IW4M-Admin/Application/GameEventHandler.cs

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2.8 KiB
C#
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using SharedLibraryCore;
using SharedLibraryCore.Events;
using SharedLibraryCore.Interfaces;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
namespace IW4MAdmin.Application
{
class GameEventHandler : IEventHandler
{
private readonly IManager Manager;
static long NextEventId = 1;
private readonly SortedList<long, GameEvent> OutOfOrderEvents;
private readonly SemaphoreSlim ProcessingEvent;
public GameEventHandler(IManager mgr)
{
Manager = mgr;
OutOfOrderEvents = new SortedList<long, GameEvent>();
ProcessingEvent = new SemaphoreSlim(0);
ProcessingEvent.Release();
}
public bool AddEvent(GameEvent gameEvent)
{
#if DEBUG
Manager.GetLogger().WriteDebug($"Got new event of type {gameEvent.Type} for {gameEvent.Owner} with id {gameEvent.Id}");
#endif
while (OutOfOrderEvents.Values.FirstOrDefault()?.Id == Interlocked.Read(ref NextEventId))
{
lock (OutOfOrderEvents)
{
var fixedEvent = OutOfOrderEvents.Values[0];
OutOfOrderEvents.RemoveAt(0);
AddEvent(fixedEvent);
}
}
// both the gameEvent Id and the LastEventId are thread safe because we want to synchronize when the
// event occurs
if (gameEvent.Id == Interlocked.Read(ref NextEventId))
{
Manager.GetLogger().WriteDebug($"Starting to wait for event with id {gameEvent.Id}");
((Manager as ApplicationManager).OnServerEvent)(this, new GameEventArgs(null, false, gameEvent));
Manager.GetLogger().WriteDebug($"Finished waiting for event with id {gameEvent.Id}");
Interlocked.Increment(ref NextEventId);
}
// a "newer" event has been added before and "older" one has been added (due to threads and context switching)
// so me must wait until the next expected one arrives
else
{
Manager.GetLogger().WriteWarning("Incoming event is out of order");
Manager.GetLogger().WriteDebug($"Expected event Id is {Interlocked.Read(ref NextEventId)}, but got {gameEvent.Id} instead");
// this prevents multiple threads from adding simultaneously
lock (OutOfOrderEvents)
{
if (!OutOfOrderEvents.TryGetValue(gameEvent.Id, out GameEvent discard))
{
OutOfOrderEvents.Add(gameEvent.Id, gameEvent);
}
}
}
return true;
}
}
}