Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Networking/NetEntityEvent/NetEntityEventManager.cs
2019-03-18 20:39:27 +02:00

95 lines
4.3 KiB
C#

using Lidgren.Network;
using System;
using System.Collections.Generic;
namespace Barotrauma.Networking
{
abstract class NetEntityEventManager
{
public const int MaxEventBufferLength = 1024;
public const int MaxEventsPerWrite = 64;
/// <summary>
/// Write the events to the outgoing message. The recipient parameter is only needed for ServerEntityEventManager
/// </summary>
protected void Write(NetOutgoingMessage msg, List<NetEntityEvent> eventsToSync, Client recipient = null)
{
//write into a temporary buffer so we can write the number of events before the actual data
NetBuffer tempBuffer = new NetBuffer();
int eventCount = 0;
foreach (NetEntityEvent e in eventsToSync)
{
//write into a temporary buffer so we can write the length before the actual data
NetBuffer tempEventBuffer = new NetBuffer();
try
{
WriteEvent(tempEventBuffer, e, recipient);
}
catch (Exception exception)
{
DebugConsole.ThrowError("Failed to write an event for the entity \"" + e.Entity + "\"", exception);
GameAnalyticsManager.AddErrorEventOnce("NetEntityEventManager.Write:WriteFailed" + e.Entity.ToString(),
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
"Failed to write an event for the entity \"" + e.Entity + "\"\n" + exception.StackTrace);
//write an empty event to avoid messing up IDs
//(otherwise the clients might read the next event in the message and think its ID
//is consecutive to the previous one, even though we skipped over this broken event)
tempBuffer.Write(Entity.NullEntityID);
tempBuffer.WritePadBits();
eventCount++;
continue;
}
if (msg.LengthBytes + tempBuffer.LengthBytes + tempEventBuffer.LengthBytes > NetPeerConfiguration.kDefaultMTU - 20)
{
//no more room in this packet
break;
}
if (tempEventBuffer.LengthBytes > 255)
{
DebugConsole.ThrowError("Too much data in network event for entity \"" + e.Entity.ToString() + "\" (" + tempEventBuffer.LengthBytes + " bytes");
GameAnalyticsManager.AddErrorEventOnce("NetEntityEventManager.Write:TooLong" + e.Entity.ToString(),
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
"Too much data in network event for entity \"" + e.Entity.ToString() + "\" (" + tempEventBuffer.LengthBytes + " bytes");
//write an empty event to prevent breaking the event syncing
tempBuffer.Write((UInt16)0);
tempBuffer.WritePadBits();
eventCount++;
continue;
}
//the ID has been taken by another entity (the original entity has been removed) -> write an empty event
/*else if (Entity.FindEntityByID(e.Entity.ID) != e.Entity || e.Entity.IdFreed)
{
//technically the clients don't have any use for these, but removing events and shifting the IDs of all
//consecutive ones is so error-prone that I think this is a safer option
tempBuffer.Write(Entity.NullEntityID);
tempBuffer.WritePadBits();
}*/
else
{
tempBuffer.Write((UInt16)e.Entity.ID);
tempBuffer.Write((byte)tempEventBuffer.LengthBytes);
tempBuffer.Write(tempEventBuffer);
tempBuffer.WritePadBits();
}
eventCount++;
}
if (eventCount > 0)
{
msg.Write(eventsToSync[0].ID);
msg.Write((byte)eventCount);
msg.Write(tempBuffer);
}
}
protected abstract void WriteEvent(NetBuffer buffer, NetEntityEvent entityEvent, Client recipient = null);
}
}