Files
LuaCsForBarotraumaEP/Subsurface/Source/Networking/NetEntityEvent/ClientEntityEventManager.cs
juanjp600 4ad373294c Update client.UnreceivedEntityEventCount on every event write
I noticed that if the main event IDs went over 10000 and there were more than 450 unique events, the server would sometimes skip the next event the client needed. Sometimes the client would also not realize that the last event it received was the final init event, so it would reject all further events because of a huge ID discrepancy. The init events will likely need to be reworked, but updating UnreceivedEntityEventCount seems to help somewhat.
2017-04-06 12:37:38 -03:00

203 lines
6.8 KiB
C#

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<ClientEntityEvent> 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<UInt16, float> eventLastSent;
public UInt16 LastReceivedID
{
get { return lastReceivedID; }
}
private UInt16 lastReceivedID;
public ClientEntityEventManager(GameClient client)
{
events = new List<ClientEntityEvent>();
eventLastSent = new Dictionary<UInt16, float>();
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<NetEntityEvent> eventsToSync = new List<NetEntityEvent>();
//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);
}
/// <summary>
/// Read the events from the message, ignoring ones we've already received
/// </summary>
public void Read(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
{
UInt16 unreceivedEntityEventCount = 0;
UInt16 firstNewID = 0;
if (type == ServerNetObject.ENTITY_EVENT_INITIAL)
{
unreceivedEntityEventCount = msg.ReadUInt16();
firstNewID = msg.ReadUInt16();
}
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<lastReceivedID+1 ? Microsoft.Xna.Framework.Color.Yellow : 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
{
long msgPosition = msg.Position;
DebugConsole.NewMessage("received msg " + thisEventID + " (" + entity.ToString() + ")", Microsoft.Xna.Framework.Color.Green);
lastReceivedID++;
try
{
ReadEvent(msg, entity, sendingTime);
}
catch (Exception e)
{
#if DEBUG
DebugConsole.ThrowError("Failed to read event for entity \"" + entity.ToString() + "\"!", e);
#endif
msg.Position = msgPosition + msgLength * 8;
}
}
msg.ReadPadBits();
}
if (type == ServerNetObject.ENTITY_EVENT_INITIAL)
{
if (lastReceivedID == unreceivedEntityEventCount - 1 ||
unreceivedEntityEventCount == 0)
{
lastReceivedID = (UInt16)(firstNewID - 1);
}
}
}
protected override void WriteEvent(NetBuffer buffer, NetEntityEvent entityEvent, Client recipient = null)
{
var clientEvent = entityEvent as ClientEntityEvent;
if (clientEvent == null) return;
clientEvent.Write(buffer);
}
protected void ReadEvent(NetIncomingMessage buffer, IServerSerializable entity, float sendingTime)
{
entity.ClientRead(ServerNetObject.ENTITY_EVENT, buffer, sendingTime);
}
public void Clear()
{
ID = 0;
lastReceivedID = 0;
events.Clear();
eventLastSent.Clear();
}
}
}