Reminder to self: Submarines must spawn attached shuttles in Dedicated Server, must've been something I missed when moving over client-specific code
401 lines
15 KiB
C#
401 lines
15 KiB
C#
using Lidgren.Network;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma.Networking
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{
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class ServerEntityEventManager : NetEntityEventManager
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{
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private List<ServerEntityEvent> events;
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//list of unique events (i.e. !IsDuplicate) created during the round
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//used for syncing clients who join mid-round
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private List<ServerEntityEvent> uniqueEvents;
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private UInt16 lastSentToAll;
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public List<ServerEntityEvent> Events
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{
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get { return events; }
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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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}
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private class BufferedEvent
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{
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public readonly Client Sender;
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public readonly UInt16 CharacterStateID;
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public readonly NetBuffer Data;
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public readonly Character Character;
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public readonly IClientSerializable TargetEntity;
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public bool IsProcessed;
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public BufferedEvent(Client sender, Character senderCharacter, UInt16 characterStateID, IClientSerializable targetEntity, NetBuffer data)
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{
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this.Sender = sender;
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this.Character = senderCharacter;
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this.CharacterStateID = characterStateID;
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this.TargetEntity = targetEntity;
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this.Data = data;
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}
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}
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private List<BufferedEvent> bufferedEvents;
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private UInt16 ID;
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private GameServer server;
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public ServerEntityEventManager(GameServer server)
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{
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events = new List<ServerEntityEvent>();
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this.server = server;
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bufferedEvents = new List<BufferedEvent>();
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uniqueEvents = new List<ServerEntityEvent>();
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}
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public void CreateEvent(IServerSerializable entity, object[] extraData = null)
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{
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if (entity == null || !(entity is Entity))
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{
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DebugConsole.ThrowError("Can't create an entity event for " + entity + "!");
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return;
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}
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var newEvent = new ServerEntityEvent(entity, (UInt16)(ID + 1));
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if (extraData != null) newEvent.SetData(extraData);
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//remove events that have been sent to all clients, they are redundant now
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//keep at least one event in the list (lastSentToAll == e.ID) so we can use it to keep track of the latest ID
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events.RemoveAll(e => NetIdUtils.IdMoreRecent(lastSentToAll, e.ID));
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if (server.ConnectedClients.Count(c => c.inGame) == 0 && events.Count > 1)
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{
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events.RemoveRange(0, events.Count - 1);
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}
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for (int i = events.Count - 1; i >= 0; i--)
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{
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//we already have an identical event that's waiting to be sent
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// -> no need to add a new one
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if (events[i].IsDuplicate(newEvent) && !events[i].Sent) return;
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}
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ID++;
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events.Add(newEvent);
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if (!uniqueEvents.Any(e => e.IsDuplicate(newEvent)))
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{
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//create a copy of the event and give it a new ID
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var uniqueEvent = new ServerEntityEvent(entity, (UInt16)(uniqueEvents.Count + 1));
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uniqueEvent.SetData(extraData);
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uniqueEvents.Add(uniqueEvent);
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}
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}
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public void Update(List<Client> clients)
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{
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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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{
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bufferedEvent.IsProcessed = true;
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continue;
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}
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//delay reading the events until the inputs for the corresponding frame have been processed
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//UNLESS the character is unconscious, in which case we'll read the messages immediately (because further inputs will be ignored)
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//atm the "give in" command is the only thing unconscious characters can do, other types of events are ignored
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if (!bufferedEvent.Character.IsUnconscious &&
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NetIdUtils.IdMoreRecent(bufferedEvent.CharacterStateID, bufferedEvent.Character.LastProcessedID))
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{
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continue;
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}
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try
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{
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ReadEvent(bufferedEvent.Data, bufferedEvent.TargetEntity, bufferedEvent.Sender);
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}
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catch (Exception e)
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{
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.ThrowError("Failed to read event for entity \"" + bufferedEvent.TargetEntity.ToString() + "\"!", e);
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}
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}
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bufferedEvent.IsProcessed = true;
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}
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var inGameClients = clients.FindAll(c => c.inGame && !c.NeedsMidRoundSync);
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if (inGameClients.Count > 0)
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{
