Files
RobustToolbox/Robust.Server/GameObjects/ServerEntityManager.cs
T

324 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using Prometheus;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Server.GameObjects
{
/// <summary>
/// Manager for entities -- controls things like template loading and instantiation
/// </summary>
[UsedImplicitly] // DI Container
public sealed class ServerEntityManager : EntityManager, IServerEntityManagerInternal
{
private static readonly Gauge EntitiesCount = Metrics.CreateGauge(
"robust_entities_count",
"Amount of alive entities.");
[Dependency] private readonly IServerNetManager _networkManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
protected override int NextEntityUid { get; set; } = (int) EntityUid.FirstUid;
public override void Initialize()
{
SetupNetworking();
ReceivedSystemMessage += (_, systemMsg) => EventBus.RaiseEvent(EventSource.Network, systemMsg);
base.Initialize();
}
EntityUid IServerEntityManagerInternal.AllocEntity(string? prototypeName, EntityUid uid)
{
return AllocEntity(prototypeName, uid);
}
void IServerEntityManagerInternal.FinishEntityLoad(EntityUid entity, IEntityLoadContext? context)
{
LoadEntity(entity, context);
}
void IServerEntityManagerInternal.FinishEntityInitialization(EntityUid entity)
{
InitializeEntity(entity);
}
void IServerEntityManagerInternal.FinishEntityStartup(EntityUid entity)
{
StartEntity(entity);
}
private protected override EntityUid CreateEntity(string? prototypeName, EntityUid uid = default)
{
var entity = base.CreateEntity(prototypeName, uid);
if (!string.IsNullOrWhiteSpace(prototypeName))
{
var prototype = PrototypeManager.Index<EntityPrototype>(prototypeName);
// At this point in time, all data configure on the entity *should* be purely from the prototype.
// As such, we can reset the modified ticks to Zero,
// which indicates "not different from client's own deserialization".
// So the initial data for the component or even the creation doesn't have to be sent over the wire.
foreach (var (netId, component) in GetNetComponents(entity))
{
// Make sure to ONLY get components that are defined in the prototype.
// Others could be instantiated directly by AddComponent (e.g. ContainerManager).
// And those aren't guaranteed to exist on the client, so don't clear them.
if (prototype.Components.ContainsKey(component.Name)) ((Component) component).ClearTicks();
}
}
return entity;
}
public override EntityStringRepresentation ToPrettyString(EntityUid uid)
{
TryGetComponent(uid, out ActorComponent? actor);
return base.ToPrettyString(uid) with { Session = actor?.PlayerSession };
}
#region IEntityNetworkManager impl
public override IEntityNetworkManager EntityNetManager => this;
/// <inheritdoc />
public event EventHandler<object>? ReceivedSystemMessage;
private readonly PriorityQueue<MsgEntity> _queue = new(new MessageSequenceComparer());
private readonly Dictionary<IPlayerSession, uint> _lastProcessedSequencesCmd =
new();
private readonly Dictionary<EntityUid, List<(GameTick tick, ushort netId)>> _componentDeletionHistory = new();
private bool _logLateMsgs;
/// <inheritdoc />
public void SetupNetworking()
{
_networkManager.RegisterNetMessage<MsgEntity>(HandleEntityNetworkMessage);
// For syncing component deletions.
EntityDeleted += OnEntityRemoved;
ComponentRemoved += OnComponentRemoved;
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_configurationManager.OnValueChanged(CVars.NetLogLateMsg, b => _logLateMsgs = b, true);
}
/// <inheritdoc />
public override void TickUpdate(float frameTime, bool noPredictions, Histogram? histogram)
{
using (histogram?.WithLabels("EntityNet").NewTimer())
{
while (_queue.Count != 0 && _queue.Peek().SourceTick <= _gameTiming.CurTick)
{
DispatchEntityNetworkMessage(_queue.Take());
}
}
base.TickUpdate(frameTime, noPredictions, histogram);
EntitiesCount.Set(Entities.Count);
}
public uint GetLastMessageSequence(IPlayerSession session)
{
return _lastProcessedSequencesCmd[session];
}
private void OnEntityRemoved(object? sender, EntityUid e)
{
if (_componentDeletionHistory.ContainsKey(e))
_componentDeletionHistory.Remove(e);
}
private void OnComponentRemoved(object? sender, ComponentEventArgs e)
{
var reg = ComponentFactory.GetRegistration(e.Component.GetType());
// We only keep track of networked components being removed.
