Implement kick on restart

This commit is contained in:
Brant Martin
2019-08-16 12:48:16 -04:00
parent a42f5ab273
commit f1616f6532
8 changed files with 138 additions and 37 deletions

View File

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