Improved Networking
Network messages are now sent through a 2-byte Id to minimize overhead of using strings.
This commit is contained in:
@@ -0,0 +1,137 @@
|
||||
using Barotrauma.Networking;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class LuaCsNetworking
|
||||
{
|
||||
private Dictionary<ushort, Queue<IReadMessage>> receiveQueue = new Dictionary<ushort, Queue<IReadMessage>>();
|
||||
|
||||
public void SendSyncMessage()
|
||||
{
|
||||
WriteOnlyMessage message = new WriteOnlyMessage();
|
||||
message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
|
||||
message.WriteByte((byte)LuaCsClientToServer.RequestAllIds);
|
||||
GameMain.Client.ClientPeer.Send(message, DeliveryMethod.ReliableOrdered);
|
||||
}
|
||||
|
||||
public void NetMessageReceived(IReadMessage netMessage, ServerPacketHeader header, Client client = null)
|
||||
{
|
||||
if (header != ServerPacketHeader.LUA_NET_MESSAGE)
|
||||
{
|
||||
GameMain.LuaCs.Hook.Call("netMessageReceived", netMessage, header, client);
|
||||
return;
|
||||
}
|
||||
|
||||
LuaCsServerToClient luaCsHeader = (LuaCsServerToClient)netMessage.ReadByte();
|
||||
|
||||
switch (luaCsHeader)
|
||||
{
|
||||
case LuaCsServerToClient.NetMessageString:
|
||||
HandleNetMessageString(netMessage);
|
||||
break;
|
||||
|
||||
case LuaCsServerToClient.NetMessageId:
|
||||
HandleNetMessageId(netMessage);
|
||||
break;
|
||||
|
||||
case LuaCsServerToClient.ReceiveIds:
|
||||
ReadIds(netMessage);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public IWriteMessage Start(string netMessageName)
|
||||
{
|
||||
var message = new WriteOnlyMessage();
|
||||
|
||||
message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
|
||||
|
||||
if (stringToId.ContainsKey(netMessageName))
|
||||
{
|
||||
message.WriteByte((byte)LuaCsClientToServer.NetMessageId);
|
||||
message.WriteUInt16(stringToId[netMessageName]);
|
||||
}
|
||||
else
|
||||
{
|
||||
message.WriteByte((byte)LuaCsClientToServer.NetMessageString);
|
||||
message.WriteString(netMessageName);
|
||||
}
|
||||
|
||||
return message;
|
||||
}
|
||||
|
||||
public void Receive(string netMessageName, LuaCsAction callback)
|
||||
{
|
||||
RequestId(netMessageName);
|
||||
|
||||
netReceives[netMessageName] = callback;
|
||||
}
|
||||
|
||||
public void RequestId(string netMessageName)
|
||||
{
|
||||
if (stringToId.ContainsKey(netMessageName)) { return; }
|
||||
|
||||
WriteOnlyMessage message = new WriteOnlyMessage();
|
||||
message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
|
||||
message.WriteByte((byte)LuaCsClientToServer.RequestSingleId);
|
||||
|
||||
message.WriteString(netMessageName);
|
||||
|
||||
Send(message, DeliveryMethod.ReliableOrdered);
|
||||
}
|
||||
|
||||
public void Send(IWriteMessage netMessage, DeliveryMethod deliveryMethod = DeliveryMethod.Reliable)
|
||||
{
|
||||
GameMain.Client.ClientPeer.Send(netMessage, deliveryMethod);
|
||||
}
|
||||
|
||||
private void HandleNetMessageId(IReadMessage netMessage, Client client = null)
|
||||
{
|
||||
ushort id = netMessage.ReadUInt16();
|
||||
|
||||
if (idToString.ContainsKey(id))
|
||||
{
|
||||
string name = idToString[id];
|
||||
|
||||
HandleNetMessage(netMessage, name, client);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!receiveQueue.ContainsKey(id)) { receiveQueue[id] = new Queue<IReadMessage>(); }
|
||||
receiveQueue[id].Enqueue(netMessage);
|
||||
#if DEBUG
|
||||
LuaCsLogger.LogMessage($"Received NetMessage with unknown id {id} from server, storing in queue in case we receive the id later.");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
private void ReadIds(IReadMessage netMessage)
|
||||
{
|
||||
ushort size = netMessage.ReadUInt16();
|
||||
|
||||
for (int i = 0; i < size; i++)
|
||||
{
|
||||
ushort id = netMessage.ReadUInt16();
|
||||
string name = netMessage.ReadString();
|
||||
|
||||
idToString[id] = name;
|
||||
stringToId[name] = id;
|
||||
|
||||
if (!receiveQueue.ContainsKey(id))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
while (receiveQueue[id].TryDequeue(out var queueMessage))
|
||||
{
|
||||
if (netReceives.ContainsKey(name))
|
||||
{
|
||||
netReceives[name](netMessage, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user