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lastSentToAll = inGameClients[0].lastRecvEntityEventID;
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inGameClients.ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.lastRecvEntityEventID)) lastSentToAll = c.lastRecvEntityEventID; });
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ServerEntityEvent firstEventToResend = events.Find(e => e.ID == (ushort)(lastSentToAll + 1));
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if (firstEventToResend != null && (Timing.TotalTime - firstEventToResend.CreateTime) > 10.0f)
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{
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//it's been 10 seconds since this event was created
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//kick everyone that hasn't received it yet, this is way too old
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List<Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.lastRecvEntityEventID));
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toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
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}
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if (events.Count > 0)
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{
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//the client is waiting for an event that we don't have anymore
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//(the ID they're expecting is smaller than the ID of the first event in our list)
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List<Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent(events[0].ID, (UInt16)(c.lastRecvEntityEventID+1)));
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toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
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}
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}
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var timedOutClients = clients.FindAll(c => c.inGame && c.NeedsMidRoundSync && Timing.TotalTime > c.MidRoundSyncTimeOut);
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timedOutClients.ForEach(c => GameMain.Server.DisconnectClient(c, "", "You have been disconnected because syncing your client with the server took too long."));
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bufferedEvents.RemoveAll(b => b.IsProcessed);
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}
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private void BufferEvent(BufferedEvent bufferedEvent)
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{
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if (bufferedEvents.Count > 512)
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{
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//should normally never happen
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//a client could potentially spam events with a much higher character state ID
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//than the state of their character and/or stop sending character inputs,
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//so we'll drop some events to make sure no-one blows up our buffer
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bufferedEvents.RemoveRange(0, 256);
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}
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bufferedEvents.Add(bufferedEvent);
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}
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/// <summary>
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/// Writes all the events that the client hasn't received yet into the outgoing message
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/// </summary>
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public void Write(Client client, NetOutgoingMessage msg)
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{
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List<NetEntityEvent> eventsToSync = null;
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if (client.NeedsMidRoundSync)
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{
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eventsToSync = GetEventsToSync(client, uniqueEvents);
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}
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else
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{
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eventsToSync = GetEventsToSync(client, events);
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}
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if (eventsToSync.Count == 0) return;
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//too many events for one packet
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if (eventsToSync.Count > MaxEventsPerWrite)
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{
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eventsToSync.RemoveRange(MaxEventsPerWrite, eventsToSync.Count - MaxEventsPerWrite);
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}
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foreach (NetEntityEvent entityEvent in eventsToSync)
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{
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(entityEvent as ServerEntityEvent).Sent = true;
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client.entityEventLastSent[entityEvent.ID] = (float)NetTime.Now;
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}
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if (client.NeedsMidRoundSync)
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{
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msg.Write((byte)ServerNetObject.ENTITY_EVENT_INITIAL);
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//how many (unique) events the clients had missed before joining
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client.UnreceivedEntityEventCount = (UInt16)uniqueEvents.Count;
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//ID of the first event sent after the client joined
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//(after the client has been synced they'll switch their lastReceivedID
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//to the one before this, and the eventmanagers will start to function "normally")
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client.FirstNewEventID = events.Count == 0 ? (UInt16)0 : events[events.Count - 1].ID;
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msg.Write(client.UnreceivedEntityEventCount);
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msg.Write(client.FirstNewEventID);
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//DebugConsole.NewMessage(eventsToSync[0].ID.ToString(), Microsoft.Xna.Framework.Color.Yellow);
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Write(msg, eventsToSync, client);
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}
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else
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{
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msg.Write((byte)ServerNetObject.ENTITY_EVENT);
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Write(msg, eventsToSync, client);
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}
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}
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/// <summary>
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/// Returns a list of events that should be sent to the client from the eventList
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/// </summary>
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/// <param name="client"></param>
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/// <param name="eventList"></param>
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/// <returns></returns>
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private List<NetEntityEvent> GetEventsToSync(Client client, List<ServerEntityEvent> eventList)
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{
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List<NetEntityEvent> eventsToSync = new List<NetEntityEvent>();
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if (eventList.Count == 0) return eventsToSync;
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//find the index of the first event the client hasn't received
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int startIndex = eventList.Count;
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while (startIndex > 0 &&
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NetIdUtils.IdMoreRecent(eventList[startIndex - 1].ID,client.lastRecvEntityEventID))
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{
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startIndex--;
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}
