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2 Commits
dev_itemre
...
CBT
| Author | SHA1 | Date | |
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9d6cb5225a | ||
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8b6da6b033 |
@@ -1133,6 +1133,9 @@ namespace Barotrauma.Networking
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Log(ClientLogName(c) + " has reported an error: " + errorStr, ServerLog.MessageType.Error);
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GameAnalyticsManager.AddErrorEventOnce("GameServer.HandleClientError:" + errorStrNoName, GameAnalyticsManager.ErrorSeverity.Error, errorStr);
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Log(
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$"Entity event state at client error: pending={EntityEventManager.PendingCreateEventCount}, queued={EntityEventManager.EventCount}, unique={EntityEventManager.UniqueEventCount}, buffered={EntityEventManager.BufferedEventCount}, lastCreated={EntityEventManager.LastCreatedEventID}",
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ServerLog.MessageType.Error);
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try
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{
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@@ -5,12 +5,8 @@ using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using static Barotrauma.EosInterface.Ownership;
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// DO NOT TOUCH ANYTHING HERE
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// OR EVERYTHING WILL FAIL
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namespace Barotrauma.Networking
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{
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class ServerEntityEvent : NetEntityEvent
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@@ -66,14 +62,42 @@ namespace Barotrauma.Networking
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public List<ServerEntityEvent> Events
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{
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get { return events; }
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get
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{
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FlushPendingCreates();
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return events;
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}
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}
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public List<ServerEntityEvent> UniqueEvents
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{
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get { return uniqueEvents; }
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get
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{
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FlushPendingCreates();
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return uniqueEvents;
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}
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}
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public int PendingCreateEventCount => pendingCreateQueue.Count;
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public int EventCount
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{
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get
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{
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FlushPendingCreates();
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return events.Count;
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}
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}
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public int UniqueEventCount
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{
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get
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{
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FlushPendingCreates();
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return uniqueEvents.Count;
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}
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}
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public int BufferedEventCount => bufferedEvents.Count;
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public UInt16 LastCreatedEventID => ID;
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private class BufferedEvent
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{
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public readonly Client Sender;
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@@ -124,11 +148,6 @@ namespace Barotrauma.Networking
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private readonly ConcurrentQueue<PendingCreateEvent> pendingCreateQueue;
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private readonly Task createEventTask;
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private readonly CancellationTokenSource cancellationTokenSource = new CancellationTokenSource();
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private readonly SemaphoreSlim eventSignal = new SemaphoreSlim(0);
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public ServerEntityEventManager(GameServer server)
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{
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events = new List<ServerEntityEvent>();
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@@ -138,33 +157,24 @@ namespace Barotrauma.Networking
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pendingCreateQueue = new ConcurrentQueue<PendingCreateEvent>();
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lastWarningTime = -10.0;
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SEM = this;
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createEventTask = Task.Run(() => CreateEventProcessorLoop(cancellationTokenSource.Token));
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}
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private async Task CreateEventProcessorLoop(CancellationToken token)
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public void FlushPendingCreates()
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{
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while (!token.IsCancellationRequested)
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if (GameMain.MainThread != null && Thread.CurrentThread != GameMain.MainThread)
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{
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try
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{
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await eventSignal.WaitAsync(100, token);
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ProcessPendingCreateEvents();
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}
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catch (OperationCanceledException)
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{
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break;
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}
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throw new InvalidOperationException($"{nameof(ServerEntityEventManager)} pending events must be flushed on the main thread.");
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}
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ProcessPendingCreateEvents();
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}
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private void ProcessPendingCreateEvents()
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{
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// Dequeue and process all pending events currently in the queue.
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// Use a lock to synchronize modifications to shared lists / ID.
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// CreateEntityEvent can be called from parallel update code. The queue keeps
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// that enqueue path safe, while this method is only called from the main tick
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// before reading or writing entity-event state.
