IW4M-Admin/Application/GameEventHandler.cs
RaidMax a786541484 re-implemented auto-upload on publish
fixed the max length migration for MySQL
configure the python projects to be able to be published from command line
optimize find active pentalties query
add feature for issue #38
testing fix for concurrent dict access (in stats plugin)
2018-09-12 19:53:11 -05:00

121 lines
5.2 KiB
C#

using SharedLibraryCore;
using SharedLibraryCore.Events;
using SharedLibraryCore.Interfaces;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
namespace IW4MAdmin.Application
{
class GameEventHandler : IEventHandler
{
static long NextEventId = 1;
readonly IManager Manager;
readonly SortedList<long, GameEvent> OutOfOrderEvents;
readonly SemaphoreSlim IsProcessingEvent;
public GameEventHandler(IManager mgr)
{
Manager = mgr;
OutOfOrderEvents = new SortedList<long, GameEvent>();
IsProcessingEvent = new SemaphoreSlim(2, 2);
}
public void AddEvent(GameEvent gameEvent)
{
IsProcessingEvent.Wait();
((Manager as ApplicationManager).OnServerEvent)(this, new GameEventArgs(null, false, gameEvent));
if (gameEvent.Type == GameEvent.EventType.Connect)
{
IsProcessingEvent.Wait();
if (!gameEvent.OnProcessed.Wait(30 * 1000))
{
Manager.GetLogger().WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_COMMAND_TIMEOUT"]} [{gameEvent.Id}, {gameEvent.Type}]");
}
IsProcessingEvent.Release(1);
}
IsProcessingEvent.Release(1);
return;
#if DEBUG
Manager.GetLogger().WriteDebug($"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($"sent event with id {gameEvent.Id} to be processed");
// IsProcessingEvent.Wait();
//#else
// if (GameEvent.IsEventTimeSensitive(gameEvent) &&
// !IsProcessingEvent.Wait(30 * 1000))
// {
// Manager.GetLogger().WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_COMMAND_TIMEOUT"]} [{gameEvent.Id}, {gameEvent.Type}]");
// }
//#endif
((Manager as ApplicationManager).OnServerEvent)(this, new GameEventArgs(null, false, gameEvent));
//if (GameEvent.IsEventTimeSensitive(gameEvent))
//{
// if( !gameEvent.OnProcessed.Wait(30 * 1000))
// {
// Manager.GetLogger().WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_EVENT_TIMEOUT"]} [{gameEvent.Id}, {gameEvent.Type}]");
// }
//}
Interlocked.Increment(ref NextEventId);
//#if DEBUG == true
// gameEvent.OnProcessed.Wait();
//#else
// if (GameEvent.IsEventTimeSensitive(gameEvent) &&
// !gameEvent.OnProcessed.Wait(30 * 1000))
// {
// Manager.GetLogger().WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_EVENT_TIMEOUT"]} [{gameEvent.Id}, {gameEvent.Type}]");
// }
//#endif
// Interlocked.Increment(ref NextEventId);
// if (GameEvent.IsEventTimeSensitive(gameEvent))
// {
// IsProcessingEvent.Release();
// }
}
// 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);
}
}
}
}
}
}