using Lidgren.Network; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Barotrauma.Networking { class ClientEntityEventManager : NetEntityEventManager { private List events; 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 eventLastSent; public UInt16 LastReceivedID { get { return lastReceivedID; } } private UInt16 lastReceivedID; public ClientEntityEventManager(GameClient client) { events = new List(); eventLastSent = new Dictionary(); thisClient = client; } public void CreateEvent(IClientSerializable entity, object[] extraData = null) { if (GameMain.Client == null || GameMain.Client.Character == null) return; if (!(entity is Entity)) { DebugConsole.ThrowError("Can't create an entity event for " + entity + "!"); return; } ID++; var newEvent = new ClientEntityEvent(entity, ID); newEvent.CharacterStateID = GameMain.Client.Character.LastNetworkUpdateID; if (extraData != null) newEvent.SetData(extraData); events.Add(newEvent); } public void Write(NetOutgoingMessage msg, NetConnection serverConnection) { if (events.Count == 0 || serverConnection == null) return; List eventsToSync = new List(); //find the index of the first event the server hasn't received int startIndex = events.Count; while (startIndex > 0 && NetIdUtils.IdMoreRecent(events[startIndex-1].ID,thisClient.LastSentEntityEventID)) { startIndex--; } for (int i = startIndex; i < events.Count; i++) { //find the first event that hasn't been sent in 1.5 * roundtriptime or at all float lastSent = 0; eventLastSent.TryGetValue(events[i].ID, out lastSent); if (lastSent > NetTime.Now - serverConnection.AverageRoundtripTime * 1.5f) { continue; } eventsToSync.AddRange(events.GetRange(i, events.Count - i)); break; } if (eventsToSync.Count == 0) return; //too many events for one packet if (eventsToSync.Count > MaxEventsPerWrite) { eventsToSync.RemoveRange(MaxEventsPerWrite, eventsToSync.Count - MaxEventsPerWrite); } if (eventsToSync.Count == 0) return; foreach (NetEntityEvent entityEvent in eventsToSync) { eventLastSent[entityEvent.ID] = (float)NetTime.Now; } msg.Write((byte)ClientNetObject.ENTITY_STATE); Write(msg, eventsToSync); } private UInt16? firstNewID; /// /// Read the events from the message, ignoring ones we've already received /// public void Read(ServerNetObject type, NetIncomingMessage msg, float sendingTime) { UInt16 unreceivedEntityEventCount = 0; if (type == ServerNetObject.ENTITY_EVENT_INITIAL) { unreceivedEntityEventCount = msg.ReadUInt16(); firstNewID = msg.ReadUInt16(); DebugConsole.NewMessage("received midround syncing msg, unreceived: "+unreceivedEntityEventCount+", first new ID: "+firstNewID, Microsoft.Xna.Framework.Color.Yellow); } else if (firstNewID != null) { DebugConsole.NewMessage("midround syncing complete, switching to ID "+ (UInt16)(firstNewID - 1), Microsoft.Xna.Framework.Color.Yellow); lastReceivedID = (UInt16)(firstNewID - 1); firstNewID = 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(); lastReceivedID++; continue; } byte msgLength = msg.ReadByte(); IServerSerializable entity = Entity.FindEntityByID(entityID) as IServerSerializable; //skip the event if we've already received it or if the entity isn't found if (thisEventID != lastReceivedID + 1 || entity == null) { if (thisEventID != lastReceivedID + 1) { DebugConsole.NewMessage("received msg " + thisEventID + " (waiting for "+ (lastReceivedID+1) + ")", thisEventID