mirror of
https://github.com/space-wizards/RobustToolbox.git
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* Refactors EntityManager to not do any networking. ServerEntityManager and ClientEntityManager now do the networking instead. * Rename property for "backwards compat." * Remove comented out code in robust server simulation
274 lines
9.7 KiB
C#
274 lines
9.7 KiB
C#
using System;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using Prometheus;
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using Robust.Server.Player;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Network.Messages;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Robust.Server.GameObjects
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{
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/// <summary>
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/// Manager for entities -- controls things like template loading and instantiation
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/// </summary>
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[UsedImplicitly] // DI Container
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public sealed class ServerEntityManager : EntityManager, IServerEntityManagerInternal
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{
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private static readonly Gauge EntitiesCount = Metrics.CreateGauge(
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"robust_entities_count",
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"Amount of alive entities.");
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[Dependency] private readonly IServerNetManager _networkManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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protected override int NextEntityUid { get; set; } = (int) EntityUid.FirstUid;
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public override void Initialize()
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{
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SetupNetworking();
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ReceivedComponentMessage += (_, compMsg) => DispatchComponentMessage(compMsg);
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ReceivedSystemMessage += (_, systemMsg) => EventBus.RaiseEvent(EventSource.Network, systemMsg);
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base.Initialize();
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}
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IEntity IServerEntityManagerInternal.AllocEntity(string? prototypeName, EntityUid? uid)
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{
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return AllocEntity(prototypeName, uid);
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}
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void IServerEntityManagerInternal.FinishEntityLoad(IEntity entity, IEntityLoadContext? context)
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{
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LoadEntity((Entity) entity, context);
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}
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void IServerEntityManagerInternal.FinishEntityInitialization(IEntity entity)
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{
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InitializeEntity((Entity) entity);
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}
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void IServerEntityManagerInternal.FinishEntityStartup(IEntity entity)
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{
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StartEntity((Entity) entity);
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}
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private protected override Entity CreateEntity(string? prototypeName, EntityUid? uid = null)
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{
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var entity = base.CreateEntity(prototypeName, uid);
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if (prototypeName != null)
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{
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var prototype = PrototypeManager.Index<EntityPrototype>(prototypeName);
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// At this point in time, all data configure on the entity *should* be purely from the prototype.
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// As such, we can reset the modified ticks to Zero,
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// which indicates "not different from client's own deserialization".
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// So the initial data for the component or even the creation doesn't have to be sent over the wire.
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foreach (var component in ComponentManager.GetNetComponents(entity.Uid))
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{
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// Make sure to ONLY get components that are defined in the prototype.
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// Others could be instantiated directly by AddComponent (e.g. ContainerManager).
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// And those aren't guaranteed to exist on the client, so don't clear them.
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if (prototype.Components.ContainsKey(component.Name)) ((Component) component).ClearTicks();
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}
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}
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return entity;
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}
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#region IEntityNetworkManager impl
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public override IEntityNetworkManager EntityNetManager => this;
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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<MsgEntity> _queue = new(new MessageSequenceComparer());
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private readonly Dictionary<IPlayerSession, uint> _lastProcessedSequencesCmd =
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new();
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private bool _logLateMsgs;
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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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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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_configurationManager.OnValueChanged(CVars.NetLogLateMsg, b => _logLateMsgs = b, true);
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}
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/// <inheritdoc />
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public override void TickUpdate(float frameTime, Histogram? histogram)
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{
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using (histogram?.WithLabels("EntityNet").NewTimer())
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{
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while (_queue.Count != 0 && _queue.Peek().SourceTick <= _gameTiming.CurTick)
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{
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DispatchEntityNetworkMessage(_queue.Take());
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}
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}
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base.TickUpdate(frameTime, histogram);
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EntitiesCount.Set(AllEntities.Count);
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}
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public uint GetLastMessageSequence(IPlayerSession session)
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{
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return _lastProcessedSequencesCmd[session];
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}
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/// <inheritdoc />
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public void SendComponentNetworkMessage(INetChannel? channel, IEntity entity, IComponent component,
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ComponentMessage message)
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{
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if (_networkManager.IsClient)
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return;
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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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// Logger.DebugS("net.ent", "Sending: {0}", msg);
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//Send the message
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if (channel == null)
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_networkManager.ServerSendToAll(msg);
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else
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_networkManager.ServerSendMessage(msg, channel);
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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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var newMsg = _networkManager.CreateNetMessage<MsgEntity>();
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newMsg.Type = EntityMessageType.SystemMessage;
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newMsg.SystemMessage = message;
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newMsg.SourceTick = _gameTiming.CurTick;
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_networkManager.ServerSendToAll(newMsg);
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}
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/// <inheritdoc />
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public void SendSystemNetworkMessage(EntityEventArgs message, INetChannel targetConnection)
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{
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var newMsg = _networkManager.CreateNetMessage<MsgEntity>();
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newMsg.Type = EntityMessageType.SystemMessage;
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newMsg.SystemMessage = message;
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newMsg.SourceTick = _gameTiming.CurTick;
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_networkManager.ServerSendMessage(newMsg, targetConnection);
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}
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private void HandleEntityNetworkMessage(MsgEntity message)
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{
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var msgT = message.SourceTick;
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var cT = _gameTiming.CurTick;
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if (msgT <= cT)
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{
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if (msgT < cT && _logLateMsgs)
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{
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Logger.WarningS("net.ent", "Got late MsgEntity! Diff: {0}, msgT: {2}, cT: {3}, player: {1}",
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(int) msgT.Value - (int) cT.Value, message.MsgChannel.UserName, msgT, cT);
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}
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DispatchEntityNetworkMessage(message);
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return;
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}
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_queue.Add(message);
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}
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private void DispatchEntityNetworkMessage(MsgEntity message)
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{
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// Don't try to retrieve the session if the client disconnected
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if (!message.MsgChannel.IsConnected)
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{
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return;
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}
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var player = _playerManager.GetSessionByChannel(message.MsgChannel);
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if (message.Sequence != 0)
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{
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if (_lastProcessedSequencesCmd[player] < message.Sequence)
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{
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_lastProcessedSequencesCmd[player] = message.Sequence;
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}
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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, player));
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return;
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case EntityMessageType.SystemMessage:
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var msg = message.SystemMessage;
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var sessionType = typeof(EntitySessionMessage<>).MakeGenericType(msg.GetType());
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var sessionMsg = Activator.CreateInstance(sessionType, new EntitySessionEventArgs(player), msg)!;
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ReceivedSystemMessage?.Invoke(this, sessionMsg);
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return;
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}
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs args)
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{
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switch (args.NewStatus)
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{
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case SessionStatus.Connected:
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_lastProcessedSequencesCmd.Add(args.Session, 0);
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break;
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case SessionStatus.Disconnected:
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_lastProcessedSequencesCmd.Remove(args.Session);
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break;
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}
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}
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internal sealed class MessageSequenceComparer : IComparer<MsgEntity>
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{
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public int Compare(MsgEntity? x, MsgEntity? y)
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{
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DebugTools.AssertNotNull(x);
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DebugTools.AssertNotNull(y);
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var cmp = y!.SourceTick.CompareTo(x!.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.Sequence.CompareTo(x.Sequence);
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}
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}
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#endregion
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}
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}
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