Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Networking/NetEntityEvent/NetEntityEventManager.cs
2020-02-29 14:45:16 -03:00

87 lines
4.0 KiB
C#

using System;
using System.Collections.Generic;
namespace Barotrauma.Networking
{
abstract class NetEntityEventManager
{
public const int MaxEventBufferLength = 1024;
/// <summary>
/// Write the events to the outgoing message. The recipient parameter is only needed for ServerEntityEventManager
/// </summary>
protected void Write(IWriteMessage msg, List<NetEntityEvent> eventsToSync, out List<NetEntityEvent> sentEvents, Client recipient = null)
{
//write into a temporary buffer so we can write the number of events before the actual data
IWriteMessage tempBuffer = new WriteOnlyMessage();
sentEvents = new List<NetEntityEvent>();
int eventCount = 0;
foreach (NetEntityEvent e in eventsToSync)
{
//write into a temporary buffer so we can write the length before the actual data
IWriteMessage tempEventBuffer = new WriteOnlyMessage();
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;
}
//the length of the data is written as a byte, so the data needs to be less than 255 bytes long
if (tempEventBuffer.LengthBytes > 255)
{
DebugConsole.ThrowError("Too much data in network event for entity \"" + e.Entity.ToString() + "\" (" + tempEventBuffer.LengthBytes + " bytes, event ID " + e.ID + ")");
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, event ID " + e.ID + ")");
//write an empty event to prevent breaking the event syncing
tempBuffer.Write(Entity.NullEntityID);
tempBuffer.WritePadBits();
eventCount++;
continue;
}
if (msg.LengthBytes + tempBuffer.LengthBytes + tempEventBuffer.LengthBytes > MaxEventBufferLength)
{
//no more room in this packet
break;
}
tempBuffer.Write(e.EntityID);
tempBuffer.Write((byte)tempEventBuffer.LengthBytes);
tempBuffer.Write(tempEventBuffer.Buffer, 0, tempEventBuffer.LengthBytes);
tempBuffer.WritePadBits();
sentEvents.Add(e);
eventCount++;
}
if (eventCount > 0)
{
msg.Write(eventsToSync[0].ID);
msg.Write((byte)eventCount);
msg.Write(tempBuffer.Buffer, 0, tempBuffer.LengthBytes);
}
}
protected abstract void WriteEvent(IWriteMessage buffer, NetEntityEvent entityEvent, Client recipient = null);
}
}