small tweak to hopefully prevent too many events executing simultaneously

This commit is contained in:
RaidMax 2020-04-29 16:27:24 -05:00
parent 33712f3d7d
commit c82139b88c

View File

@ -11,8 +11,10 @@ namespace IW4MAdmin.Application
{
class GameEventHandler : IEventHandler
{
readonly ApplicationManager Manager;
private const int MAX_CONCURRENT_EVENTS = 10;
private readonly ApplicationManager _manager;
private readonly EventProfiler _profiler;
private readonly SemaphoreSlim _processingEvents;
private static readonly GameEvent.EventType[] overrideEvents = new[]
{
GameEvent.EventType.Connect,
@ -23,8 +25,9 @@ namespace IW4MAdmin.Application
public GameEventHandler(IManager mgr)
{
Manager = (ApplicationManager)mgr;
_manager = (ApplicationManager)mgr;
_profiler = new EventProfiler(mgr.GetLogger(0));
_processingEvents = new SemaphoreSlim(0, MAX_CONCURRENT_EVENTS);
}
private Task GameEventHandler_GameEventAdded(object sender, GameEventArgs args)
@ -32,12 +35,32 @@ namespace IW4MAdmin.Application
#if DEBUG
var start = DateTime.Now;
#endif
EventApi.OnGameEvent(sender, args);
return Manager.ExecuteEvent(args.Event);
return Task.Run(async () =>
{
try
{
// this is not elegant and there's probably a much better way to do it, but it works for now
await _processingEvents.WaitAsync();
EventApi.OnGameEvent(sender, args);
await _manager.ExecuteEvent(args.Event);
#if DEBUG
_profiler.Profile(start, DateTime.Now, args.Event);
_profiler.Profile(start, DateTime.Now, args.Event);
#endif
}
catch
{
}
finally
{
if (_processingEvents.CurrentCount < MAX_CONCURRENT_EVENTS)
{
_processingEvents.Release();
}
}
});
}
public void AddEvent(GameEvent gameEvent)
@ -48,12 +71,11 @@ namespace IW4MAdmin.Application
gameEvent.Owner.Logger.WriteDebug($"There are {workerThreads - availableThreads} active threading tasks");
#endif
if (Manager.Running || overrideEvents.Contains(gameEvent.Type))
if (_manager.Running || overrideEvents.Contains(gameEvent.Type))
{
#if DEBUG
gameEvent.Owner.Logger.WriteDebug($"Adding event with id {gameEvent.Id}");
#endif
//GameEventAdded?.Invoke(this, new GameEventArgs(null, false, gameEvent));
Task.Run(() => GameEventHandler_GameEventAdded(this, new GameEventArgs(null, false, gameEvent)));
}
#if DEBUG