Move order latency control to the server.
This commit is contained in:
@@ -167,10 +167,7 @@ namespace OpenRA
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map = ModData.PrepareMap(mapUID);
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using (new PerfTimer("NewWorld"))
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{
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OrderManager.World = new World(ModData, map, OrderManager, type);
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OrderManager.FramesAhead = OrderManager.World.OrderLatency;
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}
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OrderManager.World.GameOver += FinishBenchmark;
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@@ -32,6 +32,7 @@ namespace OpenRA.Network
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public interface IConnection : IDisposable
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{
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int LocalClientId { get; }
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void StartGame();
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void Send(int frame, IEnumerable<Order> orders);
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void SendImmediate(IEnumerable<Order> orders);
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void SendSync(int frame, int syncHash, ulong defeatState);
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@@ -47,6 +48,12 @@ namespace OpenRA.Network
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int IConnection.LocalClientId => LocalClientId;
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void IConnection.StartGame()
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{
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// Inject an empty frame to fill the gap we are making by projecting forward orders
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orders.Enqueue((0, new OrderPacket(Array.Empty<Order>())));
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}
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void IConnection.Send(int frame, IEnumerable<Order> o)
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{
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orders.Enqueue((frame, new OrderPacket(o.ToArray())));
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@@ -67,8 +74,9 @@ namespace OpenRA.Network
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while (immediateOrders.TryDequeue(out var i))
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orderManager.ReceiveImmediateOrders(LocalClientId, i);
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// Project orders forward to the next frame
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while (orders.TryDequeue(out var o))
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orderManager.ReceiveOrders(LocalClientId, o);
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orderManager.ReceiveOrders(LocalClientId, (o.Frame + 1, o.Orders));
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while (sync.TryDequeue(out var s))
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orderManager.ReceiveSync(s);
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@@ -207,6 +215,8 @@ namespace OpenRA.Network
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int IConnection.LocalClientId => clientId;
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void IConnection.StartGame() { }
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void IConnection.Send(int frame, IEnumerable<Order> orders)
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{
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var o = new OrderPacket(orders.ToArray());
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@@ -270,19 +280,26 @@ namespace OpenRA.Network
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Recorder?.Receive(clientId, OrderIO.SerializeSync(s));
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}
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while (sentOrders.TryDequeue(out var o))
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{
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orderManager.ReceiveOrders(clientId, o);
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Recorder?.Receive(clientId, o.Orders.Serialize(o.Frame));
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}
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// Orders from other players
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while (receivedPackets.TryDequeue(out var p))
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{
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var record = true;
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if (OrderIO.TryParseDisconnect(p.Data, out var disconnectClient))
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orderManager.ReceiveDisconnect(disconnectClient);
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else if (OrderIO.TryParseSync(p.Data, out var sync))
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orderManager.ReceiveSync(sync);
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else if (OrderIO.TryParseAck(p, out var ackFrame))
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{
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if (!sentOrders.TryDequeue(out var q))
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throw new InvalidOperationException("Received Ack with empty send queue");
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// The Acknowledgement packet is a placeholder that tells us to process the first packet in our
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// local sent buffer and the frame at which it should be applied. This is an optimization to avoid having
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// to send the (much larger than 5 byte) packet back to us over the network.
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orderManager.ReceiveOrders(clientId, (ackFrame, q.Orders));
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Recorder?.Receive(clientId, q.Orders.Serialize(ackFrame));
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record = false;
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}
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else if (OrderIO.TryParseOrderPacket(p.Data, out var orders))
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{
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if (orders.Frame == 0)
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@@ -293,7 +310,8 @@ namespace OpenRA.Network
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else
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throw new InvalidDataException($"Received unknown packet from client {p.FromClient} with length {p.Data.Length}");
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Recorder?.Receive(p.FromClient, p.Data);
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if (record)
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Recorder?.Receive(p.FromClient, p.Data);
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}
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}
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@@ -18,6 +18,7 @@ namespace OpenRA
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{
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public enum OrderType : byte
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{
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Ack = 0x10,
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SyncHash = 0x65,
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Disconnect = 0xBF,
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Handshake = 0xFE,
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@@ -106,6 +106,19 @@ namespace OpenRA.Network
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return true;
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}
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public static bool TryParseAck((int FromClient, byte[] Data) packet, out int frame)
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{
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// Ack packets are only accepted from the server
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if (packet.FromClient != 0 || packet.Data.Length != 5 || packet.Data[4] != (byte)OrderType.Ack)
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{
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frame = 0;
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return false;
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}
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frame = BitConverter.ToInt32(packet.Data, 0);
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return true;
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}