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while (pendingCreateQueue.TryDequeue(out PendingCreateEvent pending))
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{
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// The original CreateEvent logic (mostly unchanged) but executed under a lock
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if (pending == null || pending.Entity == null) { continue; }
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var entity = pending.Entity;
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@@ -216,34 +226,18 @@ namespace Barotrauma.Networking
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{
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if (!ValidateEntity(entity)) { return; }
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// enqueue and let background task handle the rest
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pendingCreateQueue.Enqueue(new PendingCreateEvent(entity, extraData));
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if (eventSignal.CurrentCount == 0)
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{
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eventSignal.Release();
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}
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}
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public void Dispose()
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{
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cancellationTokenSource.Cancel();
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eventSignal.Release();
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try
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{
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createEventTask?.Wait(2000);
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}
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catch (AggregateException) { }
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finally
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{
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cancellationTokenSource.Dispose();
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eventSignal.Dispose();
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}
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ClearPendingCreates();
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}
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// Due to intensive access demend and time it takes to refactor, we use try-catch when facing thread-safety issue to skip to next update :(
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public void Update(List<Client> clients)
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{
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FlushPendingCreates();
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foreach (BufferedEvent bufferedEvent in bufferedEvents)
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{
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if (bufferedEvent.Character == null || bufferedEvent.Character.IsDead)
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@@ -329,14 +323,7 @@ namespace Barotrauma.Networking
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}
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}
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try
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{
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lastSentToAnyoneTime = events.ToList().Find(e => e.ID == lastSentToAnyone)?.CreateTime ?? Timing.TotalTime;
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}
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catch
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{
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lastSentToAnyoneTime = Timing.TotalTime;
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}
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lastSentToAnyoneTime = events.Find(e => e.ID == lastSentToAnyone)?.CreateTime ?? Timing.TotalTime;
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if (Timing.TotalTime - lastWarningTime > 5.0 &&
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@@ -353,15 +340,7 @@ namespace Barotrauma.Networking
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clients.Where(c => c.NeedsMidRoundSync).ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.FirstNewEventID)) lastSentToAll = (ushort)(c.FirstNewEventID - 1); });
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ServerEntityEvent firstEventToResend;
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try
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{
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firstEventToResend = events.Find(e => e.ID == (ushort)(lastSentToAll + 1));
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}
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catch
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{
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firstEventToResend = null;
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}
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ServerEntityEvent firstEventToResend = events.Find(e => e.ID == (ushort)(lastSentToAll + 1));
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if (firstEventToResend != null &&
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GameMain.GameSession.RoundDuration > server.ServerSettings.RoundStartSyncDuration &&
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@@ -450,6 +429,8 @@ namespace Barotrauma.Networking
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/// </summary>
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public void Write(in SegmentTableWriter<ServerNetSegment> segmentTable, Client client, IWriteMessage msg, out List<NetEntityEvent> sentEvents)
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{
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FlushPendingCreates();
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List<NetEntityEvent> eventsToSync = GetEventsToSync(client);
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if (eventsToSync.Count == 0)
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@@ -576,6 +557,8 @@ namespace Barotrauma.Networking
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public void InitClientMidRoundSync(Client client)
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{
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FlushPendingCreates();
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//no need for midround syncing if no events have been created,
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//or if the first created unique event is still in the event list
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if (uniqueEvents.Count == 0 || (events.Count > 0 && events[0].ID == uniqueEvents[0].ID))
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@@ -693,6 +676,8 @@ namespace Barotrauma.Networking
