public void Update(List <Client> clients)
        {
            foreach (BufferedEvent bufferedEvent in bufferedEvents)
            {
                if (bufferedEvent.Character == null || bufferedEvent.Character.IsDead)
                {
                    bufferedEvent.IsProcessed = true;
                    continue;
                }

                //delay reading the events until the inputs for the corresponding frame have been processed

                //UNLESS the character is unconscious, in which case we'll read the messages immediately (because further inputs will be ignored)
                //atm the "give in" command is the only thing unconscious characters can do, other types of events are ignored
                if (!bufferedEvent.Character.IsIncapacitated &&
                    NetIdUtils.IdMoreRecent(bufferedEvent.CharacterStateID, bufferedEvent.Character.LastProcessedID))
                {
                    continue;
                }

                try
                {
                    ReadEvent(bufferedEvent.Data, bufferedEvent.TargetEntity, bufferedEvent.Sender);
                }

                catch (Exception e)
                {
                    string entityName = bufferedEvent.TargetEntity == null ? "null" : bufferedEvent.TargetEntity.ToString();
                    if (GameSettings.VerboseLogging)
                    {
                        string errorMsg = "Failed to read server event for entity \"" + entityName + "\"!";
                        GameServer.Log(errorMsg + "\n" + e.StackTrace.CleanupStackTrace(), ServerLog.MessageType.Error);
                        DebugConsole.ThrowError(errorMsg, e);
                    }
                    GameAnalyticsManager.AddErrorEventOnce("ServerEntityEventManager.Read:ReadFailed" + entityName,
                                                           GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
                                                           "Failed to read server event for entity \"" + entityName + "\"!\n" + e.StackTrace.CleanupStackTrace());
                }

                bufferedEvent.IsProcessed = true;
            }

            var inGameClients = clients.FindAll(c => c.InGame && !c.NeedsMidRoundSync);

            if (inGameClients.Count > 0)
            {
                lastSentToAnyone = inGameClients[0].LastRecvEntityEventID;
                lastSentToAll    = inGameClients[0].LastRecvEntityEventID;

                if (server.OwnerConnection != null)
                {
                    var owner = clients.Find(c => c.Connection == server.OwnerConnection);
                    if (owner != null)
                    {
                        lastSentToAll = owner.LastRecvEntityEventID;
                    }
                }
                inGameClients.ForEach(c =>
                {
                    if (NetIdUtils.IdMoreRecent(lastSentToAll, c.LastRecvEntityEventID))
                    {
                        lastSentToAll = c.LastRecvEntityEventID;
                    }
                    if (NetIdUtils.IdMoreRecent(c.LastRecvEntityEventID, lastSentToAnyone))
                    {
                        lastSentToAnyone = c.LastRecvEntityEventID;
                    }
                });
                lastSentToAnyoneTime = events.Find(e => e.ID == lastSentToAnyone)?.CreateTime ?? Timing.TotalTime;

                if (Timing.TotalTime - lastWarningTime > 5.0 &&
                    Timing.TotalTime - lastSentToAnyoneTime > 10.0 &&
                    Timing.TotalTime > GameMain.GameSession.RoundStartTime + NetConfig.RoundStartSyncDuration)
                {
                    lastWarningTime = Timing.TotalTime;
                    GameServer.Log("WARNING: ServerEntityEventManager is lagging behind! Last sent id: " + lastSentToAnyone.ToString() + ", latest create id: " + ID.ToString(), ServerLog.MessageType.ServerMessage);
                    events.ForEach(e => e.ResetCreateTime());
                    //TODO: reset clients if this happens, maybe do it if a majority are behind rather than all of them?
                }

                clients.Where(c => c.NeedsMidRoundSync).ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.FirstNewEventID))
                                                                       {
                                                                           lastSentToAll = (ushort)(c.FirstNewEventID - 1);
                                                                       }
                                                                });

