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mirror of https://github.com/RaidMax/IW4M-Admin.git synced 2025-06-10 07:13:58 -05:00

fix bug with player not getting updated on disconnect (related to issue #24)

jint version downgraded for better stability (also locked the engine instance as it's not thread safe)
updated readme
remove vpn detection from application configuration as it's now in a seperate plugin
defaulted webfront bind URl to all interfaces
readd the custom say name
added visibility percentage to AC
This commit is contained in:
RaidMax
2018-09-04 12:40:29 -05:00
parent 270be7ad99
commit 8868f98dc5
22 changed files with 1126 additions and 313 deletions

View File

@ -1,12 +1,9 @@
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
{
@ -22,59 +19,57 @@ namespace IW4MAdmin.Application
OutOfOrderEvents = new SortedList<long, GameEvent>();
}
public bool AddEvent(GameEvent gameEvent)
public void AddEvent(GameEvent gameEvent)
{
#if DEBUG
Manager.GetLogger().WriteDebug($"Got new event of type {gameEvent.Type} for {gameEvent.Owner} with id {gameEvent.Id}");
#endif
// GameEvent sortedEvent = null;
// lock (OutOfOrderEvents)
// {
// sortedEvent = OutOfOrderEvents.Values.FirstOrDefault();
GameEvent sortedEvent = null;
lock (OutOfOrderEvents)
{
sortedEvent = OutOfOrderEvents.Values.FirstOrDefault();
// while (sortedEvent?.Id == Interlocked.Read(ref NextEventId))
// {
// if (OutOfOrderEvents.Count > 0)
// {
// OutOfOrderEvents.RemoveAt(0);
// }
while (sortedEvent?.Id == Interlocked.Read(ref NextEventId))
{
if (OutOfOrderEvents.Count > 0)
{
OutOfOrderEvents.RemoveAt(0);
}
// AddEvent(sortedEvent);
// sortedEvent = OutOfOrderEvents.Values.FirstOrDefault();
// }
// }
AddEvent(sortedEvent);
sortedEvent = OutOfOrderEvents.Values.FirstOrDefault();
}
}
// // both the gameEvent Id and the LastEventId are thread safe because we want to synchronize when the
// // event occurs
// if (gameEvent.Id == Interlocked.Read(ref NextEventId))
// {
//#if DEBUG == true
// Manager.GetLogger().WriteDebug($"sent event with id {gameEvent.Id} to be processed");
//#endif
// 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($"sent event with id {gameEvent.Id} to be processed");
#endif
((Manager as ApplicationManager).OnServerEvent)(this, new GameEventArgs(null, false, gameEvent));
return true;
// Interlocked.Increment(ref NextEventId);
// }
Interlocked.Increment(ref NextEventId);
}
// // a "newer" event has been added before and "older" one has been added (due to threads and context switching)
// // so me must wait until the next expected one arrives
// else
// {
//#if DEBUG == true
// Manager.GetLogger().WriteWarning("Incoming event is out of order");
// Manager.GetLogger().WriteDebug($"Expected event Id is {Interlocked.Read(ref NextEventId)}, but got {gameEvent.Id} instead");
//#endif
// 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;
// this prevents multiple threads from adding simultaneously
lock (OutOfOrderEvents)
{
if (!OutOfOrderEvents.TryGetValue(gameEvent.Id, out GameEvent discard))
{
OutOfOrderEvents.Add(gameEvent.Id, gameEvent);
}
}
}
}
}
}