/// <summary> /// Creates a new subspace and sets its message queue from a past subspace. /// Must be called AFTER the subspace is created in the warp context. /// </summary> public static void CreateNewSubspace(int subspaceId) { //If the new subspace is the most advanced in time skip all this method if (!WarpSystem.GetFutureSubspaces(subspaceId).Any()) { return; } var pastSubspaces = WarpSystem.GetPastSubspaces(subspaceId); if (pastSubspaces.Any()) { //Here we get the PAST subspace that is closest in time to the one we got as parameter var closestPastSubspace = WarpContext.Subspaces .Where(s => pastSubspaces.Contains(s.Key)) .OrderByDescending(s => s.Value) .Select(s => s.Key) .First(); //Now we are going to get all the messages from that PAST subspace and remove the ones that are too old for our new subspace. //Te idea is that we are going to use a queue with a lot of messages that came from future and use for our new subspace //But in that queue there might be messages that are too old so we can remove them to save space var subspaceTime = WarpSystem.GetCurrentSubspaceTime(subspaceId); var messageQueue = DbCollection.Find(v => v.SubspaceId == closestPastSubspace && v.Msg.SentTime < subspaceTime).ToList(); //Once we've got the queue clean of old messages we add it do the db //so the future subspaces fill up our queue. messageQueue.ForEach(m => m.SubspaceId = subspaceId); DbCollection.InsertBulk(messageQueue); DbCollection.EnsureIndex(x => x.Id); DbCollection.EnsureIndex(x => x.SubspaceId); DbCollection.EnsureIndex(x => x.GameTime); } }
/// <summary> /// Creates a new subspace and sets its message queue from a past subspace. /// Must be called AFTER the subspace is created in the warp context. /// </summary> public static void CreateNewSubspace(int subspaceId) { //If the new subspace is the most advanced in time skip all this method if (!WarpSystem.GetFutureSubspaces(subspaceId).Any()) { return; } var pastSubspaces = WarpSystem.GetPastSubspaces(subspaceId); if (pastSubspaces.Any()) { //Here we get the PAST subspace that is closest in time to the one we've got as a parameter var closestPastSubspace = WarpContext.Subspaces .Where(s => pastSubspaces.Contains(s.Key)) .OrderByDescending(s => s.Value) .Select(s => s.Key) .First(); //Now we clone it's message queue if (OldSubspaceVesselMessages.TryGetValue(closestPastSubspace, out var vesselsAndQueues)) { foreach (var vesselQueue in vesselsAndQueues) { var messageQueue = vesselQueue.Value.CloneConcurrentQueue(); //As we cloned a queue from a PAST subspace, we may have many messages //that are TOO OLD as we are in a future subspace. Therefore, we remove the old //messages for this subspace var subspaceTime = WarpSystem.GetCurrentSubspaceTime(subspaceId); while (messageQueue.TryDequeue(out var relayItem)) { if (relayItem.Msg.SentTime >= subspaceTime) { break; } } //Once we've got the queue clean of old messages we add it do the dictionary //so the future subspaces fill up our queue. OldSubspaceVesselMessages.TryAdd(subspaceId, new ConcurrentDictionary <Guid, ConcurrentQueue <VesselRelayItem> > { [vesselQueue.Key] = messageQueue }); } } } }
/// <summary> /// This method should be called in a thread. /// It runs over the old messages and sends them once the subspace time matches the message send time. /// </summary> public static async void RelayOldVesselMessages() { while (ServerContext.ServerRunning) { var messagesByGroup = DbCollection.FindAll().GroupBy(m => m.SubspaceId); foreach (var subspace in messagesByGroup) { var subspaceTime = WarpSystem.GetCurrentSubspaceTime(subspace.Key); var msgToSend = subspace.Where(m => subspaceTime >= m.Msg.SentTime).ToList(); msgToSend.ForEach(m => { MessageQueuer.SendMessageToSubspace <VesselSrvMsg>(m.Msg, m.SubspaceId); DbCollection.Delete(m.Id); }); } DataBase.Shrink(); await Task.Delay(IntervalSettings.SettingsStore.SendReceiveThreadTickMs); } }
/// <summary> /// This method should be called in a thread. /// It runs over the old messages and sends them once the subspace time matches the message send time. /// </summary> public static async void RelayOldVesselMessages() { while (ServerContext.ServerRunning) { foreach (var subspaceVessels in OldSubspaceVesselMessages.Where(m => !m.Value.IsEmpty)) { var subspaceTime = WarpSystem.GetCurrentSubspaceTime(subspaceVessels.Key); foreach (var queue in subspaceVessels.Value) { while (queue.Value.TryPeek(out var relayItem) && subspaceTime >= relayItem.Msg.SentTime) { queue.Value.TryDequeue(out relayItem); MessageQueuer.SendMessageToSubspace <VesselSrvMsg>(relayItem?.Msg, subspaceVessels.Key); } } } await Task.Delay(GeneralSettings.SettingsStore.SendReceiveThreadTickMs); } }