using Lidgren.Network; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma.Networking { class ServerEntityEventManager : NetEntityEventManager { private List events; //list of unique events (i.e. !IsDuplicate) created during the round //used for syncing clients who join mid-round private List uniqueEvents; private UInt16 lastSentToAll; public List Events { get { return events; } } public List UniqueEvents { get { return uniqueEvents; } } private class BufferedEvent { public readonly Client Sender; public readonly UInt16 CharacterStateID; public readonly NetBuffer Data; public readonly Character Character; public readonly IClientSerializable TargetEntity; public bool IsProcessed; public BufferedEvent(Client sender, Character senderCharacter, UInt16 characterStateID, IClientSerializable targetEntity, NetBuffer data) { this.Sender = sender; this.Character = senderCharacter; this.CharacterStateID = characterStateID; this.TargetEntity = targetEntity; this.Data = data; } } private List bufferedEvents; private UInt16 ID; private GameServer server; public ServerEntityEventManager(GameServer server) { events = new List(); this.server = server; bufferedEvents = new List(); uniqueEvents = new List(); } public void CreateEvent(IServerSerializable entity, object[] extraData = null) { if (entity == null || !(entity is Entity)) { DebugConsole.ThrowError("Can't create an entity event for " + entity + "!"); return; } var newEvent = new ServerEntityEvent(entity, (UInt16)(ID + 1)); if (extraData != null) newEvent.SetData(extraData); //remove events that have been sent to all clients, they are redundant now //keep at least one event in the list (lastSentToAll == e.ID) so we can use it to keep track of the latest ID events.RemoveAll(e => NetIdUtils.IdMoreRecent(lastSentToAll, e.ID)); if (server.ConnectedClients.Count(c => c.inGame) == 0 && events.Count > 1) { events.RemoveRange(0, events.Count - 1); } for (int i = events.Count - 1; i >= 0; i--) { //we already have an identical event that's waiting to be sent // -> no need to add a new one if (events[i].IsDuplicate(newEvent) && !events[i].Sent) return; } ID++; events.Add(newEvent); if (!uniqueEvents.Any(e => e.IsDuplicate(newEvent))) { //create a copy of the event and give it a new ID var uniqueEvent = new ServerEntityEvent(entity, (UInt16)(uniqueEvents.Count + 1)); uniqueEvent.SetData(extraData); uniqueEvents.Add(uniqueEvent); } } public void Update(List clients) { foreach (BufferedEvent bufferedEvent in bufferedEvents) { if (bufferedEvent.Character == null || bufferedEvent.Character.IsDead) { bufferedEvent.IsProcessed = true; continue; } //delay reading the events until the inputs for the corresponding frame have been processed //UNLESS the character is unconscious, in which case we'll read the messages immediately (because further inputs will be ignored) //atm the "give in" command is the only thing unconscious characters can do, other types of events are ignored if (!bufferedEvent.Character.IsUnconscious && NetIdUtils.IdMoreRecent(bufferedEvent.CharacterStateID, bufferedEvent.Character.LastProcessedID)) { continue; } try { ReadEvent(bufferedEvent.Data, bufferedEvent.TargetEntity, bufferedEvent.Sender); } catch (Exception e) { #if DEBUG DebugConsole.ThrowError("Failed to read event for entity \"" + bufferedEvent.TargetEntity.ToString() + "\"!", e); #endif } bufferedEvent.IsProcessed = true; } var inGameClients = clients.FindAll(c => c.inGame && !c.NeedsMidRoundSync); if (inGameClients.Count > 0) { lastSentToAll = inGameClients[0].lastRecvEntityEventID; inGameClients.ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.lastRecvEntityEventID)) lastSentToAll = c.lastRecvEntityEventID; }); ServerEntityEvent firstEventToResend = events.Find(e => e.ID == (ushort)(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 toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.lastRecvEntityEventID)); if (toKick != null) toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync")); } if (events.Count > 0) { //the client is waiting for an event that we don't have anymore //(the ID they're expecting is smaller than the ID of the first event in our list) List toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent(events[0].ID, (UInt16)(c.lastRecvEntityEventID+1))); if (toKick != null) toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync")); } } var timedOutClients = clients.FindAll(c => c.inGame && c.NeedsMidRoundSync && Timing.TotalTime > c.MidRoundSyncTimeOut); if (timedOutClients != null) timedOutClients.ForEach(c => GameMain.Server.DisconnectClient(c, "", "You have been disconnected because syncing your client with the server took too long.")); bufferedEvents.RemoveAll(b => b.IsProcessed); } private void BufferEvent(BufferedEvent bufferedEvent) { if (bufferedEvents.Count > 512) { //should normally never happen //a client could potentially spam events with a much higher character state ID //than the state of their character and/or stop sending character inputs, //so we'll drop some events to make sure no-one blows up our buffer bufferedEvents.RemoveRange(0, 256); } bufferedEvents.Add(bufferedEvent); } /// /// Writes all the events that the client