Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/Source/Networking/NetEntityEvent/ServerEntityEventManager.cs
Joonas Rikkonen 27917ee376 7b471b5...483f2ad
commit 483f2ad4fd9d91b9763d25df592a899cdf39ba67
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 19:19:01 2019 +0200

    Instead of making coilgun bolts continuously deteriorate to give them a lifetime of 5 seconds, simply create a delayed status effect that removes them after 5 seconds of being launched.

commit 00b8d48d4d1d933e76a6c0d7df5320c50dc0a07d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 19:16:40 2019 +0200

    Wait at least 0.15 seconds before creating a new condition update event for an item. Some rapidly deteriorating items (e.g. coilgun bolt, faraday artifacts) would otherwise cause new events to be created at an excessively high rate.

commit 84e6948a4898dd040b2a84eb5f1ad97c20dfc69f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 19:14:58 2019 +0200

    Server can send multiple network event packets per update if there's too many events to fit in one packet (up to 4 packets per update).

commit 40797e91d67f965ac6d292367fef5386214abbdb
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 17:34:49 2019 +0200

    NetEntityEvent changes:
    - Don't restrict the number of events per message, but instead write as many events as the packet can fit (up to a maximum of 1024 bytes to leave some space for other types of data (event IDs, chat messages and such)).
    - Decrease the delay after which events can be resent (RTT * 1.5 -> RTT).

commit bfefbb5d7da3ce6a5fe9cb7ff733ec5df37a8a15
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 14:31:03 2019 +0200

    Fixed FixDurationLowSkill & FixDurationHighSkill parameters in Repairable being case-sensitive, causing almost none of the xml values to be used. + Moved client-specific repairable methods to the client project, and server-specific to the server project.

commit 311f67c6c6b8d2cd9f4f4ca820e42316938c4f17
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 24 14:09:10 2019 +0200

    Fixed "trying to add a dead character to crewmanager" errors when attempting to revive a character killed by some other affliction than internal damage, bleeding or burns. Closes #1341
2019-03-24 19:21:41 +02:00