                ServerEntityEvent firstEventToResend = events.Find(e => e.ID == (ushort)(lastSentToAll + 1));
                if (firstEventToResend != null &&
                    Timing.TotalTime > GameMain.GameSession.RoundStartTime + NetConfig.RoundStartSyncDuration &&
                    ((lastSentToAnyoneTime - firstEventToResend.CreateTime) > NetConfig.OldReceivedEventKickTime || (Timing.TotalTime - firstEventToResend.CreateTime) > NetConfig.OldEventKickTime))
                {
                    //  This event is 10 seconds older than the last one we've successfully sent,
                    //  kick everyone that hasn't received it yet, this is way too old
                    //  UNLESS the event was created when the client was still midround syncing,
                    //  in which case we'll wait until the timeout runs out before kicking the client
                    List <Client> toKick = inGameClients.FindAll(c =>
                                                                 NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.LastRecvEntityEventID) &&
                                                                 (firstEventToResend.CreateTime > c.MidRoundSyncTimeOut || lastSentToAnyoneTime > c.MidRoundSyncTimeOut || Timing.TotalTime > c.MidRoundSyncTimeOut + 10.0));
                    toKick.ForEach(c =>
                    {
                        DebugConsole.NewMessage(c.Name + " was kicked because they were expecting a very old network event (" + (c.LastRecvEntityEventID + 1).ToString() + ")", Color.Red);
                        GameServer.Log(GameServer.ClientLogName(c) + " was kicked because they were expecting a very old network event ("
                                       + (c.LastRecvEntityEventID + 1).ToString() +
                                       " (created " + (Timing.TotalTime - firstEventToResend.CreateTime).ToString("0.##") + " s ago, " +
                                       (lastSentToAnyoneTime - firstEventToResend.CreateTime).ToString("0.##") + " s older than last event sent to anyone)" +
                                       " Events queued: " + events.Count + ", last sent to all: " + lastSentToAll, ServerLog.MessageType.Error);
                        server.DisconnectClient(c, "", DisconnectReason.ExcessiveDesyncOldEvent + "/ServerMessage.ExcessiveDesyncOldEvent");
                    }
                                   );
                }

                if (events.Count > 0)
                {
                    //the client is waiting for an event that we don't have anymore
                    //(the ID they're expecting is smaller than the ID of the first event in our list)
                    List <Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent(events[0].ID, (UInt16)(c.LastRecvEntityEventID + 1)));
                    toKick.ForEach(c =>
                    {
                        DebugConsole.NewMessage(c.Name + " was kicked because they were expecting a removed network event (" + (c.LastRecvEntityEventID + 1).ToString() + ", last available is " + events[0].ID.ToString() + ")", Color.Red);
                        GameServer.Log(GameServer.ClientLogName(c) + " was kicked because they were expecting a removed network event (" + (c.LastRecvEntityEventID + 1).ToString() + ", last available is " + events[0].ID.ToString() + ")", ServerLog.MessageType.Error);
                        server.DisconnectClient(c, "", DisconnectReason.ExcessiveDesyncRemovedEvent + "/ServerMessage.ExcessiveDesyncRemovedEvent");
                    });
                }
            }

            var timedOutClients = clients.FindAll(c => c.Connection != GameMain.Server.OwnerConnection && c.InGame && c.NeedsMidRoundSync && Timing.TotalTime > c.MidRoundSyncTimeOut);

            foreach (Client timedOutClient in timedOutClients)
            {
                GameServer.Log("Disconnecting client " + GameServer.ClientLogName(timedOutClient) + ". Syncing the client with the server took too long.", ServerLog.MessageType.Error);
                GameMain.Server.DisconnectClient(timedOutClient, "", DisconnectReason.SyncTimeout + "/ServerMessage.SyncTimeout");
            }

            bufferedEvents.RemoveAll(b => b.IsProcessed);
        }
Beispiel #2
0
        public void Update(List <Client> clients)
        {
            foreach (BufferedEvent bufferedEvent in bufferedEvents)
            {
                if (bufferedEvent.Character == null || bufferedEvent.Character.IsDead)
                {
                    bufferedEvent.IsProcessed = true;
                    continue;
                }

                //delay reading the events until the inputs for the corresponding frame have been processed

