Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/GameSession/MedicalClinic.cs
2024-06-18 16:50:02 +03:00

415 lines
16 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using Barotrauma.Extensions;
using Barotrauma.Networking;
namespace Barotrauma
{
internal sealed partial class MedicalClinic
{
private MedicalClinicUI? ui => campaign?.CampaignUI?.MedicalClinic;
public enum RequestResult
{
Undecided,
Success,
CharacterInfoMissing,
CharacterNotFound,
Timeout
}
public readonly record struct RequestAction<T>(Action<T> Callback, DateTimeOffset Timeout);
public readonly record struct AfflictionRequest(RequestResult Result, ImmutableArray<NetAffliction> Afflictions);
public readonly record struct PendingRequest(RequestResult Result, NetCollection<NetCrewMember> CrewMembers);
public readonly record struct CallbackOnlyRequest(RequestResult Result);
public readonly record struct HealRequest(RequestResult Result, HealRequestResult HealResult);
private readonly List<RequestAction<AfflictionRequest>> afflictionRequests = new List<RequestAction<AfflictionRequest>>();
private readonly List<RequestAction<PendingRequest>> pendingHealRequests = new List<RequestAction<PendingRequest>>();
private readonly List<RequestAction<CallbackOnlyRequest>> clearAllRequests = new List<RequestAction<CallbackOnlyRequest>>();
private readonly List<RequestAction<HealRequest>> healAllRequests = new List<RequestAction<HealRequest>>();
private readonly List<RequestAction<CallbackOnlyRequest>> addRequests = new List<RequestAction<CallbackOnlyRequest>>();
private readonly List<RequestAction<CallbackOnlyRequest>> removeRequests = new List<RequestAction<CallbackOnlyRequest>>();
private static readonly LeakyBucket requestBucket = new(RateLimitExpiry / (float)RateLimitMaxRequests, 10);
public bool RequestAfflictions(CharacterInfo info, Action<AfflictionRequest> onReceived)
{
if (GameMain.IsSingleplayer)
{
#if DEBUG && LINUX
if (Screen.Selected is TestScreen)
{
onReceived.Invoke(new AfflictionRequest(RequestResult.Success, TestAfflictions.ToImmutableArray()));
return true;
}
#endif
if (info is not { Character.CharacterHealth: { } health })
{
onReceived.Invoke(new AfflictionRequest(RequestResult.CharacterInfoMissing, ImmutableArray<NetAffliction>.Empty));
return true;
}
ImmutableArray<NetAffliction> pendingAfflictions = GetAllAfflictions(health);
onReceived.Invoke(new AfflictionRequest(RequestResult.Success, pendingAfflictions));
return true;
}
return requestBucket.TryEnqueue(() =>
{
afflictionRequests.Add(new RequestAction<AfflictionRequest>(onReceived, GetTimeout()));
SendAfflictionRequest(info);
});
}
public void RequestLatestPending(Action<PendingRequest> onReceived)
{
// no need to worry about syncing when there's only one pair of eyes capable of looking at the UI
if (GameMain.IsSingleplayer) { return; }
requestBucket.TryEnqueue(() =>
{
pendingHealRequests.Add(new RequestAction<PendingRequest>(onReceived, GetTimeout()));
SendPendingRequest();
});
}
public void Update(float deltaTime)
{
processAfflictionChangesTimer -= deltaTime;
if (processAfflictionChangesTimer <= 0.0f)
{
foreach (var character in charactersWithAfflictionChanges)
{
if (GameMain.NetworkMember is null)
{
ImmutableArray<NetAffliction> afflictions = GetAllAfflictions(character.CharacterHealth);
ui?.UpdateAfflictions(new NetCrewMember(character.Info, afflictions));
}
ui?.UpdateCrewPanel();
}
charactersWithAfflictionChanges.Clear();
processAfflictionChangesTimer = ProcessAfflictionChangesInterval;
}
DateTimeOffset now = DateTimeOffset.Now;
UpdateQueue(afflictionRequests, now, onTimeout: static callback => { callback(new AfflictionRequest(RequestResult.Timeout, ImmutableArray<NetAffliction>.Empty)); });
UpdateQueue(pendingHealRequests, now, onTimeout: static callback => { callback(new PendingRequest(RequestResult.Timeout, NetCollection<NetCrewMember>.Empty)); });
UpdateQueue(healAllRequests, now, onTimeout: static callback => { callback(new HealRequest(RequestResult.Timeout, HealRequestResult.Unknown)); });
UpdateQueue(clearAllRequests, now, onTimeout: CallbackOnlyTimeout);
UpdateQueue(addRequests, now, onTimeout: CallbackOnlyTimeout);
