Converted UInt32 ID's to UInt16
TODO: test everything, make sure nothing broke
This commit is contained in:
@@ -73,13 +73,7 @@ namespace Barotrauma.Items.Components
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public ItemComponent Parent;
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private string msg;
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protected UInt32 netStateID;
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public UInt32 NetStateID
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{
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get { return netStateID; }
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}
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[HasDefaultValue(0.0f, false)]
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public float PickingTime
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{
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@@ -64,13 +64,7 @@ namespace Barotrauma
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//a dictionary containing lists of the status effects in all the components of the item
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private Dictionary<ActionType, List<StatusEffect>> statusEffectLists;
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private UInt32 netStateID;
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public UInt32 NetStateID
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{
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get { return netStateID; }
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}
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public readonly Dictionary<string, ObjectProperty> properties;
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public Dictionary<string, ObjectProperty> ObjectProperties
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{
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@@ -63,12 +63,6 @@ namespace Barotrauma
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bool isHorizontal;
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private UInt32 netStateID;
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public UInt32 NetStateID
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{
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get { return netStateID; }
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}
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public SpriteEffects SpriteEffects = SpriteEffects.None;
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public bool resizeHorizontal
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@@ -135,16 +135,7 @@ namespace Barotrauma
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return hash;
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}
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}
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private UInt32 netStateID;
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public UInt32 NetStateID
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{
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get
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{
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return netStateID;
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}
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}
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public static List<Submarine> Loaded
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{
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get { return loaded; }
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@@ -36,10 +36,10 @@ namespace Barotrauma.Networking
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public UInt16 lastSentChatMsgID = 0; //last msg this client said
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public UInt16 lastRecvChatMsgID = 0; //last msg this client knows about
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public UInt32 lastSentEntityEventID = 0;
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public UInt32 lastRecvEntityEventID = 0;
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public UInt16 lastSentEntityEventID = 0;
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public UInt16 lastRecvEntityEventID = 0;
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public UInt32 lastRecvEntitySpawnID = 0;
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public UInt16 lastRecvEntitySpawnID = 0;
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public List<ChatMessage> chatMsgQueue = new List<ChatMessage>();
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public UInt16 lastChatMsgQueueID;
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@@ -49,13 +49,13 @@ namespace Barotrauma.Networking
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public bool NeedsMidRoundSync;
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//how many unique events the client missed before joining the server
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public UInt32 UnreceivedEntityEventCount;
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public UInt16 UnreceivedEntityEventCount;
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private List<Client> kickVoters;
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//when was a specific entity event last sent to the client
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// key = event id, value = NetTime.Now when sending
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public Dictionary<UInt32, float> entityEventLastSent;
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public Dictionary<UInt16, float> entityEventLastSent;
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public bool ReadyToStart;
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@@ -104,7 +104,7 @@ namespace Barotrauma.Networking
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jobPreferences = new List<JobPrefab>(JobPrefab.List.GetRange(0, 3));
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entityEventLastSent = new Dictionary<UInt32, float>();
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entityEventLastSent = new Dictionary<UInt16, float>();
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}
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public static bool IsValidName(string name)
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@@ -10,7 +10,7 @@ namespace Barotrauma
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{
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private enum SpawnableType { Item, Character };
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public UInt32 NetStateID
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public UInt16 NetStateID
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{
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get;
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private set;
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@@ -138,7 +138,7 @@ namespace Barotrauma
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spawnHistory.Add(new SpawnOrRemove(entity, true));
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entity.Remove();
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NetStateID = (UInt32)spawnHistory.Count;
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NetStateID = (UInt16)spawnHistory.Count;
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}
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}
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@@ -149,7 +149,7 @@ namespace Barotrauma
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spawnHistory.Add(new SpawnOrRemove(entity, false));
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NetStateID = (UInt32)spawnHistory.Count;