if (reg.NetID is not {} netId)
return;
var uid = e.Owner;
if (!_componentDeletionHistory.TryGetValue(uid, out var list))
{
list = new List<(GameTick tick, ushort netId)>();
_componentDeletionHistory[uid] = list;
}
list.Add((_gameTiming.CurTick, netId));
}
public List<ushort> GetDeletedComponents(EntityUid uid, GameTick fromTick)
{
// TODO: Maybe make this a struct enumerator? Right now it's a list for consistency...
var list = new List<ushort>();
if (!_componentDeletionHistory.TryGetValue(uid, out var history))
return list;
foreach (var (tick, id) in history)
{
if (tick >= fromTick) list.Add(id);
}
return list;
}
public void CullDeletionHistory(GameTick oldestAck)
{
var remQueue = new RemQueue<EntityUid>();
foreach (var (uid, list) in _componentDeletionHistory)
{
list.RemoveAll(hist => hist.tick < oldestAck);
if(list.Count == 0)
remQueue.Add(uid);
}
foreach (var uid in remQueue)
{
_componentDeletionHistory.Remove(uid);
}
}
/// <inheritdoc />
public void SendSystemNetworkMessage(EntityEventArgs message)
{
var newMsg = _networkManager.CreateNetMessage<MsgEntity>();
newMsg.Type = EntityMessageType.SystemMessage;
newMsg.SystemMessage = message;
newMsg.SourceTick = _gameTiming.CurTick;
_networkManager.ServerSendToAll(newMsg);
}
/// <inheritdoc />
public void SendSystemNetworkMessage(EntityEventArgs message, INetChannel targetConnection)
{
var newMsg = _networkManager.CreateNetMessage<MsgEntity>();
newMsg.Type = EntityMessageType.SystemMessage;
newMsg.SystemMessage = message;
newMsg.SourceTick = _gameTiming.CurTick;
_networkManager.ServerSendMessage(newMsg, targetConnection);
}
private void HandleEntityNetworkMessage(MsgEntity message)
{
var msgT = message.SourceTick;
var cT = _gameTiming.CurTick;
if (msgT <= cT)
{
if (msgT < cT && _logLateMsgs)
{
Logger.WarningS("net.ent", "Got late MsgEntity! Diff: {0}, msgT: {2}, cT: {3}, player: {1}",
(int) msgT.Value - (int) cT.Value, message.MsgChannel.UserName, msgT, cT);
}
DispatchEntityNetworkMessage(message);
return;
}
_queue.Add(message);
}
private void DispatchEntityNetworkMessage(MsgEntity message)
{
// Don't try to retrieve the session if the client disconnected
if (!message.MsgChannel.IsConnected)
{
return;
}
var player = _playerManager.GetSessionByChannel(message.MsgChannel);
if (message.Sequence != 0)
{
if (_lastProcessedSequencesCmd[player] < message.Sequence)
{
_lastProcessedSequencesCmd[player] = message.Sequence;
}
}
#if EXCEPTION_TOLERANCE
try
#endif
{
switch (message.Type)
{
case EntityMessageType.SystemMessage:
var msg = message.SystemMessage;
var sessionType = typeof(EntitySessionMessage<>).MakeGenericType(msg.GetType());
var sessionMsg =
Activator.CreateInstance(sessionType, new EntitySessionEventArgs(player), msg)!;
ReceivedSystemMessage?.Invoke(this, msg);
ReceivedSystemMessage?.Invoke(this, sessionMsg);
return;
}
}
#if EXCEPTION_TOLERANCE
catch (Exception e)
{
Logger.ErrorS("net.ent", $"Caught exception while dispatching {message.Type}: {e}");
}
#endif
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs args)
{
switch (args.NewStatus)
{
case SessionStatus.Connected:
_lastProcessedSequencesCmd.Add(args.Session, 0);
break;
case SessionStatus.Disconnected:
_lastProcessedSequencesCmd.Remove(args.Session);
break;
}
}
internal sealed class MessageSequenceComparer : IComparer<MsgEntity>
{
public int Compare(MsgEntity? x, MsgEntity? y)
{
DebugTools.AssertNotNull(x);
DebugTools.AssertNotNull(y);
var cmp = y!.SourceTick.CompareTo(x!.SourceTick);
if (cmp != 0)
{
return cmp;
}
return y.Sequence.CompareTo(x.Sequence);
}
}
#endregion
}
}