hasn't received yet into the outgoing message /// public void Write(Client client, NetOutgoingMessage msg) { List eventsToSync = null; if (client.NeedsMidRoundSync) { eventsToSync = GetEventsToSync(client, uniqueEvents); } else { eventsToSync = GetEventsToSync(client, events); } if (eventsToSync.Count == 0) return; //too many events for one packet if (eventsToSync.Count > MaxEventsPerWrite) { eventsToSync.RemoveRange(MaxEventsPerWrite, eventsToSync.Count - MaxEventsPerWrite); } foreach (NetEntityEvent entityEvent in eventsToSync) { (entityEvent as ServerEntityEvent).Sent = true; client.entityEventLastSent[entityEvent.ID] = (float)NetTime.Now; } if (client.NeedsMidRoundSync) { msg.Write((byte)ServerNetObject.ENTITY_EVENT_INITIAL); //how many (unique) events the clients had missed before joining client.UnreceivedEntityEventCount = (UInt16)uniqueEvents.Count; //ID of the first event sent after the client joined //(after the client has been synced they'll switch their lastReceivedID //to the one before this, and the eventmanagers will start to function "normally") client.FirstNewEventID = events.Count == 0 ? (UInt16)0 : events[events.Count - 1].ID; msg.Write(client.UnreceivedEntityEventCount); msg.Write(client.FirstNewEventID); Write(msg, eventsToSync, client); } else { msg.Write((byte)ServerNetObject.ENTITY_EVENT); Write(msg, eventsToSync, client); } } /// /// Returns a list of events that should be sent to the client from the eventList /// /// /// /// private List GetEventsToSync(Client client, List eventList) { List eventsToSync = new List(); if (eventList.Count == 0) return eventsToSync; //find the index of the first event the client hasn't received int startIndex = eventList.Count; while (startIndex > 0 && NetIdUtils.IdMoreRecent(eventList[startIndex - 1].ID,client.lastRecvEntityEventID)) { startIndex--; } for (int i = startIndex; i < eventList.Count; i++) { //find the first event that hasn't been sent in 1.5 * roundtriptime or at all float lastSent = 0; client.entityEventLastSent.TryGetValue(eventList[i].ID, out lastSent); if (lastSent > NetTime.Now - client.Connection.AverageRoundtripTime * 1.5f) { continue; } eventsToSync.AddRange(eventList.GetRange(i, eventList.Count - i)); break; } return eventsToSync; } public void InitClientMidRoundSync(Client client) { //no need for midround syncing if no events have been created, //or if the first created unique event is still in the event list if (uniqueEvents.Count == 0 || (events.Count > 0 && events[0].ID == uniqueEvents[0].ID)) { client.UnreceivedEntityEventCount = 0; client.FirstNewEventID = 0; client.NeedsMidRoundSync = false; } else { double midRoundSyncTimeOut = uniqueEvents.Count / MaxEventsPerWrite * server.UpdateInterval.TotalSeconds; midRoundSyncTimeOut = Math.Max(5.0f, midRoundSyncTimeOut * 2.0f); client.UnreceivedEntityEventCount = (UInt16)uniqueEvents.Count; client.FirstNewEventID = 0; client.NeedsMidRoundSync = true; client.MidRoundSyncTimeOut = Timing.TotalTime + midRoundSyncTimeOut; } } /// /// Read the events from the message, ignoring ones we've already received /// public void Read(NetIncomingMessage msg, Client sender = null) { UInt16 firstEventID = msg.ReadUInt16(); int eventCount = msg.ReadByte(); for (int i = 0; i < eventCount; i++) { UInt16 thisEventID = (UInt16)(firstEventID + (UInt16)i); UInt16 entityID = msg.ReadUInt16(); if (entityID == 0) { msg.ReadPadBits(); sender.lastSentEntityEventID++; continue; } byte msgLength = msg.ReadByte(); IClientSerializable entity = Entity.FindEntityByID(entityID) as IClientSerializable; //skip the event if we've already received it or if the entity isn't found if (thisEventID != (UInt16)(sender.lastSentEntityEventID + 1) || entity == null) { if (thisEventID != (UInt16)(sender.lastSentEntityEventID + 1)) { DebugConsole.NewMessage("received msg " + thisEventID, Microsoft.Xna.Framework.Color.Red); } else if (entity == null) { DebugConsole.NewMessage("received msg " + thisEventID + ", entity " + entityID + " not found", Microsoft.Xna.Framework.Color.Red); } msg.Position += msgLength * 8; } else { DebugConsole.NewMessage("received msg " + thisEventID, Microsoft.Xna.Framework.Color.Green); UInt16 characterStateID = msg.ReadUInt16(); NetBuffer buffer = new NetBuffer(); buffer.Write(msg.ReadBytes(msgLength - 2)); BufferEvent(new BufferedEvent(sender, sender.Character, characterStateID, entity, buffer)); sender.lastSentEntityEventID++; } msg.ReadPadBits(); } } protected override void WriteEvent(NetBuffer buffer, NetEntityEvent entityEvent, Client recipient = null) { var serverEvent = entityEvent as ServerEntityEvent; if (serverEvent == null) return; serverEvent.Write(buffer, recipient); } protected void ReadEvent(NetBuffer buffer, INetSerializable entity, Client sender = null) { var clientEntity = entity as IClientSerializable; if (clientEntity == null) return; clientEntity.ServerRead(ClientNetObject.ENTITY_STATE, buffer, sender); } public void Clear() { ID = 0; events.Clear(); bufferedEvents.Clear(); lastSentToAll = 0; uniqueEvents.Clear(); foreach (Client c in server.ConnectedClients) { c.entityEventLastSent.Clear(); c.lastRecvEntityEventID = 0; c.lastSentEntityEventID = 0; } } } }