small tweak to hopefully prevent too many events executing simultaneously
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@ -11,8 +11,10 @@ namespace IW4MAdmin.Application
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{
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class GameEventHandler : IEventHandler
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{
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readonly ApplicationManager Manager;
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private const int MAX_CONCURRENT_EVENTS = 10;
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private readonly ApplicationManager _manager;
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private readonly EventProfiler _profiler;
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private readonly SemaphoreSlim _processingEvents;
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private static readonly GameEvent.EventType[] overrideEvents = new[]
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{
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GameEvent.EventType.Connect,
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@ -23,8 +25,9 @@ namespace IW4MAdmin.Application
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public GameEventHandler(IManager mgr)
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{
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Manager = (ApplicationManager)mgr;
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_manager = (ApplicationManager)mgr;
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_profiler = new EventProfiler(mgr.GetLogger(0));
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_processingEvents = new SemaphoreSlim(0, MAX_CONCURRENT_EVENTS);
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}
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private Task GameEventHandler_GameEventAdded(object sender, GameEventArgs args)
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@ -32,14 +35,34 @@ namespace IW4MAdmin.Application
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#if DEBUG
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var start = DateTime.Now;
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#endif
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return Task.Run(async () =>
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{
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try
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{
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// this is not elegant and there's probably a much better way to do it, but it works for now
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await _processingEvents.WaitAsync();
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EventApi.OnGameEvent(sender, args);
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return Manager.ExecuteEvent(args.Event);
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await _manager.ExecuteEvent(args.Event);
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#if DEBUG
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_profiler.Profile(start, DateTime.Now, args.Event);
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#endif
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}
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catch
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{
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}
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finally
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{
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if (_processingEvents.CurrentCount < MAX_CONCURRENT_EVENTS)
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{
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_processingEvents.Release();
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}
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}
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});
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}
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public void AddEvent(GameEvent gameEvent)
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{
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#if DEBUG
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@ -48,12 +71,11 @@ namespace IW4MAdmin.Application
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gameEvent.Owner.Logger.WriteDebug($"There are {workerThreads - availableThreads} active threading tasks");
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#endif
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if (Manager.Running || overrideEvents.Contains(gameEvent.Type))
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if (_manager.Running || overrideEvents.Contains(gameEvent.Type))
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{
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#if DEBUG
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gameEvent.Owner.Logger.WriteDebug($"Adding event with id {gameEvent.Id}");
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#endif
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//GameEventAdded?.Invoke(this, new GameEventArgs(null, false, gameEvent));
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Task.Run(() => GameEventHandler_GameEventAdded(this, new GameEventArgs(null, false, gameEvent)));
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}
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#if DEBUG
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