UpdateQueue(removeRequests, now, onTimeout: CallbackOnlyTimeout);
requestBucket.Update(deltaTime);
static void CallbackOnlyTimeout(Action<CallbackOnlyRequest> callback) { callback(new CallbackOnlyRequest(RequestResult.Timeout)); }
}
public bool IsAfflictionPending(NetCrewMember character, NetAffliction affliction)
{
foreach (NetCrewMember crewMember in PendingHeals)
{
if (!crewMember.CharacterEquals(character)) { continue; }
return crewMember.Afflictions.Any(a => a.AfflictionEquals(affliction));
}
return false;
}
private static bool TryDequeue<T>(List<RequestAction<T>> requestQueue, out Action<T> result)
{
RequestAction<T>? first = requestQueue.FirstOrNull();
if (first is not { } action)
{
result = static _ => { };
return false;
}
requestQueue.Remove(action);
result = action.Callback;
return true;
}
private static void UpdateQueue<T>(List<RequestAction<T>> requestQueue, DateTimeOffset now, Action<Action<T>> onTimeout)
{
HashSet<RequestAction<T>>? removals = null;
foreach (RequestAction<T> action in requestQueue)
{
if (action.Timeout < now)
{
onTimeout.Invoke(action.Callback);
removals ??= new HashSet<RequestAction<T>>();
removals.Add(action);
}
}
if (removals is null) { return; }
foreach (RequestAction<T> action in removals)
{
requestQueue.Remove(action);
}
}
private void OnMoneyChanged(WalletChangedEvent e)
{
if (e.Wallet.IsOwnWallet) { OnUpdate?.Invoke(); }
}
// if you have more than 5000 ping there are probably more important things to worry about but hey just in case
private static DateTimeOffset GetTimeout() => DateTimeOffset.Now.AddSeconds(5).AddMilliseconds(GetPing());
private static int GetPing()
{
if (GameMain.IsSingleplayer || GameMain.Client?.Name is not { } ownName || GameMain.NetworkMember?.ConnectedClients is not { } clients) { return 0; }
return (from client in clients where client.Name == ownName select client.Ping).FirstOrDefault();
}
public bool TreatAllButtonAction(Action<CallbackOnlyRequest> onReceived)
{
if (GameMain.IsSingleplayer)
{
AddEverythingToPending();
onReceived(new CallbackOnlyRequest(RequestResult.Success));
OnUpdate?.Invoke();
return true;
}
return requestBucket.TryEnqueue(() =>
{
addRequests.Add(new RequestAction<CallbackOnlyRequest>(onReceived, GetTimeout()));
ClientSend(null, NetworkHeader.ADD_EVERYTHING_TO_PENDING, DeliveryMethod.Reliable);
});
}
public bool HealAllButtonAction(Action<HealRequest> onReceived)
{
if (GameMain.IsSingleplayer)
{
HealRequestResult result = HealAllPending();
onReceived(new HealRequest(RequestResult.Success, HealAllPending()));
if (result == HealRequestResult.Success)
{
OnUpdate?.Invoke();
}
return true;
}
if (campaign?.CampaignUI?.MedicalClinic is { } openedUi)
{
openedUi.ClosePopup();
}
return requestBucket.TryEnqueue(() =>
{
healAllRequests.Add(new RequestAction<HealRequest>(onReceived, GetTimeout()));
ClientSend(null, NetworkHeader.HEAL_PENDING, DeliveryMethod.Reliable);
});
}
public bool ClearAllButtonAction(Action<CallbackOnlyRequest> onReceived)
{
if (GameMain.IsSingleplayer)
{
ClearPendingHeals();
onReceived(new CallbackOnlyRequest(RequestResult.Success));
OnUpdate?.Invoke();
return true;
}
return requestBucket.TryEnqueue(() =>
{
clearAllRequests.Add(new RequestAction<CallbackOnlyRequest>(onReceived, GetTimeout()));
ClientSend(null, NetworkHeader.CLEAR_PENDING, DeliveryMethod.Reliable);
});
}
private void ClearRequestReceived()
{
ClearPendingHeals();
if (TryDequeue(clearAllRequests, out var callback))
{
callback(new CallbackOnlyRequest(RequestResult.Success));
}
OnUpdate?.Invoke();
}
private void HealRequestReceived(IReadMessage inc)
{
NetHealRequest request = INetSerializableStruct.Read<NetHealRequest>(inc);
if (request.Result == HealRequestResult.Success)
{
HealAllPending(force: true);
}
if (TryDequeue(healAllRequests, out var callback))
{
callback(new HealRequest(RequestResult.Success, request.Result));
}
OnUpdate?.Invoke();
}
public bool AddPendingButtonAction(NetCrewMember crewMember, Action<CallbackOnlyRequest> onReceived)
{
if (GameMain.IsSingleplayer)
{
InsertPendingCrewMember(crewMember);
onReceived(new CallbackOnlyRequest(RequestResult.Success));