519 lines
21 KiB
C#

using Barotrauma.Extensions;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma.Networking
{
class ServerEntityEvent : NetEntityEvent
{
private IServerSerializable serializable;
public bool Sent;
#if DEBUG
public string StackTrace;
#endif
private double createTime;
public double CreateTime
{
get { return createTime; }
}
public ServerEntityEvent(IServerSerializable entity, UInt16 id)
: base(entity, id)
{
serializable = entity;
createTime = Timing.TotalTime;
#if DEBUG
StackTrace = Environment.StackTrace.ToString();
#endif
}
public void Write(NetBuffer msg, Client recipient)
{
serializable.ServerWrite(msg, recipient, Data);
}
}
class ServerEntityEventManager : NetEntityEventManager
{
private List<ServerEntityEvent> events;
//list of unique events (i.e. !IsDuplicate) created during the round
//used for syncing clients who join mid-round
private List<ServerEntityEvent> uniqueEvents;
private UInt16 lastSentToAll;
public List<ServerEntityEvent> Events
{
get { return events; }
}
public List<ServerEntityEvent> 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<BufferedEvent> bufferedEvents;
private UInt16 ID;
private GameServer server;
public ServerEntityEventManager(GameServer server)
{
events = new List<ServerEntityEvent>();
this.server = server;
bufferedEvents = new List<BufferedEvent>();
uniqueEvents = new List<ServerEntityEvent>();
}
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;
}
if (((Entity)entity).Removed && !(entity is Level))
{
DebugConsole.ThrowError("Can't create an entity event for " + entity + " - the entity has been removed.\n"+Environment.StackTrace);
return;
}
if (((Entity)entity).IdFreed)
{
DebugConsole.ThrowError("Can't create an entity event for " + entity + " - the ID of the entity has been freed.\n"+Environment.StackTrace);
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<Client> 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)
{
string entityName = bufferedEvent.TargetEntity == null ? "null" : bufferedEvent.TargetEntity.ToString();
if (GameSettings.VerboseLogging)
{
DebugConsole.ThrowError("Failed to read server event for entity \"" + entityName + "\"!", e);
}
GameAnalyticsManager.AddErrorEventOnce("ServerEntityEventManager.Read:ReadFailed" + entityName,
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
"Failed to read server event for entity \"" + entityName + "\"!\n" + e.StackTrace);
}
bufferedEvent.IsProcessed = true;
}
var inGameClients = clients.FindAll(c => c.InGame && !c.NeedsMidRoundSync);
if (inGameClients.Count > 0)
{
lastSentToAll = inGameClients[0].LastRecvEntityEventID;
if (server.OwnerConnection != null)
{
var owner = clients.Find(c => c.Connection == server.OwnerConnection);
if (owner != null)
{
lastSentToAll = owner.LastRecvEntityEventID;
}
}
inGameClients.ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.LastRecvEntityEventID)) lastSentToAll = c.LastRecvEntityEventID; });
clients.Where(c => c.NeedsMidRoundSync).ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.FirstNewEventID)) lastSentToAll = (ushort)(c.FirstNewEventID - 1); });
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
// UNLESS the event was created when the client was still midround syncing, in which case we'll wait until the timeout
// runs out before kicking the client
List<Client> toKick = inGameClients.FindAll(c =>
NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.LastRecvEntityEventID) &&
(firstEventToResend.CreateTime > c.MidRoundSyncTimeOut || Timing.TotalTime > c.MidRoundSyncTimeOut));
toKick.ForEach(c =>
{
DebugConsole.NewMessage(c.Name + " was kicked due to excessive desync (expected old event " + (c.LastRecvEntityEventID + 1).ToString() + ")", Color.Red);
GameServer.Log("Disconnecting client " + c.Name + " due to excessive desync (expected old event "
+ (c.LastRecvEntityEventID + 1).ToString() +
" (created " + (Timing.TotalTime - firstEventToResend.CreateTime).ToString("0.##") + " s ago)" +
" Events queued: " + events.Count + ", last sent to all: " + lastSentToAll, ServerLog.MessageType.ServerMessage);
server.DisconnectClient(c, "", "ServerMessage.ExcessiveDesyncOldEvent");
}
);
}
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<Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent(events[0].ID, (UInt16)(c.LastRecvEntityEventID + 1)));
toKick.ForEach(c =>
{
DebugConsole.NewMessage(c.Name + " was kicked due to excessive desync (expected removed event " + (c.LastRecvEntityEventID + 1).ToString() + ", last available is " + events[0].ID.ToString() + ")", Color.Red);
GameServer.Log("Disconnecting client " + c.Name + " due to excessive desync (expected removed event " + (c.LastRecvEntityEventID + 1).ToString() + ", last available is " + events[0].ID.ToString() + ")", ServerLog.MessageType.ServerMessage);
server.DisconnectClient(c, "", "ServerMessage.ExcessiveDesyncRemovedEvent");
});
}
}
var timedOutClients = clients.FindAll(c => c.InGame && c.NeedsMidRoundSync && Timing.TotalTime > c.MidRoundSyncTimeOut);
