- Fixed network synchro of vars, needs synctype testing.
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@@ -0,0 +1,161 @@
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using Barotrauma.LuaCs;
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using Barotrauma.LuaCs.Events;
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using Barotrauma.Networking;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace Barotrauma.LuaCs;
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partial class NetworkingService : INetworkingService, IEventServerConnected, IEventServerRawNetMessageReceived
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{
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private ConcurrentDictionary<ushort, ConcurrentQueue<IReadMessage>> receiveQueue = new();
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public void OnServerConnected()
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{
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ActivateNetVars();
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SendSyncMessage();
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}
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private void ActivateNetVars()
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{
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if (GameMain.Client == null)
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{
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return;
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}
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// re-activate net vars
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// todo: unregister net vars on client disconnect, currently handled by unloading the state machine.
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foreach (var networkSyncVar in netVars.Keys)
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{
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networkSyncVar.SetNetworkOwner(this);
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}
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}
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public void OnReceivedServerNetMessage(IReadMessage netMessage, ServerPacketHeader serverPacketHeader)
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{
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if (serverPacketHeader != ServerHeader)
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{
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return;
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}
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ServerToClient luaCsHeader = (ServerToClient)netMessage.ReadByte();
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switch (luaCsHeader)
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{
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case ServerToClient.NetMessageNetId:
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HandleNetMessageString(netMessage);
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break;
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case ServerToClient.NetMessageInternalId:
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HandleNetMessageId(netMessage);
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break;
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case ServerToClient.ReceiveNetIds:
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ReadIds(netMessage);
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break;
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}
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}
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private void SendSyncMessage()
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{
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if (GameMain.Client == null) { return; }
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WriteOnlyMessage message = new WriteOnlyMessage();
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message.WriteByte((byte)ClientHeader);
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message.WriteByte((byte)ClientToServer.RequestSync);
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GameMain.Client.ClientPeer.Send(message, DeliveryMethod.Reliable);
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}
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public IWriteMessage Start(NetId netId)
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{
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var message = new WriteOnlyMessage();
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message.WriteByte((byte)ClientHeader);
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if (idToPacket.ContainsKey(netId))
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{
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message.WriteByte((byte)ClientToServer.NetMessageInternalId);
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message.WriteUInt16(idToPacket[netId]);
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}
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else
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{
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message.WriteByte((byte)ClientToServer.NetMessageNetId);
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NetId.Write(message, netId);
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}
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return message;
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}
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public void SendToServer(IWriteMessage netMessage, DeliveryMethod deliveryMethod = DeliveryMethod.Reliable)
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{
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GameMain.Client.ClientPeer.Send(netMessage, deliveryMethod);
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}
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public void Send(IWriteMessage netMessage, DeliveryMethod deliveryMethod = DeliveryMethod.Reliable)
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=> SendToServer(netMessage, deliveryMethod);
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private void RequestId(NetId netId)
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{
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if (idToPacket.ContainsKey(netId)) { return; }
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if (GameMain.Client == null) { return; }
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WriteOnlyMessage message = new WriteOnlyMessage();
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message.WriteByte((byte)ClientHeader);
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message.WriteByte((byte)ClientToServer.RequestSingleNetId);
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NetId.Write(message, netId);
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SendToServer(message, DeliveryMethod.Reliable);
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}
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private void HandleNetMessageId(IReadMessage netMessage, Client client = null)
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{
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ushort id = netMessage.ReadUInt16();
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if (packetToId.ContainsKey(id))
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{
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HandleNetMessage(netMessage, packetToId[id], client);
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}
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else
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{
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if (!receiveQueue.ContainsKey(id)) { receiveQueue[id] = new ConcurrentQueue<IReadMessage>(); }
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receiveQueue[id].Enqueue(netMessage);
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if (GameSettings.CurrentConfig.VerboseLogging)
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{
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_loggerService.LogMessage($"Received NetMessage with unknown id {id} from server, storing in queue in case we receive the id later.");
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}
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}
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}
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private void ReadIds(IReadMessage netMessage)
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{
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ushort size = netMessage.ReadUInt16();
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for (int i = 0; i < size; i++)
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{
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ushort packetId = netMessage.ReadUInt16();
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NetId netId = NetId.Read(netMessage);
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packetToId[packetId] = netId;
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idToPacket[netId] = packetId;
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if (!receiveQueue.ContainsKey(packetId))
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{
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continue;
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}
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// We could have received messages before receiving the sync message, so we need to process them now
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while (receiveQueue[packetId].TryDequeue(out var queueMessage))
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{
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if (netReceives.ContainsKey(netId))
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{
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netReceives[netId](queueMessage);
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}
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}
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}
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}
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}
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