OnUpdate?.Invoke();
return true;
}
return requestBucket.TryEnqueue(() =>
{
addRequests.Add(new RequestAction<CallbackOnlyRequest>(onReceived, GetTimeout()));
ClientSend(crewMember, NetworkHeader.ADD_PENDING, DeliveryMethod.Reliable);
});
}
public bool RemovePendingButtonAction(NetCrewMember crewMember, NetAffliction affliction, Action<CallbackOnlyRequest> onReceived)
{
if (GameMain.IsSingleplayer)
{
RemovePendingAffliction(crewMember, affliction);
onReceived(new CallbackOnlyRequest(RequestResult.Success));
OnUpdate?.Invoke();
return true;
}
INetSerializableStruct removedAffliction = new NetRemovedAffliction
{
CrewMember = crewMember,
Affliction = affliction
};
return requestBucket.TryEnqueue(() =>
{
removeRequests.Add(new RequestAction<CallbackOnlyRequest>(onReceived, GetTimeout()));
ClientSend(removedAffliction, NetworkHeader.REMOVE_PENDING, DeliveryMethod.Reliable);
});
}
private void NewAdditionReceived(IReadMessage inc, MessageFlag flag)
{
var crewMembers = INetSerializableStruct.Read<NetCollection<NetCrewMember>>(inc);
foreach (var crewMember in crewMembers)
{
InsertPendingCrewMember(crewMember);
}
if (flag == MessageFlag.Response && TryDequeue(addRequests, out var callback))
{
callback(new CallbackOnlyRequest(RequestResult.Success));
}
OnUpdate?.Invoke();
}
private void NewRemovalReceived(IReadMessage inc, MessageFlag flag)
{
NetRemovedAffliction removed = INetSerializableStruct.Read<NetRemovedAffliction>(inc);
RemovePendingAffliction(removed.CrewMember, removed.Affliction);
if (flag == MessageFlag.Response && TryDequeue(removeRequests, out var callback))
{
callback(new CallbackOnlyRequest(RequestResult.Success));
}
OnUpdate?.Invoke();
}
private static void SendAfflictionRequest(CharacterInfo info)
{
INetSerializableStruct crewMember = new NetCrewMember(info);
ClientSend(crewMember, NetworkHeader.REQUEST_AFFLICTIONS, DeliveryMethod.Unreliable);
}
private static void SendPendingRequest()
{
ClientSend(null, NetworkHeader.REQUEST_PENDING, DeliveryMethod.Reliable);
}
private void AfflictionRequestReceived(IReadMessage inc)
{
NetCrewMember crewMember = INetSerializableStruct.Read<NetCrewMember>(inc);
if (TryDequeue(afflictionRequests, out var callback))
{
RequestResult result = crewMember.CharacterInfoID is 0 ? RequestResult.CharacterNotFound : RequestResult.Success;
callback(new AfflictionRequest(result, crewMember.Afflictions.ToImmutableArray()));
}
}
private void AfflictionUpdateReceived(IReadMessage inc)
{
NetCrewMember crewMember = INetSerializableStruct.Read<NetCrewMember>(inc);
ui?.UpdateAfflictions(crewMember);
}
private void PendingRequestReceived(IReadMessage inc)
{
var pendingCrew = INetSerializableStruct.Read<NetCollection<NetCrewMember>>(inc);
if (TryDequeue(pendingHealRequests, out var callback))
{
callback(new PendingRequest(RequestResult.Success, pendingCrew));
}
}
public static void SendUnsubscribeRequest() => ClientSend(null,
header: NetworkHeader.UNSUBSCRIBE_ME,
deliveryMethod: DeliveryMethod.Reliable);
private static IWriteMessage StartSending()
{
IWriteMessage writeMessage = new WriteOnlyMessage();
writeMessage.WriteByte((byte)ClientPacketHeader.MEDICAL);
return writeMessage;
}
private static void ClientSend(INetSerializableStruct? netStruct, NetworkHeader header, DeliveryMethod deliveryMethod)
{
IWriteMessage msg = StartSending();
msg.WriteByte((byte)header);
netStruct?.Write(msg);
GameMain.Client?.ClientPeer?.Send(msg, deliveryMethod);
}
public void ClientRead(IReadMessage inc)
{
NetworkHeader header = (NetworkHeader)inc.ReadByte();
MessageFlag flag = (MessageFlag)inc.ReadByte();
switch (header)
{
case NetworkHeader.REQUEST_AFFLICTIONS:
AfflictionRequestReceived(inc);
break;
case NetworkHeader.AFFLICTION_UPDATE:
AfflictionUpdateReceived(inc);
break;
case NetworkHeader.REQUEST_PENDING:
PendingRequestReceived(inc);
break;
case NetworkHeader.ADD_PENDING:
NewAdditionReceived(inc, flag);
break;
case NetworkHeader.REMOVE_PENDING:
NewRemovalReceived(inc, flag);
break;
case NetworkHeader.HEAL_PENDING:
HealRequestReceived(inc);
break;
case NetworkHeader.CLEAR_PENDING:
ClearRequestReceived();
break;
}
}
}
}