remove locking from other connections too
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0e93b1356f
commit
d9e9c28976
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@ -27,8 +27,6 @@ internal sealed class ClientScreenServerConnection(
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? null
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: new PlayerScreenData(logger, player);
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protected override ValueTask HandleMessageLockedAsync(Memory<byte> buffer) => throw new UnreachableException();
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protected override ValueTask HandleMessageAsync(Memory<byte> _)
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{
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if (_wantsFrameOnTick != 0)
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@ -23,7 +23,7 @@ internal sealed class ControlsServerConnection(
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Shoot = 0x05
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}
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protected override ValueTask HandleMessageLockedAsync(Memory<byte> buffer)
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protected override ValueTask HandleMessageAsync(Memory<byte> buffer)
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{
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var type = (MessageType)buffer.Span[0];
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var control = (InputType)buffer.Span[1];
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@ -11,37 +11,37 @@ internal sealed class PlayerInfoConnection(
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MapEntityManager entityManager
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) : WebsocketServerConnection(logger, new ByteChannelWebSocket(rawSocket, logger, 0))
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{
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private bool _wantsInfoOnTick = true;
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private byte[] _lastMessage = [];
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private int _wantsInfoOnTick = 1;
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private byte[]? _lastMessage = null;
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private byte[]? _nextMessage = null;
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protected override ValueTask HandleMessageLockedAsync(Memory<byte> buffer)
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protected override ValueTask HandleMessageAsync(Memory<byte> buffer)
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{
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var response = GetMessageToSend();
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if (response == null)
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{
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Logger.LogTrace("cannot respond directly, increasing wanted frames");
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_wantsInfoOnTick = true;
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var next = Interlocked.Exchange(ref _nextMessage, null);
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if (next != null)
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return SendAndDisposeAsync(next);
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_wantsInfoOnTick = 1;
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return ValueTask.CompletedTask;
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}
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Logger.LogTrace("responding directly");
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return Socket.SendTextAsync(response);
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}
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public ValueTask OnGameTickAsync() => LockedAsync(() =>
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public async ValueTask OnGameTickAsync()
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{
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if (!_wantsInfoOnTick)
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return ValueTask.CompletedTask;
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await Task.Yield();
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var response = GetMessageToSend();
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if (response == null)
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return ValueTask.CompletedTask;
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var wantsNow = Interlocked.Exchange(ref _wantsInfoOnTick, 0) != 0;
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Logger.LogTrace("responding indirectly");
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return Socket.SendTextAsync(response);
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});
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if (wantsNow)
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{
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await SendAndDisposeAsync(response);
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return;
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}
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private byte[]? GetMessageToSend()
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Interlocked.Exchange(ref _nextMessage, response);
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}
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private byte[] GetMessageToSend()
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{
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var tank = entityManager.GetCurrentTankOfPlayer(player);
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@ -53,11 +53,14 @@ internal sealed class PlayerInfoConnection(
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}
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var info = new PlayerInfo(player.Name, player.Scores, player.Controls.ToDisplayString(), tankInfo);
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var response = JsonSerializer.SerializeToUtf8Bytes(info, AppSerializerContext.Default.PlayerInfo);
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if (response.SequenceEqual(_lastMessage))
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return null;
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// TODO: switch to async version with pre-allocated buffer / IMemoryOwner
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return JsonSerializer.SerializeToUtf8Bytes(info, AppSerializerContext.Default.PlayerInfo);
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}
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return _lastMessage = response;
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private async ValueTask SendAndDisposeAsync(byte[] data)
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{
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await Socket.SendTextAsync(data);
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Interlocked.Exchange(ref _lastMessage, data);
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}
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}
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@ -22,10 +22,7 @@ internal abstract class WebsocketServerConnection(
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Logger.LogTrace("done receiving");
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}
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protected virtual ValueTask HandleMessageAsync(Memory<byte> buffer)
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=> LockedAsync(() => HandleMessageLockedAsync(buffer));
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protected abstract ValueTask HandleMessageLockedAsync(Memory<byte> buffer);
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protected abstract ValueTask HandleMessageAsync(Memory<byte> buffer);
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protected async ValueTask LockedAsync(Func<ValueTask> action)
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{
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