                //UNLESS the character is unconscious, in which case we'll read the messages immediately (because further inputs will be ignored)
                //atm the "give in" command is the only thing unconscious characters can do, other types of events are ignored
                if (!bufferedEvent.Character.IsUnconscious &&
                    NetIdUtils.IdMoreRecent(bufferedEvent.CharacterStateID, bufferedEvent.Character.LastProcessedID))
                {
                    continue;
                }

                try
                {
                    ReadEvent(bufferedEvent.Data, bufferedEvent.TargetEntity, bufferedEvent.Sender);
                }

                catch (Exception e)
                {
                    if (GameSettings.VerboseLogging)
                    {
                        DebugConsole.ThrowError("Failed to read event for entity \"" + bufferedEvent.TargetEntity.ToString() + "!", e);
                    }
                }

                bufferedEvent.IsProcessed = true;
            }

            var inGameClients = clients.FindAll(c => c.inGame && !c.NeedsMidRoundSync);

            if (inGameClients.Count > 0)
            {
                lastSentToAll = inGameClients[0].lastRecvEntityEventID;
                inGameClients.ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.lastRecvEntityEventID))
                                             {
                                                 lastSentToAll = c.lastRecvEntityEventID;
                                             }
                                      });

                ServerEntityEvent firstEventToResend = events.Find(e => e.ID == (ushort)(lastSentToAll + 1));
                if (firstEventToResend != null && (Timing.TotalTime - firstEventToResend.CreateTime) > 10.0f)
                {
                    //it's been 10 seconds since this event was created
                    //kick everyone that hasn't received it yet, this is way too old
                    List <Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.lastRecvEntityEventID));

                    toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
                }

                if (events.Count > 0)
                {
                    //the client is waiting for an event that we don't have anymore
                    //(the ID they're expecting is smaller than the ID of the first event in our list)
                    List <Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent(events[0].ID, (UInt16)(c.lastRecvEntityEventID + 1)));
                    toKick.ForEach(c => server.DisconnectClient(c, "", "You have been disconnected because of excessive desync"));
                }
            }

            var timedOutClients = clients.FindAll(c => c.inGame && c.NeedsMidRoundSync && Timing.TotalTime > c.MidRoundSyncTimeOut);

            timedOutClients.ForEach(c => GameMain.Server.DisconnectClient(c, "", "You have been disconnected because syncing your client with the server took too long."));

            bufferedEvents.RemoveAll(b => b.IsProcessed);
        }
Beispiel #3
0
        public void Update(List <Client> clients)
        {
            foreach (BufferedEvent bufferedEvent in bufferedEvents)
            {
                if (bufferedEvent.Character == null || bufferedEvent.Character.IsDead)
                {
                    bufferedEvent.IsProcessed = true;
                    continue;
                }

                //delay reading the events until the inputs for the corresponding frame have been processed

                //UNLESS the character is unconscious, in which case we'll read the messages immediately (because further inputs will be ignored)
                //atm the "give in" command is the only thing unconscious characters can do, other types of events are ignored
                if (!bufferedEvent.Character.IsUnconscious &&
                    NetIdUtils.IdMoreRecent(bufferedEvent.CharacterStateID, bufferedEvent.Character.LastProcessedID))
                {
                    continue;
                }

                try
                {
                    ReadEvent(bufferedEvent.Data, bufferedEvent.TargetEntity, bufferedEvent.Sender);
                }

                catch (Exception e)
                {
                    string entityName = bufferedEvent.TargetEntity == null ? "null" : bufferedEvent.TargetEntity.ToString();
                    if (GameSettings.VerboseLogging)
                    {
                        string errorMsg = "Failed to read server event for entity \"" + entityName + "\"!";
                        GameServer.Log(errorMsg + "\n" + e.StackTrace, ServerLog.MessageType.Error);
                        DebugConsole.ThrowError(errorMsg, e);
                    }
                    GameAnalyticsManager.AddErrorEventOnce("ServerEntityEventManager.Read:ReadFailed" + entityName,
                                                           GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
                                                           "Failed to read server event for entity \"" + entityName + "\"!\n" + e.StackTrace);
                }