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public void Clear()
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{
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ClearPendingCreates();
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ID = 0;
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events.Clear();
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@@ -709,5 +694,10 @@ namespace Barotrauma.Networking
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c.LastSentEntityEventID = 0;
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}
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}
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private void ClearPendingCreates()
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{
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while (pendingCreateQueue.TryDequeue(out _)) { }
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}
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}
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}
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@@ -2,11 +2,7 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Security.Cryptography;
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using System.Text;
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using System.Threading.Tasks;
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namespace Barotrauma
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@@ -39,7 +35,27 @@ namespace Barotrauma
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}
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public int ConnectClients
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{
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get { return GameMain.Server.ConnectedClients.Count; }
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get { return GameMain.Server?.ConnectedClients.Count ?? 0; }
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}
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public int PendingEntityEvents
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{
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get { return GameMain.Server?.EntityEventManager?.PendingCreateEventCount ?? 0; }
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}
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public int EntityEvents
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{
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get { return GameMain.Server?.EntityEventManager?.EventCount ?? 0; }
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}
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public int UniqueEntityEvents
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{
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get { return GameMain.Server?.EntityEventManager?.UniqueEventCount ?? 0; }
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}
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public int BufferedEntityEvents
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{
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get { return GameMain.Server?.EntityEventManager?.BufferedEventCount ?? 0; }
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}
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public double RealTickRate
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@@ -166,6 +182,10 @@ namespace Barotrauma
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$"Character Count: {CharacterCount}\n" +
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$"Clients Count {ConnectClients}\n " +
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$"PhysicsBody Count: {PhysicsBodyCount}\n" +
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$"Entity Events: {EntityEvents}\n" +
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$"Unique Entity Events: {UniqueEntityEvents}\n" +
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$"Pending Entity Events: {PendingEntityEvents}\n" +
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$"Buffered Entity Events: {BufferedEntityEvents}\n" +
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$"Tick Rate: {RealTickRate}\n" +
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$"Min Tick Rate: {TickRateLow}\n" +
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$"Max Tick Rate: {TickRateHigh}\n" +
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@@ -8,7 +8,6 @@ using System.Linq;
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using System.Reflection;
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using System.Threading.Tasks;
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using System.Xml.Linq;
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using static OneOf.Types.TrueFalseOrNull;
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namespace Barotrauma
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{
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@@ -643,7 +642,7 @@ namespace Barotrauma
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/// </summary>
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public static void UpdateAll(float deltaTime, Camera cam, ParallelOptions parallelOptions)
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{
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Random rand = new Random();
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mapEntityUpdateTick++;
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#if CLIENT
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var sw = new System.Diagnostics.Stopwatch();
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sw.Start();
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@@ -656,55 +655,59 @@ namespace Barotrauma
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List<Gap> gapList = Gap.GapList.ToList();
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// This should never break again... right?
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//update gaps in random order, because otherwise in rooms with multiple gaps
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//the water/air will always tend to flow through the first gap in the list,
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//which may lead to weird behavior like water draining down only through
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//one gap in a room even if there are several
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int n = gapList.Count;
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while (n > 1)
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{
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n--;
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int k = rand.Next(n + 1);
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int k = Rand.Int(n + 1);
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(gapList[n], gapList[k]) = (gapList[k], gapList[n]);
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}
