Implement kick on restart
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@@ -10,6 +10,7 @@ using Torch.Mod.Messages;
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using VRage;
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using VRage.Collections;
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using VRage.Game.ModAPI;
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using VRage.Network;
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using VRage.Utils;
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using Task = ParallelTasks.Task;
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@@ -50,6 +51,10 @@ namespace Torch.Mod
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{
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var m = _messagePool.Get();
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m.CompressedData = bytes;
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#if TORCH
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m.SenderId = MyEventContext.Current.Sender.Value;
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#endif
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_processing.Add(m);
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}
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@@ -59,10 +64,19 @@ namespace Torch.Mod
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{
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try
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{
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var m = _processing.Take();
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MessageBase m;
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try
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{
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m = _processing.Take();
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}
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catch
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{
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continue;
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}
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MyLog.Default.WriteLineAndConsole($"Processing message: {m.GetType().Name}");
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if (m is IncomingMessage)
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if (m is IncomingMessage) //process incoming messages
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{
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MessageBase i;
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try
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@@ -78,50 +92,55 @@ namespace Torch.Mod
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continue;
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}
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if (TorchModCore.Debug)
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MyAPIGateway.Utilities.ShowMessage("Torch", $"Received message of type {i.GetType().Name}");
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if (MyAPIGateway.Multiplayer.IsServer)
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i.ProcessServer();
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else
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i.ProcessClient();
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}
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else
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else //process outgoing messages
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{
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if (TorchModCore.Debug)
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MyAPIGateway.Utilities.ShowMessage("Torch", $"Sending message of type {m.GetType().Name}");
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var b = MyAPIGateway.Utilities.SerializeToBinary(m);
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m.CompressedData = MyCompression.Compress(b);
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MyAPIGateway.Utilities.InvokeOnGameThread(() =>
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switch (m.TargetType)
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{
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case MessageTarget.Single:
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MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, m.CompressedData, m.Target);
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break;
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case MessageTarget.Server:
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MyAPIGateway.Multiplayer.SendMessageToServer(NET_ID, m.CompressedData);
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break;
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case MessageTarget.AllClients:
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MyAPIGateway.Players.GetPlayers(_playerCache);
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foreach (var p in _playerCache)
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{
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if (p.SteamUserId == MyAPIGateway.Multiplayer.MyId)
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continue;
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MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, m.CompressedData, p.SteamUserId);
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}
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switch (m.TargetType)
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{
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case MessageTarget.Single:
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MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, m.CompressedData, m.Target);
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break;
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case MessageTarget.Server:
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MyAPIGateway.Multiplayer.SendMessageToServer(NET_ID, m.CompressedData);
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break;
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case MessageTarget.AllClients:
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MyAPIGateway.Players.GetPlayers(_playerCache);
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foreach (var p in _playerCache)
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{
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if (p.SteamUserId == MyAPIGateway.Multiplayer.MyId)
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continue;
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MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, m.CompressedData, p.SteamUserId);
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}
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break;
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case MessageTarget.AllExcept:
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MyAPIGateway.Players.GetPlayers(_playerCache);
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foreach (var p in _playerCache)
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{
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if (p.SteamUserId == MyAPIGateway.Multiplayer.MyId || m.Ignore.Contains(p.SteamUserId))
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continue;
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MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, m.CompressedData, p.SteamUserId);
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}
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break;
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default:
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throw new Exception();
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}
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_playerCache.Clear();
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});
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break;
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case MessageTarget.AllExcept:
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MyAPIGateway.Players.GetPlayers(_playerCache);
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foreach (var p in _playerCache)
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{
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if (p.SteamUserId == MyAPIGateway.Multiplayer.MyId || m.Ignore.Contains(p.SteamUserId))
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continue;
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MyAPIGateway.Multiplayer.SendMessageTo(NET_ID, m.CompressedData, p.SteamUserId);
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}
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break;
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default:
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throw new Exception();
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}
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_playerCache.Clear();
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}
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}
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catch (Exception ex)
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@@ -130,7 +149,7 @@ namespace Torch.Mod
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}
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}
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MyLog.Default.WriteLineAndConsole("TORCH MOD: COMMUNICATION THREAD: EXIT SIGNAL RECEIVED!");
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MyLog.Default.WriteLineAndConsole("TORCH MOD: INFO: Communication thread shut down successfully! THIS IS NOT AN ERROR");
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//exit signal received. Clean everything and GTFO
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_processing?.Dispose();
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_processing = null;
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