                bufferedEvent.IsProcessed = true;
            }

            var inGameClients = clients.FindAll(c => c.InGame && !c.NeedsMidRoundSync);

            if (inGameClients.Count > 0)
            {
                lastSentToAll = inGameClients[0].LastRecvEntityEventID;
                if (server.OwnerConnection != null)
                {
                    var owner = clients.Find(c => c.Connection == server.OwnerConnection);
                    if (owner != null)
                    {
                        lastSentToAll = owner.LastRecvEntityEventID;
                    }
                }
                inGameClients.ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.LastRecvEntityEventID))
                                             {
                                                 lastSentToAll = c.LastRecvEntityEventID;
                                             }
                                      });

                clients.Where(c => c.NeedsMidRoundSync).ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.FirstNewEventID))
                                                                       {
                                                                           lastSentToAll = (ushort)(c.FirstNewEventID - 1);
                                                                       }
                                                                });

                ServerEntityEvent firstEventToResend = events.Find(e => e.ID == (ushort)(lastSentToAll + 1));
                if (firstEventToResend != null && (Timing.TotalTime - firstEventToResend.CreateTime) > 10.0f)
                {
                    //it's been 10 seconds since this event was created, kick everyone that hasn't received it yet, this is way too old
                    //  UNLESS the event was created when the client was still midround syncing, in which case we'll wait until the timeout
                    //  runs out before kicking the client
                    List <Client> toKick = inGameClients.FindAll(c =>
                                                                 NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.LastRecvEntityEventID) &&
                                                                 (firstEventToResend.CreateTime > c.MidRoundSyncTimeOut || Timing.TotalTime > c.MidRoundSyncTimeOut));
                    toKick.ForEach(c =>
                    {
                        DebugConsole.NewMessage(c.Name + " was kicked due to excessive desync (expected old event " + (c.LastRecvEntityEventID + 1).ToString() + ")", Color.Red);
                        GameServer.Log("Disconnecting client " + c.Name + " due to excessive desync (expected old event "
                                       + (c.LastRecvEntityEventID + 1).ToString() +
                                       " (created " + (Timing.TotalTime - firstEventToResend.CreateTime).ToString("0.##") + " s ago)" +
                                       " Events queued: " + events.Count + ", last sent to all: " + lastSentToAll, ServerLog.MessageType.Error);
                        server.DisconnectClient(c, "", "ServerMessage.ExcessiveDesyncOldEvent");
                    }
                                   );
                }

                if (events.Count > 0)
                {
                    //the client is waiting for an event that we don't have anymore
                    //(the ID they're expecting is smaller than the ID of the first event in our list)
                    List <Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent(events[0].ID, (UInt16)(c.LastRecvEntityEventID + 1)));
                    toKick.ForEach(c =>
                    {
                        DebugConsole.NewMessage(c.Name + " was kicked due to excessive desync (expected removed event " + (c.LastRecvEntityEventID + 1).ToString() + ", last available is " + events[0].ID.ToString() + ")", Color.Red);
                        GameServer.Log("Disconnecting client " + c.Name + " due to excessive desync (expected removed event " + (c.LastRecvEntityEventID + 1).ToString() + ", last available is " + events[0].ID.ToString() + ")", ServerLog.MessageType.Error);
                        server.DisconnectClient(c, "", "ServerMessage.ExcessiveDesyncRemovedEvent");
                    });
                }
            }

            var timedOutClients = clients.FindAll(c => c.InGame && c.NeedsMidRoundSync && Timing.TotalTime > c.MidRoundSyncTimeOut);

            foreach (Client timedOutClient in timedOutClients)
            {
                GameServer.Log("Disconnecting client " + timedOutClient.Name + ". Syncing the client with the server took too long.", ServerLog.MessageType.Error);
                GameMain.Server.DisconnectClient(timedOutClient, "", "ServerMessage.SyncTimeout");
            }

            bufferedEvents.RemoveAll(b => b.IsProcessed);
        }
        public void Update(List <Client> clients)
        {
            foreach (BufferedEvent bufferedEvent in bufferedEvents)
            {
                if (bufferedEvent.Character == null || bufferedEvent.Character.IsDead)
                {
                    bufferedEvent.IsProcessed = true;
                    continue;
                }

