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