/// <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);
            }
        }
示例#2
0
        /// <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 relays a message to the other clients in the same subspace.
        /// In case there are other players in OLDER subspaces it stores it in their queue for further processing
        /// </summary>
        public static void HandleVesselMessage(ClientStructure client, dynamic msg)
        {
            if (client.Subspace == -1)
            {
                return;
            }

            var vesselId = (Guid)msg.VesselId;
            var gameTime = (double)msg.GameTime;

            MessageQueuer.RelayMessageToSubspace <VesselSrvMsg>(client, msg);

            if (GeneralSettings.SettingsStore.ShowVesselsInThePast)
            {
                //Here we send this update to all the players in the FUTURE
                foreach (var subspace in WarpSystem.GetFutureSubspaces(client.Subspace))
                {
                    MessageQueuer.RelayMessageToSubspace <VesselSrvMsg>(client, msg, subspace);
                }
            }

            if (!VesselRelaySystem.ShouldStoreMessage(vesselId))
            {
                return;
            }

            //In case the client is running in the future here we adjust the real sent time of the message
            msg.SentTime += WarpSystem.GetSubspaceTimeDifference(client.Subspace);
            foreach (var subspace in WarpSystem.GetPastSubspaces(client.Subspace))
            {
                var vesselsAndQueues = OldSubspaceVesselMessages.GetOrAdd(subspace, new ConcurrentDictionary <Guid, ConcurrentQueue <VesselRelayItem> >());
                var vesselQueue      = vesselsAndQueues.GetOrAdd(vesselId, new ConcurrentQueue <VesselRelayItem>());

                //This is the case when a user reverted (the message received has a game time LOWER than the last message received).
                //To handle this, we remove all the messages that we received UNTIL this revert.
                if (vesselQueue.LastOrDefault()?.GameTime > gameTime)
                {
                    while (vesselQueue.TryPeek(out var peekValue) && peekValue.GameTime > gameTime)
                    {
                        vesselQueue.TryDequeue(out _);
                    }
                }

                vesselQueue.Enqueue(new VesselRelayItem(subspace, vesselId, gameTime, msg));
            }
        }
        /// <summary>
        /// This method relays a message to the other clients in the same subspace.
        /// In case there are other players in OLDER subspaces it stores it in their queue for further processing
        /// </summary>
        public static void HandleVesselMessage(ClientStructure client, dynamic msg)
        {
            if (client.Subspace == -1)
            {
                return;
            }

            var vesselId = (Guid)msg.VesselId;
            var gameTime = (double)msg.GameTime;

            MessageQueuer.RelayMessageToSubspace <VesselSrvMsg>(client, msg);

            if (GeneralSettings.SettingsStore.ShowVesselsInThePast)
            {
                foreach (var subspace in WarpSystem.GetFutureSubspaces(client.Subspace))
                {
                    MessageQueuer.RelayMessageToSubspace <VesselSrvMsg>(client, msg, subspace);
                }
            }

            if (!VesselRelaySystem.ShouldStoreMessage(vesselId))
            {
                return;
            }

            //The client is running in the future so here we adjust the real sent time of the message
            msg.SentTime += WarpSystem.GetSubspaceTimeDifference(client.Subspace);
            foreach (var subspace in WarpSystem.GetPastSubspaces(client.Subspace))
            {
                //This is the case when a user reverted (the message received has a game time LOWER than the last message received).
                //To handle this, we remove all the messages that we received UNTIL this revert.
                if (DbCollection.Exists(x => x.VesselId == vesselId && x.GameTime > gameTime))
                {
                    DbCollection.Delete(x => x.VesselId == vesselId && x.GameTime > gameTime);
                    DataBase.Shrink();
                }

                DbCollection.Insert(new VesselRelayDbItem(subspace, vesselId, gameTime, msg));
            }

            DbCollection.EnsureIndex(x => x.Id);
            DbCollection.EnsureIndex(x => x.SubspaceId);
            DbCollection.EnsureIndex(x => x.VesselId);
            DbCollection.EnsureIndex(x => x.GameTime);
        }