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public static bool TryParseOrderPacket(byte[] packet, out (int Frame, OrderPacket Orders) data)
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{
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// Not a valid packet
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@@ -33,7 +33,6 @@ namespace OpenRA.Network
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public int NetFrameNumber { get; private set; }
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public int LocalFrameNumber;
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public int FramesAhead = 0;
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public TickTime LastTickTime;
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@@ -52,6 +51,7 @@ namespace OpenRA.Network
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bool disposed;
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bool generateSyncReport = false;
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int sentOrdersFrame = 0;
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public struct ClientOrder
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{
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@@ -87,9 +87,7 @@ namespace OpenRA.Network
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LocalFrameNumber = 0;
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LastTickTime.Value = Game.RunTime;
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if (GameSaveLastFrame < 0)
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for (var i = NetFrameNumber; i <= FramesAhead; i++)
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Connection.Send(i, Array.Empty<Order>());
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Connection.StartGame();
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}
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public OrderManager(IConnection conn)
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@@ -123,7 +121,7 @@ namespace OpenRA.Network
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void SendImmediateOrders()
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{
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if (localImmediateOrders.Count != 0 && GameSaveLastFrame < NetFrameNumber + FramesAhead)
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if (localImmediateOrders.Count != 0 && GameSaveLastFrame < NetFrameNumber)
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Connection.SendImmediate(localImmediateOrders);
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localImmediateOrders.Clear();
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}
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@@ -206,13 +204,11 @@ namespace OpenRA.Network
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void SendOrders()
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{
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if (!GameStarted)
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return;
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if (GameSaveLastFrame < NetFrameNumber + FramesAhead)
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if (GameStarted && GameSaveLastFrame < NetFrameNumber && sentOrdersFrame < NetFrameNumber)
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{
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Connection.Send(NetFrameNumber + FramesAhead, localOrders);
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Connection.Send(NetFrameNumber, localOrders);
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localOrders.Clear();
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sentOrdersFrame = NetFrameNumber;
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}
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}
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@@ -225,10 +221,9 @@ namespace OpenRA.Network
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// The IsReadyForNextFrame check above guarantees that all clients have sent a packet
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var (frameNumber, orders) = frameOrders.Dequeue();
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// Orders are synchronised by sending an initial FramesAhead set of empty packets
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// and then making sure that we enqueue and process exactly one packet for each player each tick.
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// This may change in the future, so sanity check that the orders are for the frame we expect
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// and crash early instead of risking desyncs.
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// We expect every frame to have a queued order packet, even if it contains no orders, as this
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// controls the pacing of the game simulation.
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// Sanity check that we are processing the frame that we expect, so we can crash early instead of desyncing.
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if (frameNumber != NetFrameNumber)
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throw new InvalidDataException($"Attempted to process orders from client {clientId} for frame {frameNumber} on frame {NetFrameNumber}");
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@@ -239,7 +234,7 @@ namespace OpenRA.Network
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}
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}
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if (NetFrameNumber + FramesAhead >= GameSaveLastSyncFrame)
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if (NetFrameNumber >= GameSaveLastSyncFrame)
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{
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var defeatState = 0UL;
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for (var i = 0; i < World.Players.Length; i++)
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@@ -124,6 +124,8 @@ namespace OpenRA.Network
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ordersFrame = orderLatency;
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}
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void IConnection.StartGame() { }
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// Do nothing: ignore locally generated orders
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void IConnection.Send(int frame, IEnumerable<Order> orders) { }
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void IConnection.SendImmediate(IEnumerable<Order> orders) { }
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@@ -35,6 +35,8 @@ namespace OpenRA.Server
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// - Length-prefixed string specifying the order name
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// - OrderFields enum encoded as a byte: specifies the data included in the rest of the order
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// - Order-specific data - see OpenRA.Game/Server/Order.cs for details
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// - 0x10: Order acknowledgement (sent from the server to a client in response to a packet with world orders)
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// - Int32 containing the frame number that the client should apply the orders it sent
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//
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// A connection handshake begins when a client opens a connection to the server:
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// - Server sends:
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@@ -68,6 +70,6 @@ namespace OpenRA.Server
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// The protocol for server and world orders
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// This applies after the handshake has completed, and is provided to support
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// alternative server implementations that wish to support multiple versions in parallel
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public const int Orders = 13;
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public const int Orders = 14;
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}
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}
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@@ -61,6 +61,9 @@ namespace OpenRA.Server
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public readonly MapStatusCache MapStatusCache;
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public GameSave GameSave = null;
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// Default to the next frame for ServerType.Local - MP servers take the value from the selected GameSpeed.
