Files
RobustToolbox/Robust.Client/GameObjects/ClientEntityNetworkManager.cs
Acruid f7e8178736 Added new ComponentEvents system in IEventBus. (#1601)
* 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.
2021-03-09 11:02:24 -08:00

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 Update()
{
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);
}
}
}
}