IW4M-Admin/Application/GameEventHandler.cs

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2.9 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;
public GameEventHandler(IManager mgr)
{
Manager = mgr;
OutOfOrderEvents = new SortedList<long, GameEvent>();
}
public bool AddEvent(GameEvent gameEvent)
{
#if DEBUG
Manager.GetLogger().WriteDebug($"Got new event of type {gameEvent.Type} for {gameEvent.Owner} with id {gameEvent.Id}");
#endif
// GameEvent sortedEvent = null;
// lock (OutOfOrderEvents)
// {
// sortedEvent = OutOfOrderEvents.Values.FirstOrDefault();
// while (sortedEvent?.Id == Interlocked.Read(ref NextEventId))
// {
// if (OutOfOrderEvents.Count > 0)
// {
// OutOfOrderEvents.RemoveAt(0);
// }
// AddEvent(sortedEvent);
// sortedEvent = OutOfOrderEvents.Values.FirstOrDefault();
// }
// }
// // both the gameEvent Id and the LastEventId are thread safe because we want to synchronize when the
// // event occurs
// if (gameEvent.Id == Interlocked.Read(ref NextEventId))
// {
//#if DEBUG == true
// Manager.GetLogger().WriteDebug($"sent event with id {gameEvent.Id} to be processed");
//#endif
((Manager as ApplicationManager).OnServerEvent)(this, new GameEventArgs(null, false, gameEvent));
return true;
// 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
// {
//#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);
// }
// }
// }
// return true;
}
}
}