IW4M-Admin/Application/GameEventHandler.cs

108 lines
4.4 KiB
C#
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using SharedLibraryCore;
using SharedLibraryCore.Events;
using SharedLibraryCore.Interfaces;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
namespace IW4MAdmin.Application
{
class GameEventHandler : IEventHandler
{
static long NextEventId = 1;
readonly IManager Manager;
readonly SortedList<long, GameEvent> OutOfOrderEvents;
readonly SemaphoreSlim IsProcessingEvent;
public GameEventHandler(IManager mgr)
{
Manager = mgr;
OutOfOrderEvents = new SortedList<long, GameEvent>();
IsProcessingEvent = new SemaphoreSlim(0);
IsProcessingEvent.Release();
}
public void AddEvent(GameEvent gameEvent)
{
#if DEBUG
Manager.GetLogger().WriteDebug($"Got new event of type {gameEvent.Type} for {gameEvent.Owner} with id {gameEvent.Id}");
#endif
GameEvent sortedEvent = null;
lock (OutOfOrderEvents)
{
sortedEvent = OutOfOrderEvents.Values.FirstOrDefault();
while (sortedEvent?.Id == Interlocked.Read(ref NextEventId))
{
if (OutOfOrderEvents.Count > 0)
{
OutOfOrderEvents.RemoveAt(0);
}
AddEvent(sortedEvent);
sortedEvent = OutOfOrderEvents.Values.FirstOrDefault();
}
}
// both the gameEvent Id and the LastEventId are thread safe because we want to synchronize when the
// event occurs
if (gameEvent.Id == Interlocked.Read(ref NextEventId))
{
//#if DEBUG == true
// Manager.GetLogger().WriteDebug($"sent event with id {gameEvent.Id} to be processed");
// IsProcessingEvent.Wait();
//#else
// if (GameEvent.IsEventTimeSensitive(gameEvent) &&
// !IsProcessingEvent.Wait(30 * 1000))
// {
// Manager.GetLogger().WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_COMMAND_TIMEOUT"]} [{gameEvent.Id}, {gameEvent.Type}]");
// }
//#endif
((Manager as ApplicationManager).OnServerEvent)(this, new GameEventArgs(null, false, gameEvent));
//if (GameEvent.IsEventTimeSensitive(gameEvent))
//{
// if( !gameEvent.OnProcessed.Wait(30 * 1000))
// {
// Manager.GetLogger().WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_EVENT_TIMEOUT"]} [{gameEvent.Id}, {gameEvent.Type}]");
// }
//}
Interlocked.Increment(ref NextEventId);
//#if DEBUG == true
// gameEvent.OnProcessed.Wait();
//#else
// if (GameEvent.IsEventTimeSensitive(gameEvent) &&
// !gameEvent.OnProcessed.Wait(30 * 1000))
// {
// Manager.GetLogger().WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_EVENT_TIMEOUT"]} [{gameEvent.Id}, {gameEvent.Type}]");
// }
//#endif
// Interlocked.Increment(ref NextEventId);
// if (GameEvent.IsEventTimeSensitive(gameEvent))
// {
// IsProcessingEvent.Release();
// }
}
// a "newer" event has been added before and "older" one has been added (due to threads and context switching)
// so me must wait until the next expected one arrives
else
{
#if DEBUG == true
Manager.GetLogger().WriteWarning("Incoming event is out of order");
Manager.GetLogger().WriteDebug($"Expected event Id is {Interlocked.Read(ref NextEventId)}, but got {gameEvent.Id} instead");
#endif
// this prevents multiple threads from adding simultaneously
lock (OutOfOrderEvents)
{
if (!OutOfOrderEvents.TryGetValue(gameEvent.Id, out GameEvent discard))
{
OutOfOrderEvents.Add(gameEvent.Id, gameEvent);
}
}
}
}
}
}