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NetStateID = (UInt16)spawnHistory.Count;
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}
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public void AddToSpawnedList(IEnumerable<Entity> entities)
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@@ -160,7 +160,7 @@ namespace Barotrauma
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foreach (Entity entity in entities)
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{
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spawnHistory.Add(new SpawnOrRemove(entity, false));
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NetStateID = (UInt32)spawnHistory.Count;
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NetStateID = (UInt16)spawnHistory.Count;
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}
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}
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@@ -171,7 +171,7 @@ namespace Barotrauma
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//skip items that the client already knows about
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List<SpawnOrRemove> entities = spawnHistory.Skip((int)client.lastRecvEntitySpawnID).ToList();
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message.Write((UInt32)spawnHistory.Count);
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message.Write((UInt16)spawnHistory.Count);
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message.Write((UInt16)entities.Count);
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for (int i = 0; i < entities.Count; i++)
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@@ -202,7 +202,7 @@ namespace Barotrauma
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{
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if (GameMain.Server != null) return;
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UInt32 ID = message.ReadUInt32();
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UInt16 ID = message.ReadUInt16();
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var entityCount = message.ReadUInt16();
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for (int i = 0; i < entityCount; i++)
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@@ -214,7 +214,7 @@ namespace Barotrauma
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ushort entityId = message.ReadUInt16();
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var entity = Entity.FindEntityByID(entityId);
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if (entity == null || ID - entityCount + i < NetStateID) continue; //already removed
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if (entity == null || NetIdUtils.IdMoreRecent(NetStateID,(UInt16)(ID - entityCount + i))) continue; //already removed
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entity.Remove();
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}
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@@ -223,10 +223,10 @@ namespace Barotrauma
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switch (message.ReadByte())
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{
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case (byte)SpawnableType.Item:
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Item.ReadSpawnData(message, ID - entityCount + i >= NetStateID);
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Item.ReadSpawnData(message, NetIdUtils.IdMoreRecent((UInt16)(ID - entityCount + i),(UInt16)(NetStateID+1)));
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break;
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case (byte)SpawnableType.Character:
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Character.ReadSpawnData(message, ID - entityCount + i >= NetStateID);
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Character.ReadSpawnData(message, NetIdUtils.IdMoreRecent((UInt16)(ID - entityCount + i), (UInt16)(NetStateID + 1)));
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break;
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default:
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DebugConsole.ThrowError("Received invalid entity spawn message (unknown spawnable type)");
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@@ -39,7 +39,7 @@ namespace Barotrauma.Networking
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private UInt16 lastQueueChatMsgID = 0; //last message added to the queue
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private List<ChatMessage> chatMsgQueue = new List<ChatMessage>();
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public UInt32 LastSentEntityEventID;
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public UInt16 LastSentEntityEventID;
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private ClientEntityEventManager entityEventManager;
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@@ -875,7 +875,7 @@ namespace Barotrauma.Networking
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{
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case ServerNetObject.SYNC_IDS:
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lastSentChatMsgID = inc.ReadUInt16();
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LastSentEntityEventID = inc.ReadUInt32();
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LastSentEntityEventID = inc.ReadUInt16();
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break;
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case ServerNetObject.ENTITY_POSITION:
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UInt16 id = inc.ReadUInt16();
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@@ -634,17 +634,13 @@ namespace Barotrauma.Networking
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//TODO: might want to use a clever class for this
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UInt16 lastRecvChatMsgID = inc.ReadUInt16();
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UInt32 lastRecvEntitySpawnID = inc.ReadUInt32();
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UInt32 lastRecvEntityEventID = inc.ReadUInt32();
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UInt16 lastRecvEntitySpawnID = inc.ReadUInt16();
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UInt16 lastRecvEntityEventID = inc.ReadUInt16();
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//last msgs we've created/sent, the client IDs should never be higher than these
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UInt32 lastEntitySpawnID = Entity.Spawner.NetStateID;
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UInt32 lastEntityEventID = entityEventManager.Events.Count == 0 ? 0 : entityEventManager.Events.Last().ID;
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Debug.Assert(
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c.lastRecvEntityEventID.GetType() == typeof(UInt32),
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"Event ID type changed, you may need to reimplement MidRound syncing logic to handle ID wraparound");
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UInt16 lastEntitySpawnID = Entity.Spawner.NetStateID;
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UInt16 lastEntityEventID = entityEventManager.Events.Count == 0 ? (UInt16)0 : entityEventManager.Events.Last().ID;
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if (c.NeedsMidRoundSync)
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{
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//received all the old events -> client in sync, we can switch to normal behavior
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@@ -655,7 +651,7 @@ namespace Barotrauma.Networking
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}
