Converted UInt32 ID's to UInt16

TODO: test everything, make sure nothing broke
This commit is contained in:
juanjp600
2017-03-06 16:25:12 -03:00
parent 7935ecce46
commit ecb7500df9
12 changed files with 57 additions and 84 deletions

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@@ -73,13 +73,7 @@ namespace Barotrauma.Items.Components
public ItemComponent Parent;
private string msg;
protected UInt32 netStateID;
public UInt32 NetStateID
{
get { return netStateID; }
}
[HasDefaultValue(0.0f, false)]
public float PickingTime
{

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@@ -64,13 +64,7 @@ namespace Barotrauma
//a dictionary containing lists of the status effects in all the components of the item
private Dictionary<ActionType, List<StatusEffect>> statusEffectLists;
private UInt32 netStateID;
public UInt32 NetStateID
{
get { return netStateID; }
}
public readonly Dictionary<string, ObjectProperty> properties;
public Dictionary<string, ObjectProperty> ObjectProperties
{

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@@ -63,12 +63,6 @@ namespace Barotrauma
bool isHorizontal;
private UInt32 netStateID;
public UInt32 NetStateID
{
get { return netStateID; }
}
public SpriteEffects SpriteEffects = SpriteEffects.None;
public bool resizeHorizontal

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@@ -135,16 +135,7 @@ namespace Barotrauma
return hash;
}
}
private UInt32 netStateID;
public UInt32 NetStateID
{
get
{
return netStateID;
}
}
public static List<Submarine> Loaded
{
get { return loaded; }

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@@ -36,10 +36,10 @@ namespace Barotrauma.Networking
public UInt16 lastSentChatMsgID = 0; //last msg this client said
public UInt16 lastRecvChatMsgID = 0; //last msg this client knows about
public UInt32 lastSentEntityEventID = 0;
public UInt32 lastRecvEntityEventID = 0;
public UInt16 lastSentEntityEventID = 0;
public UInt16 lastRecvEntityEventID = 0;
public UInt32 lastRecvEntitySpawnID = 0;
public UInt16 lastRecvEntitySpawnID = 0;
public List<ChatMessage> chatMsgQueue = new List<ChatMessage>();
public UInt16 lastChatMsgQueueID;
@@ -49,13 +49,13 @@ namespace Barotrauma.Networking
public bool NeedsMidRoundSync;
//how many unique events the client missed before joining the server
public UInt32 UnreceivedEntityEventCount;
public UInt16 UnreceivedEntityEventCount;
private List<Client> kickVoters;
//when was a specific entity event last sent to the client
// key = event id, value = NetTime.Now when sending
public Dictionary<UInt32, float> entityEventLastSent;
public Dictionary<UInt16, float> entityEventLastSent;
public bool ReadyToStart;
@@ -104,7 +104,7 @@ namespace Barotrauma.Networking
jobPreferences = new List<JobPrefab>(JobPrefab.List.GetRange(0, 3));
entityEventLastSent = new Dictionary<UInt32, float>();
entityEventLastSent = new Dictionary<UInt16, float>();
}
public static bool IsValidName(string name)