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var itemList = Item.ItemList.ToList();
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// First phase: parallel updates that have no order dependencies
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Parallel.Invoke(parallelOptions,
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() =>
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{
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Parallel.ForEach(hullList, parallelOptions, hull =>
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{
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hull.Update(deltaTime, cam);
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});
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},
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// Structure parallel update
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() =>
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{
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Parallel.ForEach(structureList, parallelOptions, structure =>
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{
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structure.Update(deltaTime, cam);
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});
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},
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() =>
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//update gaps in random order, because otherwise in rooms with multiple gaps
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//the water/air will always tend to flow through the first gap in the list,
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//which may lead to weird behavior like water draining down only through
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//one gap in a room even if there are several
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int mapEntityUpdateInterval = Math.Max(MapEntityUpdateInterval, 1);
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int poweredUpdateInterval = Math.Max(PoweredUpdateInterval, 1);
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// moved waterflow reset here to see if we can reduce at least some time
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{
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// PLEASE WORK
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Parallel.ForEach(gapList, parallelOptions, gap =>
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if (mapEntityUpdateTick % mapEntityUpdateInterval == 0)
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{
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float mapEntityDeltaTime = deltaTime * mapEntityUpdateInterval;
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Parallel.Invoke(parallelOptions,
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() =>
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{
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gap.ResetWaterFlowThisFrame();
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gap.Update(deltaTime, cam);
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Parallel.ForEach(hullList, parallelOptions, hull =>
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{
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hull.Update(mapEntityDeltaTime, cam);
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});
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},
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() =>
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{
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Parallel.ForEach(structureList, parallelOptions, structure =>
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{
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structure.Update(mapEntityDeltaTime, cam);
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});
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});
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},
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// Powered components update
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() =>
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{
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Powered.UpdatePower(deltaTime);
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}
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);
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}
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foreach (Gap gap in gapList)
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{
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gap.ResetWaterFlowThisFrame();
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}
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foreach (Gap gap in gapList)
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{
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gap.Update(deltaTime, cam);
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}
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if (mapEntityUpdateTick % poweredUpdateInterval == 0)
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{
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Powered.UpdatePower(deltaTime * poweredUpdateInterval);
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}
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#if CLIENT
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// Hull Cheats need to be executed after Hull update
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@@ -720,27 +723,42 @@ namespace Barotrauma
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// Item update (Item.Update() is not thread-safe and must be executed on the main thread)
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Item.UpdatePendingConditionUpdates(deltaTime);
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Item lastUpdatedItem = null;
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|
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try
|
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if (mapEntityUpdateTick % mapEntityUpdateInterval == 0)
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{
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foreach (Item item in itemList)
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float itemDeltaTime = deltaTime * mapEntityUpdateInterval;
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Item lastUpdatedItem = null;
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try
|
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{
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lastUpdatedItem = item;
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item.Update(deltaTime, cam);
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foreach (Item item in itemList)
|
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{
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if (LuaCsSetup.Instance.Game.UpdatePriorityItems.Contains(item)) { continue; }