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for (int i = startIndex; i < eventList.Count; i++)
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{
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//find the first event that hasn't been sent in 1.5 * roundtriptime or at all
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float lastSent = 0;
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client.entityEventLastSent.TryGetValue(eventList[i].ID, out lastSent);
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if (lastSent > NetTime.Now - client.Connection.AverageRoundtripTime * 1.5f)
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{
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continue;
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}
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eventsToSync.AddRange(eventList.GetRange(i, eventList.Count - i));
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break;
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}
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return eventsToSync;
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}
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public void InitClientMidRoundSync(Client client)
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{
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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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{
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client.UnreceivedEntityEventCount = 0;
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client.FirstNewEventID = 0;
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client.NeedsMidRoundSync = false;
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}
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else
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{
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double midRoundSyncTimeOut = uniqueEvents.Count / MaxEventsPerWrite * server.UpdateInterval.TotalSeconds;
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midRoundSyncTimeOut = Math.Max(5.0f, midRoundSyncTimeOut * 2.0f);
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client.UnreceivedEntityEventCount = (UInt16)uniqueEvents.Count;
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client.FirstNewEventID = 0;
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client.NeedsMidRoundSync = true;
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client.MidRoundSyncTimeOut = Timing.TotalTime + midRoundSyncTimeOut;
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}
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}
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/// <summary>
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/// Read the events from the message, ignoring ones we've already received
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/// </summary>
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public void Read(NetIncomingMessage msg, Client sender = null)
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{
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UInt16 firstEventID = msg.ReadUInt16();
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int eventCount = msg.ReadByte();
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for (int i = 0; i < eventCount; i++)
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{
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UInt16 thisEventID = (UInt16)(firstEventID + (UInt16)i);
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UInt16 entityID = msg.ReadUInt16();
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if (entityID == 0)
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{
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msg.ReadPadBits();
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sender.lastSentEntityEventID++;
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continue;
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}
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byte msgLength = msg.ReadByte();
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IClientSerializable entity = Entity.FindEntityByID(entityID) as IClientSerializable;
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//skip the event if we've already received it or if the entity isn't found
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if (thisEventID != (UInt16)(sender.lastSentEntityEventID + 1) || entity == null)
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{
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if (GameSettings.VerboseLogging)
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{
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if (thisEventID != (UInt16) (sender.lastSentEntityEventID + 1))
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{
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DebugConsole.NewMessage("received msg " + thisEventID, Microsoft.Xna.Framework.Color.Red);
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}
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else if (entity == null)
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{
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DebugConsole.NewMessage(
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"received msg " + thisEventID + ", entity " + entityID + " not found",
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Microsoft.Xna.Framework.Color.Red);
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}
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}
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msg.Position += msgLength * 8;
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}
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else
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{
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.NewMessage("received msg " + thisEventID, Microsoft.Xna.Framework.Color.Green);
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}
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UInt16 characterStateID = msg.ReadUInt16();
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NetBuffer buffer = new NetBuffer();
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buffer.Write(msg.ReadBytes(msgLength - 2));
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BufferEvent(new BufferedEvent(sender, sender.Character, characterStateID, entity, buffer));
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sender.lastSentEntityEventID++;
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}
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msg.ReadPadBits();
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}
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}
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protected override void WriteEvent(NetBuffer buffer, NetEntityEvent entityEvent, Client recipient = null)
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{
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var serverEvent = entityEvent as ServerEntityEvent;
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if (serverEvent == null) return;
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serverEvent.Write(buffer, recipient);
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}
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protected void ReadEvent(NetBuffer buffer, INetSerializable entity, Client sender = null)
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{
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var clientEntity = entity as IClientSerializable;
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if (clientEntity == null) return;
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clientEntity.ServerRead(ClientNetObject.ENTITY_STATE, buffer, sender);
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}
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public void Clear()
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{
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ID = 0;
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events.Clear();
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bufferedEvents.Clear();
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lastSentToAll = 0;
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uniqueEvents.Clear();
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foreach (Client c in server.ConnectedClients)
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{
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c.entityEventLastSent.Clear();
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c.lastRecvEntityEventID = 0;
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c.lastSentEntityEventID = 0;
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}
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}
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}
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}
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