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@@ -10,7 +10,7 @@ namespace Barotrauma
{
private enum SpawnableType { Item, Character };
public UInt32 NetStateID
public UInt16 NetStateID
{
get;
private set;
@@ -138,7 +138,7 @@ namespace Barotrauma
spawnHistory.Add(new SpawnOrRemove(entity, true));
entity.Remove();
NetStateID = (UInt32)spawnHistory.Count;
NetStateID = (UInt16)spawnHistory.Count;
}
}
@@ -149,7 +149,7 @@ namespace Barotrauma
spawnHistory.Add(new SpawnOrRemove(entity, false));
NetStateID = (UInt32)spawnHistory.Count;
NetStateID = (UInt16)spawnHistory.Count;
}
public void AddToSpawnedList(IEnumerable<Entity> entities)
@@ -160,7 +160,7 @@ namespace Barotrauma
foreach (Entity entity in entities)
{
spawnHistory.Add(new SpawnOrRemove(entity, false));
NetStateID = (UInt32)spawnHistory.Count;
NetStateID = (UInt16)spawnHistory.Count;
}
}
@@ -171,7 +171,7 @@ namespace Barotrauma
//skip items that the client already knows about
List<SpawnOrRemove> entities = spawnHistory.Skip((int)client.lastRecvEntitySpawnID).ToList();
message.Write((UInt32)spawnHistory.Count);
message.Write((UInt16)spawnHistory.Count);
message.Write((UInt16)entities.Count);
for (int i = 0; i < entities.Count; i++)
@@ -202,7 +202,7 @@ namespace Barotrauma
{
if (GameMain.Server != null) return;
UInt32 ID = message.ReadUInt32();
UInt16 ID = message.ReadUInt16();
var entityCount = message.ReadUInt16();
for (int i = 0; i < entityCount; i++)
@@ -214,7 +214,7 @@ namespace Barotrauma
ushort entityId = message.ReadUInt16();
var entity = Entity.FindEntityByID(entityId);
if (entity == null || ID - entityCount + i < NetStateID) continue; //already removed
if (entity == null || NetIdUtils.IdMoreRecent(NetStateID,(UInt16)(ID - entityCount + i))) continue; //already removed
entity.Remove();
}
@@ -223,10 +223,10 @@ namespace Barotrauma
switch (message.ReadByte())
{
case (byte)SpawnableType.Item:
Item.ReadSpawnData(message, ID - entityCount + i >= NetStateID);
Item.ReadSpawnData(message, NetIdUtils.IdMoreRecent((UInt16)(ID - entityCount + i),(UInt16)(NetStateID+1)));
break;
case (byte)SpawnableType.Character:
Character.ReadSpawnData(message, ID - entityCount + i >= NetStateID);
Character.ReadSpawnData(message, NetIdUtils.IdMoreRecent((UInt16)(ID - entityCount + i), (UInt16)(NetStateID + 1)));
break;
default:
DebugConsole.ThrowError("Received invalid entity spawn message (unknown spawnable type)");

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@@ -39,7 +39,7 @@ namespace Barotrauma.Networking
private UInt16 lastQueueChatMsgID = 0; //last message added to the queue
private List<ChatMessage> chatMsgQueue = new List<ChatMessage>();
public UInt32 LastSentEntityEventID;
public UInt16 LastSentEntityEventID;
private ClientEntityEventManager entityEventManager;
@@ -875,7 +875,7 @@ namespace Barotrauma.Networking
{
case ServerNetObject.SYNC_IDS:
lastSentChatMsgID = inc.ReadUInt16();
LastSentEntityEventID = inc.ReadUInt32();
LastSentEntityEventID = inc.ReadUInt16();
break;
case ServerNetObject.ENTITY_POSITION:
UInt16 id = inc.ReadUInt16();