foreach (Client timedOutClient in timedOutClients)
{
GameServer.Log("Disconnecting client " + timedOutClient.Name + ". Syncing the client with the server took too long.", ServerLog.MessageType.ServerMessage);
GameMain.Server.DisconnectClient(timedOutClient, "", "ServerMessage.SyncTimeout");
}
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
DebugConsole.Log("Excessive amount of events in a client's event buffer. The client may be spamming events or their event IDs might be out of sync. Dropping events...");
bufferedEvents.RemoveRange(0, 256);
}
bufferedEvents.Add(bufferedEvent);
}
/// <summary>
/// Writes all the events that the client hasn't received yet into the outgoing message
/// </summary>
public void Write(Client client, NetOutgoingMessage msg)
{
Write(client, msg, out _);
}
/// <summary>
/// Writes all the events that the client hasn't received yet into the outgoing message
/// </summary>
public void Write(Client client, NetOutgoingMessage msg, out List<NetEntityEvent> sentEvents)
{
List<NetEntityEvent> eventsToSync = null;
if (client.NeedsMidRoundSync)
{
eventsToSync = GetEventsToSync(client, uniqueEvents);
}
else
{
eventsToSync = GetEventsToSync(client, events);
}
if (eventsToSync.Count == 0)
{
sentEvents = eventsToSync;
return;
}
//too many events for one packet
if (eventsToSync.Count > 200)
{
if (eventsToSync.Count > 200 && !client.NeedsMidRoundSync)
{
Color color = eventsToSync.Count > 500 ? Color.Red : Color.Orange;
if (eventsToSync.Count < 300) { color = Color.Yellow; }
string warningMsg = "WARNING: event count very high: " + eventsToSync.Count;
var sortedEvents = eventsToSync.GroupBy(e => e.Entity.ToString())
.Select(e => new { Value = e.Key, Count = e.Count() })
.OrderByDescending(e => e.Count);
int count = 1;
foreach (var sortedEvent in sortedEvents)
{
warningMsg += "\n" + count + ". " + (sortedEvent.Value?.ToString() ?? "null") + " x" + sortedEvent.Count;
count++;
if (count > 3) { break; }
}
DebugConsole.NewMessage(warningMsg, color);
}
}
if (client.NeedsMidRoundSync)
{
msg.Write((byte)ServerNetObject.ENTITY_EVENT_INITIAL);
msg.Write(client.UnreceivedEntityEventCount);
msg.Write(client.FirstNewEventID);
Write(msg, eventsToSync, out sentEvents, client);
}
else
{
msg.Write((byte)ServerNetObject.ENTITY_EVENT);
Write(msg, eventsToSync, out sentEvents, client);
}
foreach (NetEntityEvent entityEvent in sentEvents)
{
(entityEvent as ServerEntityEvent).Sent = true;
client.EntityEventLastSent[entityEvent.ID] = NetTime.Now;
}
}
/// <summary>
/// Returns a list of events that should be sent to the client from the eventList
/// </summary>
/// <param name="client"></param>
/// <param name="eventList"></param>
/// <returns></returns>
private List<NetEntityEvent> GetEventsToSync(Client client, List<ServerEntityEvent> eventList)
{
List<NetEntityEvent> eventsToSync = new List<NetEntityEvent>();
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 roundtriptime or at all
client.EntityEventLastSent.TryGetValue(eventList[i].ID, out double lastSent);
float minInterval = Math.Max(client.Connection.AverageRoundtripTime, (float)server.UpdateInterval.TotalSeconds * 2);
if (lastSent > NetTime.Now - Math.Min(minInterval, 0.5f))
{
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 / 100 * server.UpdateInterval.TotalSeconds;
midRoundSyncTimeOut = Math.Max(10.0f, midRoundSyncTimeOut * 10.0f);
client.UnreceivedEntityEventCount = (UInt16)uniqueEvents.Count;
client.NeedsMidRoundSync = true;
client.MidRoundSyncTimeOut = Timing.TotalTime + midRoundSyncTimeOut;
//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;
}
}
/// <summary>
/// Read the events from the message, ignoring ones we've already received
/// </summary>
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 == Entity.NullEntityID)
{
msg.ReadPadBits();
if (thisEventID == (UInt16)(sender.LastSentEntityEventID + 1)) sender.LastSentEntityEventID++;
continue;
}
byte msgLength = msg.ReadByte();
IClientSerializable entity = Entity.FindEntityByID(entityID) as IClientSerializable;
//skip the event if we've already received it
if (thisEventID != (UInt16)(sender.LastSentEntityEventID + 1))
{
if (GameSettings.VerboseLogging)
{
DebugConsole.NewMessage("received msg " + thisEventID, Microsoft.Xna.Framework.Color.Red);
}
msg.Position += msgLength * 8;
}
else if (entity == null)
{
//entity not found -> consider the even read and skip over it
//(can happen, for example, when a client uses a medical item repeatedly
//and creates an event for it before receiving the event about it being removed)
if (GameSettings.VerboseLogging)
{
DebugConsole.NewMessage(
"Received msg " + thisEventID + ", entity " + entityID + " not found",
Microsoft.Xna.Framework.Color.Orange);
}
sender.LastSentEntityEventID++;
msg.Position += msgLength * 8;
}
else
{
if (GameSettings.VerboseLogging)
{
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;
}
}
}
}