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else
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{
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lastEntityEventID = (uint)c.UnreceivedEntityEventCount - 1;
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lastEntityEventID = (UInt16)(c.UnreceivedEntityEventCount - 1);
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}
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}
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@@ -672,8 +668,12 @@ namespace Barotrauma.Networking
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#endif
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c.lastRecvChatMsgID = NetIdUtils.Clamp(c.lastRecvChatMsgID, lastRecvChatMsgID, c.lastChatMsgQueueID);
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c.lastRecvEntitySpawnID = Math.Min(Math.Max(c.lastRecvEntitySpawnID, lastRecvEntitySpawnID), lastEntitySpawnID);
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c.lastRecvEntityEventID = Math.Min(Math.Max(c.lastRecvEntityEventID, lastRecvEntityEventID), lastEntityEventID);
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if (NetIdUtils.IdMoreRecent(lastRecvEntitySpawnID, c.lastRecvEntitySpawnID)) c.lastRecvEntitySpawnID = lastRecvEntitySpawnID;
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if (NetIdUtils.IdMoreRecent(c.lastRecvEntitySpawnID, lastEntitySpawnID)) c.lastRecvEntitySpawnID = lastEntitySpawnID;
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if (NetIdUtils.IdMoreRecent(lastRecvEntityEventID, c.lastRecvEntityEventID)) c.lastRecvEntityEventID = lastRecvEntityEventID;
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if (NetIdUtils.IdMoreRecent(c.lastRecvEntityEventID, lastEntityEventID)) c.lastRecvEntityEventID = lastEntityEventID;
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break;
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case ClientNetObject.CHAT_MESSAGE:
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@@ -11,25 +11,25 @@ namespace Barotrauma.Networking
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{
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private List<ClientEntityEvent> events;
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private UInt32 ID;
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private UInt16 ID;
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private GameClient thisClient;
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//when was a specific entity event last sent to the client
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// key = event id, value = NetTime.Now when sending
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public Dictionary<UInt32, float> eventLastSent;
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public Dictionary<UInt16, float> eventLastSent;
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public UInt32 LastReceivedID
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public UInt16 LastReceivedID
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{
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get { return lastReceivedID; }
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}
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private UInt32 lastReceivedID;
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private UInt16 lastReceivedID;
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public ClientEntityEventManager(GameClient client)
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{
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events = new List<ClientEntityEvent>();
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eventLastSent = new Dictionary<uint, float>();
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eventLastSent = new Dictionary<UInt16, float>();
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thisClient = client;
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}
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@@ -61,7 +61,7 @@ namespace Barotrauma.Networking
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//find the index of the first event the server hasn't received
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int startIndex = events.Count;
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while (startIndex > 0 &&
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events[startIndex-1].ID > thisClient.LastSentEntityEventID)
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NetIdUtils.IdMoreRecent(events[startIndex-1].ID,thisClient.LastSentEntityEventID))
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{
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startIndex--;
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}
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@@ -103,21 +103,21 @@ namespace Barotrauma.Networking
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/// </summary>
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public void Read(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
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{
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UInt32 unreceivedEntityEventCount = 0;
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UInt32 firstNewID = 0;
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UInt16 unreceivedEntityEventCount = 0;
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UInt16 firstNewID = 0;
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if (type == ServerNetObject.ENTITY_EVENT_INITIAL)
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{
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unreceivedEntityEventCount = msg.ReadUInt32();
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firstNewID = msg.ReadUInt32();
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unreceivedEntityEventCount = msg.ReadUInt16();
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firstNewID = msg.ReadUInt16();
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}
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UInt32 firstEventID = msg.ReadUInt32();
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UInt16 firstEventID = msg.ReadUInt16();
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int eventCount = msg.ReadByte();
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for (int i = 0; i < eventCount; i++)
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{
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UInt32 thisEventID = firstEventID + (UInt32)i;
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UInt16 thisEventID = (UInt16)(firstEventID + (UInt16)i);
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UInt16 entityID = msg.ReadUInt16();
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byte msgLength = msg.ReadByte();
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@@ -163,7 +163,7 @@ namespace Barotrauma.Networking
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if (lastReceivedID == unreceivedEntityEventCount - 1 ||
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unreceivedEntityEventCount == 0)
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{
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lastReceivedID = firstNewID - 1;
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lastReceivedID = (UInt16)(firstNewID - 1);
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}
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}
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}
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@@ -20,13 +20,13 @@ namespace Barotrauma.Networking
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}
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public readonly Entity Entity;
