Files
RobustToolbox/Robust.Client/GameObjects/ClientEntityNetworkManager.cs
T
Acruid 3203ca2ff4 Removed Control.Update from the UI system. UI Controls have no business running code in simulation updates.
Refactored the client update loop so that the GameStateManager is in full control of the simulation update.
2021-03-26 17:46:34 -07:00

129 lines
4.5 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Client.GameStates;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
/// <summary>
/// The client implementation of the Entity Network Manager.
/// </summary>
public class ClientEntityNetworkManager : IEntityNetworkManager
{
[Dependency] private readonly IClientNetManager _networkManager = default!;
[Dependency] private readonly IClientGameStateManager _gameStateManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
/// <inheritdoc />
public event EventHandler<NetworkComponentMessage>? ReceivedComponentMessage;
/// <inheritdoc />
public event EventHandler<object>? ReceivedSystemMessage;
private readonly PriorityQueue<(uint seq, MsgEntity msg)> _queue = new(new MessageTickComparer());
private uint _incomingMsgSequence = 0;
/// <inheritdoc />
public void SetupNetworking()
{
_networkManager.RegisterNetMessage<MsgEntity>(MsgEntity.NAME, HandleEntityNetworkMessage);
}
public void TickUpdate()
{
while (_queue.Count != 0 && _queue.Peek().msg.SourceTick <= _gameStateManager.CurServerTick)
{
var (_, msg) = _queue.Take();
// Logger.DebugS("net.ent", "Dispatching: {0}: {1}", seq, msg);
DispatchMsgEntity(msg);
}
}
/// <inheritdoc />
public void SendSystemNetworkMessage(EntityEventArgs message)
{
SendSystemNetworkMessage(message, default(uint));
}
public void SendSystemNetworkMessage(EntityEventArgs message, uint sequence)
{
var msg = _networkManager.CreateNetMessage<MsgEntity>();
msg.Type = EntityMessageType.SystemMessage;
msg.SystemMessage = message;
msg.SourceTick = _gameTiming.CurTick;
msg.Sequence = sequence;
_networkManager.ClientSendMessage(msg);
}
/// <inheritdoc />
public void SendSystemNetworkMessage(EntityEventArgs message, INetChannel channel)
{
throw new NotSupportedException();
}
/// <inheritdoc />
public void SendComponentNetworkMessage(INetChannel? channel, IEntity entity, IComponent component, ComponentMessage message)
{
if (!component.NetID.HasValue)
throw new ArgumentException($"Component {component.Name} does not have a NetID.", nameof(component));
var msg = _networkManager.CreateNetMessage<MsgEntity>();
msg.Type = EntityMessageType.ComponentMessage;
msg.EntityUid = entity.Uid;
msg.NetId = component.NetID.Value;
msg.ComponentMessage = message;
msg.SourceTick = _gameTiming.CurTick;
_networkManager.ClientSendMessage(msg);
}
private void HandleEntityNetworkMessage(MsgEntity message)
{
if (message.SourceTick <= _gameStateManager.CurServerTick)
{
DispatchMsgEntity(message);
return;
}
// MsgEntity is sent with ReliableOrdered so Lidgren guarantees ordering of incoming messages.
// We still need to store a sequence input number to ensure ordering remains consistent in
// the priority queue.
_queue.Add((++_incomingMsgSequence, message));
}
private void DispatchMsgEntity(MsgEntity message)
{
switch (message.Type)
{
case EntityMessageType.ComponentMessage:
ReceivedComponentMessage?.Invoke(this, new NetworkComponentMessage(message));
return;
case EntityMessageType.SystemMessage:
ReceivedSystemMessage?.Invoke(this, message.SystemMessage);
return;
}
}
private sealed class MessageTickComparer : IComparer<(uint seq, MsgEntity msg)>
{
public int Compare((uint seq, MsgEntity msg) x, (uint seq, MsgEntity msg) y)
{
var cmp = y.msg.SourceTick.CompareTo(x.msg.SourceTick);
if (cmp != 0)
{
return cmp;
}
return y.seq.CompareTo(x.seq);
}
}
}
}