using SharedLibraryCore; using SharedLibraryCore.Events; using SharedLibraryCore.Interfaces; using System.Collections.Generic; using System.Linq; using System.Threading; namespace IW4MAdmin.Application { class GameEventHandler : IEventHandler { private readonly IManager Manager; static long NextEventId = 1; private readonly SortedList OutOfOrderEvents; public GameEventHandler(IManager mgr) { Manager = mgr; OutOfOrderEvents = new SortedList(); } 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"); #endif ((Manager as ApplicationManager).OnServerEvent)(this, new GameEventArgs(null, false, gameEvent)); 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); } } } } } }