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@@ -634,17 +634,13 @@ namespace Barotrauma.Networking
//TODO: might want to use a clever class for this
UInt16 lastRecvChatMsgID = inc.ReadUInt16();
UInt32 lastRecvEntitySpawnID = inc.ReadUInt32();
UInt32 lastRecvEntityEventID = inc.ReadUInt32();
UInt16 lastRecvEntitySpawnID = inc.ReadUInt16();
UInt16 lastRecvEntityEventID = inc.ReadUInt16();
//last msgs we've created/sent, the client IDs should never be higher than these
UInt32 lastEntitySpawnID = Entity.Spawner.NetStateID;
UInt32 lastEntityEventID = entityEventManager.Events.Count == 0 ? 0 : entityEventManager.Events.Last().ID;
Debug.Assert(
c.lastRecvEntityEventID.GetType() == typeof(UInt32),
"Event ID type changed, you may need to reimplement MidRound syncing logic to handle ID wraparound");
UInt16 lastEntitySpawnID = Entity.Spawner.NetStateID;
UInt16 lastEntityEventID = entityEventManager.Events.Count == 0 ? (UInt16)0 : entityEventManager.Events.Last().ID;
if (c.NeedsMidRoundSync)
{
//received all the old events -> client in sync, we can switch to normal behavior
@@ -655,7 +651,7 @@ namespace Barotrauma.Networking
}
else
{
lastEntityEventID = (uint)c.UnreceivedEntityEventCount - 1;
lastEntityEventID = (UInt16)(c.UnreceivedEntityEventCount - 1);
}
}
@@ -672,8 +668,12 @@ namespace Barotrauma.Networking
#endif
c.lastRecvChatMsgID = NetIdUtils.Clamp(c.lastRecvChatMsgID, lastRecvChatMsgID, c.lastChatMsgQueueID);
c.lastRecvEntitySpawnID = Math.Min(Math.Max(c.lastRecvEntitySpawnID, lastRecvEntitySpawnID), lastEntitySpawnID);
c.lastRecvEntityEventID = Math.Min(Math.Max(c.lastRecvEntityEventID, lastRecvEntityEventID), lastEntityEventID);
if (NetIdUtils.IdMoreRecent(lastRecvEntitySpawnID, c.lastRecvEntitySpawnID)) c.lastRecvEntitySpawnID = lastRecvEntitySpawnID;
if (NetIdUtils.IdMoreRecent(c.lastRecvEntitySpawnID, lastEntitySpawnID)) c.lastRecvEntitySpawnID = lastEntitySpawnID;
if (NetIdUtils.IdMoreRecent(lastRecvEntityEventID, c.lastRecvEntityEventID)) c.lastRecvEntityEventID = lastRecvEntityEventID;
if (NetIdUtils.IdMoreRecent(c.lastRecvEntityEventID, lastEntityEventID)) c.lastRecvEntityEventID = lastEntityEventID;
break;
case ClientNetObject.CHAT_MESSAGE:

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@@ -11,25 +11,25 @@ namespace Barotrauma.Networking
{
private List<ClientEntityEvent> events;
private UInt32 ID;
private UInt16 ID;
private GameClient thisClient;
//when was a specific entity event last sent to the client
// key = event id, value = NetTime.Now when sending
public Dictionary<UInt32, float> eventLastSent;
public Dictionary<UInt16, float> eventLastSent;
public UInt32 LastReceivedID
public UInt16 LastReceivedID
{
get { return lastReceivedID; }
}
private UInt32 lastReceivedID;
private UInt16 lastReceivedID;
public ClientEntityEventManager(GameClient client)
{
events = new List<ClientEntityEvent>();
eventLastSent = new Dictionary<uint, float>();
eventLastSent = new Dictionary<UInt16, float>();
thisClient = client;
}
@@ -61,7 +61,7 @@ namespace Barotrauma.Networking
//find the index of the first event the server hasn't received
int startIndex = events.Count;
while (startIndex > 0 &&
events[startIndex-1].ID > thisClient.LastSentEntityEventID)
NetIdUtils.IdMoreRecent(events[startIndex-1].ID,thisClient.LastSentEntityEventID))
{
startIndex--;
}
@@ -103,21 +103,21 @@ namespace Barotrauma.Networking
/// </summary>
public void Read(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
{
UInt32 unreceivedEntityEventCount = 0;
UInt32 firstNewID = 0;
UInt16 unreceivedEntityEventCount = 0;
UInt16 firstNewID = 0;
if (type == ServerNetObject.ENTITY_EVENT_INITIAL)
{
unreceivedEntityEventCount = msg.ReadUInt32();
firstNewID = msg.ReadUInt32();
unreceivedEntityEventCount = msg.ReadUInt16();
firstNewID = msg.ReadUInt16();
}
UInt32 firstEventID = msg.ReadUInt32();
UInt16 firstEventID = msg.ReadUInt16();
int eventCount = msg.ReadByte();
for (int i = 0; i < eventCount; i++)
{
UInt32 thisEventID = firstEventID + (UInt32)i;
UInt16 thisEventID = (UInt16)(firstEventID + (UInt16)i);
UInt16 entityID = msg.ReadUInt16();
byte msgLength = msg.ReadByte();
@@ -163,7 +163,7 @@ namespace Barotrauma.Networking
if (lastReceivedID == unreceivedEntityEventCount - 1 ||
unreceivedEntityEventCount == 0)
{
lastReceivedID = firstNewID - 1;
lastReceivedID = (UInt16)(firstNewID - 1);
}
}
}