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public readonly UInt32 ID;
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public readonly UInt16 ID;
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//arbitrary extra data that will be passed to the Write method of the serializable entity
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//(the index of an itemcomponent for example)
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protected object[] Data;
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protected NetEntityEvent(INetSerializable entity, UInt32 id)
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protected NetEntityEvent(INetSerializable entity, UInt16 id)
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{
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this.ID = id;
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this.Entity = entity as Entity;
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@@ -73,7 +73,7 @@ namespace Barotrauma.Networking
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get { return createTime; }
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}
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public ServerEntityEvent(IServerSerializable entity, UInt32 id)
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public ServerEntityEvent(IServerSerializable entity, UInt16 id)
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: base(entity, id)
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{
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serializable = entity;
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@@ -93,7 +93,7 @@ namespace Barotrauma.Networking
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public UInt16 CharacterStateID;
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public ClientEntityEvent(IClientSerializable entity, UInt32 id)
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public ClientEntityEvent(IClientSerializable entity, UInt16 id)
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: base(entity, id)
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{
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serializable = entity;
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@@ -13,7 +13,7 @@ namespace Barotrauma.Networking
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public const int MaxEventBufferLength = 1024;
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public const int MaxEventsPerWrite = 64;
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//public UInt32 LastReceivedEntityEventID
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//public UInt16 LastReceivedEntityEventID
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//{
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// get { return lastReceivedEntityEventID; }
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//}
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@@ -15,7 +15,7 @@ namespace Barotrauma.Networking
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//used for syncing clients who join mid-round
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private List<ServerEntityEvent> uniqueEvents;
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private UInt32 lastSentToAll;
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private UInt16 lastSentToAll;
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public List<ServerEntityEvent> Events
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{
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@@ -49,7 +49,7 @@ namespace Barotrauma.Networking
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private List<BufferedEvent> bufferedEvents;
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private UInt32 ID;
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private UInt16 ID;
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private GameServer server;
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@@ -127,14 +127,14 @@ namespace Barotrauma.Networking
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if (clients.Count > 0)
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{
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lastSentToAll = clients[0].lastRecvEntityEventID;
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clients.ForEach(c => { if (c.inGame) lastSentToAll = Math.Min(lastSentToAll, c.lastRecvEntityEventID); });
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clients.ForEach(c => { if (c.inGame && NetIdUtils.IdMoreRecent(lastSentToAll,c.lastRecvEntityEventID)) lastSentToAll = c.lastRecvEntityEventID; });
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ServerEntityEvent firstEventToResend = events.Find(e => e.ID == (lastSentToAll + 1));
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if (firstEventToResend != null && (Timing.TotalTime-firstEventToResend.CreateTime)>10.0f)
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{
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//it's been 10 seconds since this event was created
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//kick everyone that hasn't received it yet, this is way too old
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List<Client> toKick = clients.FindAll(c => c.inGame && c.lastRecvEntityEventID <= lastSentToAll);
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List<Client> toKick = clients.FindAll(c => c.inGame && NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll+1),c.lastRecvEntityEventID));
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if (toKick!=null) toKick.ForEach(c => GameMain.Server.DisconnectClient(c,"","You have been disconnected because of excessive desync"));
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}
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}
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@@ -247,7 +247,7 @@ namespace Barotrauma.Networking
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{
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if (uniqueEvents.Count > 0)
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{
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client.UnreceivedEntityEventCount = (UInt32)uniqueEvents.Count;
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client.UnreceivedEntityEventCount = (UInt16)uniqueEvents.Count;
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client.NeedsMidRoundSync = true;
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}
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else
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@@ -262,12 +262,12 @@ namespace Barotrauma.Networking
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/// </summary>
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public void Read(NetIncomingMessage msg, Client sender = null)
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{
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UInt32 firstEventID = msg.ReadUInt32();
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UInt16 firstEventID = msg.ReadUInt16();
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int eventCount = msg.ReadByte();
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for (int i = 0; i < eventCount; i++)
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{
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UInt32 thisEventID = firstEventID + (UInt32)i;
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UInt16 thisEventID = (UInt16)(firstEventID + (UInt16)i);
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UInt16 entityID = msg.ReadUInt16();
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byte msgLength = msg.ReadByte();
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