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public int OrderLatency = 1;
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readonly int randomSeed;
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readonly List<TcpListener> listeners = new List<TcpListener>();
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readonly TypeDictionary serverTraits = new TypeDictionary();
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@@ -611,14 +614,22 @@ namespace OpenRA.Server
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byte[] CreateFrame(int client, int frame, byte[] data)
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{
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using (var ms = new MemoryStream(data.Length + 12))
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{
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ms.WriteArray(BitConverter.GetBytes(data.Length + 4));
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ms.WriteArray(BitConverter.GetBytes(client));
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ms.WriteArray(BitConverter.GetBytes(frame));
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ms.WriteArray(data);
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return ms.GetBuffer();
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}
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var ms = new MemoryStream(data.Length + 12);
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ms.WriteArray(BitConverter.GetBytes(data.Length + 4));
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ms.WriteArray(BitConverter.GetBytes(client));
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ms.WriteArray(BitConverter.GetBytes(frame));
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ms.WriteArray(data);
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return ms.GetBuffer();
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}
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byte[] CreateAckFrame(int frame)
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{
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var ms = new MemoryStream(13);
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ms.WriteArray(BitConverter.GetBytes(5));
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ms.WriteArray(BitConverter.GetBytes(0));
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ms.WriteArray(BitConverter.GetBytes(frame));
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ms.WriteByte((byte)OrderType.Ack);
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return ms.GetBuffer();
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}
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void DispatchOrdersToClient(Connection c, int client, int frame, byte[] data)
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@@ -784,10 +795,23 @@ namespace OpenRA.Server
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if (frame == 0)
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InterpretServerOrders(conn, data);
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else
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DispatchOrdersToClients(conn, frame, data);
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{
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// Non-immediate orders must be projected into the future so that all players can
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// apply them on the same world tick. We can do this directly when forwarding the
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// packet on to other clients, but sending the same data back to the client that
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// sent it just to update the frame number would be wasteful. We instead send them
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// a separate Ack packet that tells them to apply the order from a locally stored queue.
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// TODO: Replace static latency with a dynamic order buffering system
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if (data.Length == 0 || data[0] != (byte)OrderType.SyncHash)
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{
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frame += OrderLatency;
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DispatchFrameToClient(conn, conn.PlayerIndex, CreateAckFrame(frame));
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}
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if (GameSave != null)
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GameSave.DispatchOrders(conn, frame, data);
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DispatchOrdersToClients(conn, frame, data);
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}
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GameSave?.DispatchOrders(conn, frame, data);
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}
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void InterpretServerOrders(Connection conn, byte[] data)
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@@ -1205,6 +1229,13 @@ namespace OpenRA.Server
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SyncLobbyInfo();
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State = ServerState.GameStarted;
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if (Type != ServerType.Local)
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{
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var gameSpeeds = Game.ModData.Manifest.Get<GameSpeeds>();
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var gameSpeedName = LobbyInfo.GlobalSettings.OptionOrDefault("gamespeed", gameSpeeds.DefaultSpeed);
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OrderLatency = gameSpeeds.Speeds[gameSpeedName].OrderLatency;
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}
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if (GameSave == null && LobbyInfo.GlobalSettings.GameSavesEnabled)
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GameSave = new GameSave();
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@@ -1227,6 +1258,7 @@ namespace OpenRA.Server
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foreach (var t in serverTraits.WithInterface<IStartGame>())
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t.GameStarted(this);
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var firstFrame = 1;
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if (GameSave != null && GameSave.LastOrdersFrame >= 0)
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{
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GameSave.ParseOrders(LobbyInfo, (frame, client, data) =>
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@@ -1235,6 +1267,28 @@ namespace OpenRA.Server
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if (c.Validated)
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DispatchOrdersToClient(c, client, frame, data);
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});
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firstFrame += GameSave.LastOrdersFrame;
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}
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// ReceiveOrders projects player orders into the future so that all players can
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// apply them on the same world tick.
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// Clients require every frame to have an orders packet associated with it, so we must
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// inject an empty packet for each frame that we are skipping forwards.
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// TODO: Replace static latency with a dynamic order buffering system
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var conns = Conns.Where(c => c.Validated).ToList();
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foreach (var from in conns)
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{
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for (var i = 0; i < OrderLatency; i++)
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{
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var frame = firstFrame + i;
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var frameData = CreateFrame(from.PlayerIndex, frame, Array.Empty<byte>());
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foreach (var to in conns)
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DispatchFrameToClient(to, from.PlayerIndex, frameData);
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RecordOrder(frame, Array.Empty<byte>(), from.PlayerIndex);
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GameSave?.DispatchOrders(from, frame, Array.Empty<byte>());
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}
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}
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}
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}
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@@ -39,7 +39,6 @@ namespace OpenRA
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public readonly GameSpeed GameSpeed;
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public readonly int Timestep;
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public readonly int OrderLatency;
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public int ReplayTimestep;
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@@ -189,13 +188,7 @@ namespace OpenRA
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var gameSpeeds = modData.Manifest.Get<GameSpeeds>();
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var gameSpeedName = orderManager.LobbyInfo.GlobalSettings.OptionOrDefault("gamespeed", gameSpeeds.DefaultSpeed);
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GameSpeed = gameSpeeds.Speeds[gameSpeedName];
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Timestep = ReplayTimestep = GameSpeed.Timestep;
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OrderLatency = GameSpeed.OrderLatency;
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// HACK: Turn down the latency if there is only one real player/spectator
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if (orderManager.LobbyInfo.NonBotClients.Count() == 1)
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OrderLatency = 1;
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SharedRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
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LocalRandom = new MersenneTwister();
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