundSyncTimeOut || Timing.TotalTime > c.MidRoundSyncTimeOut + 10.0));
toKick.ForEach(c => toKick.ForEach(c =>
{ {
DebugConsole.NewMessage(c.Name + " was kicked because they were expecting a very old network event (" + (c.LastRecvEntityEventID + 1).ToString() + ")", Color.Red); 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 (" GameServer.Log(GameServer.ClientLogName(c) + " was kicked because they were expecting a very old network event ("
+ (c.LastRecvEntityEventID + 1).ToString() + + (c.LastRecvEntityEventID + 1).ToString() +
" (created " + (Timing.TotalTime - firstEventToResend.CreateTime).ToString("0.##") + " s ago, " + " (created " + (Timing.TotalTime - firstEventToResend.CreateTime).ToString("0.##") + " s ago, " +
(lastSentToAnyoneTime - firstEventToResend.CreateTime).ToString("0.##") + " s older than last event sent to anyone)" + (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); " Events queued: " + events.Count + ", last sent to all: " + lastSentToAll, ServerLog.MessageType.Error);
server.DisconnectClient(c, PeerDisconnectPacket.WithReason(DisconnectReason.ExcessiveDesyncOldEvent)); server.DisconnectClient(c, PeerDisconnectPacket.WithReason(DisconnectReason.ExcessiveDesyncOldEvent));
} }
); );
} }
@@ -401,7 +346,7 @@ namespace Barotrauma.Networking
if (client.NeedsMidRoundSync) if (client.NeedsMidRoundSync)
{ {
segmentTable.StartNewSegment(ServerNetSegment.EntityEventInitial); segmentTable.StartNewSegment(ServerNetSegment.EntityEventInitial);
msg.WriteUInt16(client.UnreceivedEntityEventCount); msg.WriteUInt16(client.UnreceivedEntityEventCount);
msg.WriteUInt16(client.FirstNewEventID); msg.WriteUInt16(client.FirstNewEventID);
@@ -608,10 +553,10 @@ namespace Barotrauma.Networking
{ {
var clientEntity = entity as IClientSerializable; var clientEntity = entity as IClientSerializable;
if (clientEntity == null) return; if (clientEntity == null) return;
clientEntity.ServerEventRead(buffer, sender); clientEntity.ServerEventRead(buffer, sender);
} }
public void Clear() public void Clear()
{ {
ID = 0; ID = 0;