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@@ -20,13 +20,13 @@ namespace Barotrauma.Networking
}
public readonly Entity Entity;
public readonly UInt32 ID;
public readonly UInt16 ID;
//arbitrary extra data that will be passed to the Write method of the serializable entity
//(the index of an itemcomponent for example)
protected object[] Data;
protected NetEntityEvent(INetSerializable entity, UInt32 id)
protected NetEntityEvent(INetSerializable entity, UInt16 id)
{
this.ID = id;
this.Entity = entity as Entity;
@@ -73,7 +73,7 @@ namespace Barotrauma.Networking
get { return createTime; }
}
public ServerEntityEvent(IServerSerializable entity, UInt32 id)
public ServerEntityEvent(IServerSerializable entity, UInt16 id)
: base(entity, id)
{
serializable = entity;
@@ -93,7 +93,7 @@ namespace Barotrauma.Networking
public UInt16 CharacterStateID;
public ClientEntityEvent(IClientSerializable entity, UInt32 id)
public ClientEntityEvent(IClientSerializable entity, UInt16 id)
: base(entity, id)
{
serializable = entity;

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@@ -13,7 +13,7 @@ namespace Barotrauma.Networking
public const int MaxEventBufferLength = 1024;
public const int MaxEventsPerWrite = 64;
//public UInt32 LastReceivedEntityEventID
//public UInt16 LastReceivedEntityEventID
//{
// get { return lastReceivedEntityEventID; }
//}

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@@ -15,7 +15,7 @@ namespace Barotrauma.Networking
//used for syncing clients who join mid-round
private List<ServerEntityEvent> uniqueEvents;
private UInt32 lastSentToAll;
private UInt16 lastSentToAll;
public List<ServerEntityEvent> Events
{
@@ -49,7 +49,7 @@ namespace Barotrauma.Networking
private List<BufferedEvent> bufferedEvents;
private UInt32 ID;
private UInt16 ID;
private GameServer server;
@@ -127,14 +127,14 @@ namespace Barotrauma.Networking
if (clients.Count > 0)
{
lastSentToAll = clients[0].lastRecvEntityEventID;
clients.ForEach(c => { if (c.inGame) lastSentToAll = Math.Min(lastSentToAll, c.lastRecvEntityEventID); });
clients.ForEach(c => { if (c.inGame && NetIdUtils.IdMoreRecent(lastSentToAll,c.lastRecvEntityEventID)) lastSentToAll = c.lastRecvEntityEventID; });
ServerEntityEvent firstEventToResend = events.Find(e => e.ID == (lastSentToAll + 1));
if (firstEventToResend != null && (Timing.TotalTime-firstEventToResend.CreateTime)>10.0f)
{
//it's been 10 seconds since this event was created
//kick everyone that hasn't received it yet, this is way too old
List<Client> toKick = clients.FindAll(c => c.inGame && c.lastRecvEntityEventID <= lastSentToAll);
List<Client> toKick = clients.FindAll(c => c.inGame && NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll+1),c.lastRecvEntityEventID));
if (toKick!=null) toKick.ForEach(c => GameMain.Server.DisconnectClient(c,"","You have been disconnected because of excessive desync"));
}
}
@@ -247,7 +247,7 @@ namespace Barotrauma.Networking
{
if (uniqueEvents.Count > 0)
{
client.UnreceivedEntityEventCount = (UInt32)uniqueEvents.Count;
client.UnreceivedEntityEventCount = (UInt16)uniqueEvents.Count;
client.NeedsMidRoundSync = true;
}
else
@@ -262,12 +262,12 @@ namespace Barotrauma.Networking
/// </summary>
public void Read(NetIncomingMessage msg, Client sender = null)
{
UInt32 firstEventID = msg.ReadUInt32();
UInt16 firstEventID = msg.ReadUInt16();
int eventCount = msg.ReadByte();
for (int i = 0; i < eventCount; i++)
{
UInt32 thisEventID = firstEventID + (UInt32)i;
UInt16 thisEventID = (UInt16)(firstEventID + (UInt16)i);
UInt16 entityID = msg.ReadUInt16();
byte msgLength = msg.ReadByte();