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EntityDataSnapshot.cs
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using System.Collections.Generic;
namespace AltV.Net.EntitySync
{
//TODO: set value to -1 on overflow so let it stay at -1 until next thread checks it, but we need snapshot per thread for that and snapshot queue per thread for it
/// <summary>
/// Saves the state of the entity data
/// </summary>
public class EntityDataSnapshot : DataSnapshot
{
private readonly IEntity entity;
// This is a reference of the last clients that got synced with this snapshot to know who to notify when overflow of snapshot version is happening
private readonly HashSet<IClient> lastClients = new HashSet<IClient>();
public EntityDataSnapshot(IEntity entity)
{
this.entity = entity;
}
//TODO: overflow thread problem, because lastClients isn't thread safe
public override void OnOverflow(string key)
{
HashSet<IClient> clientsToRemove = null;
foreach (var lastClient in lastClients)
{
if (!lastClient.Exists)
{
if (clientsToRemove == null)
{
clientsToRemove = new HashSet<IClient>();
}
clientsToRemove.Add(lastClient);
}
else
{
if (lastClient.Snapshot.TryGetSnapshotForEntityOnAnySnapshot(entity,
out var entitySnapshotFromClient))
{
entitySnapshotFromClient.Reset(key);
}
else // he don't know us, we don't want to know him anymore
{
if (clientsToRemove == null)
{
clientsToRemove = new HashSet<IClient>();
}
clientsToRemove.Add(lastClient);
}
}
}
if (clientsToRemove != null)
{
foreach (var clientToRemove in clientsToRemove)
{
lastClients.Remove(clientToRemove);
}
}
}
/// <summary>
/// Checks which keys have changed for the input data snapshot to stay in sync
/// </summary>
/// <param name="threadIndex"></param>
/// <param name="networkingClient">The networking client to compare, we need the client not the snapshot to keep reference for possible overflow</param>
/// <param name="keys"></param>
/// <returns>the changed keys, returns null when no changes</returns>
public void CompareWithClient(ulong threadIndex, LinkedList<string> keys, IClient networkingClient)
{
if (Snapshots == null || Snapshots.Count == 0)
return; // entity snapshot should never be null
lastClients.Add(networkingClient);
var clientDataSnapshot = networkingClient.Snapshot;
if (clientDataSnapshot.TryGetSnapshotForEntity(entity, threadIndex, out var entitySnapshotFromClient)
) // client visited entity before
{
//changedKeys = Compare(entitySnapshotFromClient);
#region Compare
var missing = false;
foreach (var (key, value) in Snapshots)
{
if (entitySnapshotFromClient.Snapshots.TryGetValue(key, out var snapShotValue))
{
if (snapShotValue < value)
{
keys.AddLast(key);
}
}
else
{
missing = true;
// This key got removed, we need to tell it the player, because this key isn't inside entitySnapshotFromClient.Snapshots anymore
keys.AddLast(key);
}
}
if (missing || Snapshots.Count != entitySnapshotFromClient.Snapshots.Count)
{
// snapshot contains at least one removed key or has a different size, we need to notify the player about that
//TODO: is the removed key also just a changed key, because then we have to deliver a null mvalue as well, yeah why not
foreach (var (key, _) in entitySnapshotFromClient.Snapshots)
{
if (!Snapshots.ContainsKey(key))
{
keys.AddLast(key);
}
}
}
#endregion
if (keys.Count == 0) return;
// Here we align client and entity snapshot with same data
entitySnapshotFromClient.Snapshots.Clear();
foreach (var (key, value) in Snapshots)
{
entitySnapshotFromClient.Snapshots[key] = value;
}
}
else // client never visited entity before
{
//changedKeys = Snapshots.Keys.ToArray();
foreach (var key in Snapshots.Keys)
{
keys.AddLast(key);
}
clientDataSnapshot.SetSnapshotForEntity(entity, threadIndex,
new DataSnapshot(new Dictionary<string, ulong>(Snapshots)));
}
//return changedKeys;
}
public void RemoveClient(IClient client)
{
lastClients.Remove(client);
}
/*private IEnumerable<string> Compare(DataSnapshot dataSnapshot)
{
var missing = false;
foreach (var (key, value) in Snapshots)
{
if (dataSnapshot.Snapshots.TryGetValue(key, out var snapShotValue))
{
if (snapShotValue < value)
{
yield return key;
}
}
else
{
missing = true;
yield return key;
}
}
if (missing || Snapshots.Count != dataSnapshot.Snapshots.Count
) // snapshot contains at least one removed key or has a different size, we need to notify the player about that
{
//TODO: is the removed key also just a changed key, because then we have to deliver a null mvalue as well, yeah why not
foreach (var (key, _) in dataSnapshot.Snapshots)
{
if (!Snapshots.ContainsKey(key))
{
yield return key;
}
}
}
}*/
/*private IEnumerable<string> Compare(DataSnapshot dataSnapshot)
{
var missing = false;
//TODO: do we need to create a buffer for the hash sets?
HashSet<string> changedKeys = null;
foreach (var (key, value) in Snapshots)
{
if (dataSnapshot.Snapshots.TryGetValue(key, out var snapShotValue))
{
if (snapShotValue < value)
{
if (changedKeys == null)
{
changedKeys = new HashSet<string>();
}
changedKeys.Add(key);
}
}
else
{
missing = true;
if (changedKeys == null)
{
changedKeys = new HashSet<string>();
}
changedKeys.Add(key);
}
}
if (missing || Snapshots.Count != dataSnapshot.Snapshots.Count
) // snapshot contains at least one removed key or has a different size, we need to notify the player about that
{
//TODO: is the removed key also just a changed key, because then we have to deliver a null mvalue as well, yeah why not
foreach (var (key, _) in dataSnapshot.Snapshots)
{
if (!Snapshots.ContainsKey(key))
{
if (changedKeys == null)
{
changedKeys = new HashSet<string>();
}
changedKeys.Add(key);
}
}
}
return changedKeys;
}*/
public HashSet<IClient> GetLastClients()
{
return lastClients;
}
}
}