                //delay reading the events until the inputs for the corresponding frame have been processed

                //UNLESS the character is unconscious, in which case we'll read the messages immediately (because further inputs will be ignored)
                //atm the "give in" command is the only thing unconscious characters can do, other types of events are ignored
                if (!bufferedEvent.Character.IsUnconscious &&
                    NetIdUtils.IdMoreRecent(bufferedEvent.CharacterStateID, bufferedEvent.Character.LastProcessedID))
                {
                    continue;
                }

                try
                {
                    ReadEvent(bufferedEvent.Data, bufferedEvent.TargetEntity, bufferedEvent.Sender);
                }

                catch (Exception e)
                {
                    string entityName = bufferedEvent.TargetEntity == null ? "null" : bufferedEvent.TargetEntity.ToString();
                    if (GameSettings.VerboseLogging)
                    {
                        DebugConsole.ThrowError("Failed to read server event for entity \"" + entityName + "\"!", e);
                    }
                    GameAnalyticsManager.AddErrorEventOnce("ServerEntityEventManager.Read:ReadFailed" + entityName,
                                                           GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
                                                           "Failed to read server event for entity \"" + entityName + "\"!\n" + e.StackTrace);
                }

                bufferedEvent.IsProcessed = true;
            }

            var inGameClients = clients.FindAll(c => c.InGame && !c.NeedsMidRoundSync);

            if (inGameClients.Count > 0)
            {
                lastSentToAll = inGameClients[0].LastRecvEntityEventID;
                inGameClients.ForEach(c => { if (NetIdUtils.IdMoreRecent((ushort)(lastSentToAll - 1), c.LastRecvEntityEventID))
                                             {
                                                 lastSentToAll = (ushort)(c.LastRecvEntityEventID - 1);
                                             }
                                      });

                ServerEntityEvent firstEventToResend = events.Find(e => e.ID == (ushort)(lastSentToAll + 1));
                if (firstEventToResend != null && (Timing.TotalTime - firstEventToResend.CreateTime) > (10.0f * GameMain.NilMod.DesyncTimerMultiplier))
                {
                    //it's been 10 seconds since this event was created
                    //kick everyone that hasn't received it yet, this is way too old
                    List <Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.LastRecvEntityEventID));
                    toKick.ForEach(c =>
                    {
                        DebugConsole.NewMessage(c.Name + " was kicked due to excessive desync (expected old event " + c.LastRecvEntityEventID.ToString() + ")", Microsoft.Xna.Framework.Color.Red);
                        server.DisconnectClient(c, "", "You have been disconnected because of excessive desync (Expected old event, inform the server host increasing 'DesyncTimerMultiplier' could help.");
                    }
                                   );
                }

                if (events.Count > 0)
                {
                    //the client is waiting for an event that we don't have anymore
                    //(the ID they're expecting is smaller than the ID of the first event in our list)
                    List <Client> toKick = inGameClients.FindAll(c => NetIdUtils.IdMoreRecent(events[0].ID, (UInt16)(c.LastRecvEntityEventID + 1)));
                    toKick.ForEach(c =>
                    {
                        DebugConsole.NewMessage(c.Name + " was kicked due to excessive desync (expected " + c.LastRecvEntityEventID.ToString() + ", last available is " + events[0].ID.ToString() + ")", Microsoft.Xna.Framework.Color.Red);
                        server.DisconnectClient(c, "", "You have been disconnected because of excessive desync (Event no longer exists)");
                    }
                                   );
                }
            }

            var timedOutClients = clients.FindAll(c => c.InGame && c.NeedsMidRoundSync && Timing.TotalTime > c.MidRoundSyncTimeOut);

            timedOutClients.ForEach(c => GameMain.Server.DisconnectClient(c, "", "You have been disconnected because syncing your client with the server took too long."));

            bufferedEvents.RemoveAll(b => b.IsProcessed);
        }