mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-09-06 17:58:05 +02:00
* Added new ComponentEventBus, combined it with IEventBus. * Removed all traces of IEntity from ComponentDependencies. Removed IEntityManager dependency from ComponentManager. * Added entity create/delete events to IEntityManager. * ComponentEvents now use EntitySystemMessages instead of their custom ComponentEvent class. * Component events are now just overloads of entity events. * Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs. * Add a bool argument for if the message should be broadcast as well as directed. Fix ordering and init issues of events in EntityManager. * Changed names from Component/Entity events to Directed/Broadcast. * Fix bugs and unit tests.
196 lines
6.7 KiB
C#
196 lines
6.7 KiB
C#
using System;
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using System.Collections.Generic;
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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.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.Server.GameObjects
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{
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/// <summary>
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/// The server implementation of the Entity Network Manager.
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/// </summary>
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public class ServerEntityNetworkManager : IServerEntityNetworkManager
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{
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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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/// <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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public void Update()
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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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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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}
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}
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