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lastUpdatedItem = item;
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item.Update(itemDeltaTime, cam);
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}
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}
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catch (InvalidOperationException e)
|
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{
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GameAnalyticsManager.AddErrorEventOnce(
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"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
|
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GameAnalyticsManager.ErrorSeverity.Critical,
|
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$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
|
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throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
|
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}
|
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}
|
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catch (InvalidOperationException e)
|
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|
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foreach (var item in LuaCsSetup.Instance.Game.UpdatePriorityItems)
|
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{
|
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GameAnalyticsManager.AddErrorEventOnce(
|
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"MapEntity.UpdateAll:ItemUpdateInvalidOperation",
|
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GameAnalyticsManager.ErrorSeverity.Critical,
|
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$"Error while updating item {lastUpdatedItem?.Name ?? "null"}: {e.Message}");
|
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throw new InvalidOperationException($"Error while updating item {lastUpdatedItem?.Name ?? "null"}", innerException: e);
|
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if (item.Removed) { continue; }
|
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|
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item.Update(deltaTime, cam);
|
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}
|
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|
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UpdateAllProjSpecific(deltaTime);
|
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Spawner?.Update();
|
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if (mapEntityUpdateTick % mapEntityUpdateInterval == 0)
|
||||
{
|
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UpdateAllProjSpecific(deltaTime * mapEntityUpdateInterval);
|
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Spawner?.Update();
|
||||
}
|
||||
|
||||
#if CLIENT
|
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sw.Stop();
|
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|
||||
@@ -281,7 +281,6 @@ namespace Barotrauma
|
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#endif
|
||||
|
||||
SingleThreadActionStandbySignal.Wait();
|
||||
|
||||
try
|
||||
{
|
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GameMain.World.Step((float)Timing.Step);
|
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@@ -292,8 +291,10 @@ namespace Barotrauma
|
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DebugConsole.ThrowError(errorMsg, e);
|
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GameAnalyticsManager.AddErrorEventOnce("GameScreen.Update:WorldLockedException" + e.Message, GameAnalyticsManager.ErrorSeverity.Critical, errorMsg);
|
||||
}
|
||||
|
||||
SingleThreadActionStandbySignal.Release();
|
||||
finally
|
||||
{
|
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SingleThreadActionStandbySignal.Release();
|
||||
}
|
||||
|
||||
#if CLIENT
|
||||
sw.Stop();
|
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|
||||
@@ -1,9 +1,7 @@
|
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using Barotrauma.Networking;
|
||||
using System;
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using static Barotrauma.EosInterface.Ownership;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
@@ -15,7 +13,8 @@ namespace Barotrauma
|
||||
|
||||
private readonly CancellationTokenSource cancellationTokenSource = new CancellationTokenSource();
|
||||
private readonly SemaphoreSlim actionSignal = new SemaphoreSlim(0);
|
||||
private static Task WorkerTask;
|
||||
private readonly Task workerTask;
|
||||
private bool disposed;
|
||||
|
||||
public static readonly SemaphoreSlim SingleThreadActionStandbySignal = new SemaphoreSlim(1);
|
||||
|
||||
@@ -26,28 +25,35 @@ namespace Barotrauma
|
||||
public SingleThreadWorker()
|
||||
{
|
||||
ActionQueue = new ConcurrentQueue<Action>();
|
||||
WorkerTask = CreateProcessTask(cancellationTokenSource.Token);
|
||||
workerTask = CreateProcessTask(cancellationTokenSource.Token);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (disposed) { return; }
|
||||
disposed = true;
|
||||
cancellationTokenSource.Cancel();
|
||||
WorkerTask.Wait();
|
||||
WorkerTask.Dispose();
|
||||
Instance = null;
|
||||
try
|
||||
{
|
||||
actionSignal.Release();
|
||||
workerTask.Wait(2);
|
||||
}
|
||||
catch (AggregateException) { }
|
||||
catch (ObjectDisposedException) { }
|
||||
cancellationTokenSource.Dispose();
|
||||
actionSignal.Dispose();
|
||||
SingleThreadActionStandbySignal.Dispose();
|
||||
}
|
||||
|
||||
private async Task CreateProcessTask(CancellationToken token)
|
||||
{
|
||||
while (!token.IsCancellationRequested)
|
||||
{
|
||||
bool lockTaken = false;
|
||||
try
|
||||
{
|
||||
await actionSignal.WaitAsync(100, token);
|
||||
SingleThreadActionStandbySignal.Wait(CancellationToken.None);
|
||||
lockTaken = true;
|
||||
RunActions();
|
||||
}
|
||||
catch (OperationCanceledException)
|
||||
@@ -56,7 +62,10 @@ namespace Barotrauma
|
||||
}
|
||||
finally
|
||||
{
|
||||
SingleThreadActionStandbySignal.Release();
|
||||
if (lockTaken)
|
||||
{
|
||||
SingleThreadActionStandbySignal.Release();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -68,6 +77,8 @@ namespace Barotrauma
|
||||
/// <param name="action"></param>
|
||||
public void AddAction(Action action)
|
||||
{
|
||||
if (disposed || action == null) { return; }
|
||||
|
||||
// enqueue and let background task handle the rest
|
||||
ActionQueue.Enqueue(action);
|
||||
|
||||
@@ -87,7 +98,7 @@ namespace Barotrauma
|
||||
{
|
||||
try
|
||||
{
|
||||
action.Invoke();
|
||||
action?.Invoke();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
@@ -96,7 +107,7 @@ namespace Barotrauma
|
||||
Console.ForegroundColor = ConsoleColor.Yellow;
|
||||
Console.WriteLine($"WARNING: Error occurred when running Single Thread Actions." +
|
||||
$"If the server didn't crash or stop responding then this should be fine \n{e}");
|
||||
Console.ForegroundColor = Console.ForegroundColor;
|
||||
Console.ForegroundColor = originalForeground;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user