Add OrderBuffer and time synchronisation.
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136
OpenRA.Game/Server/OrderBuffer.cs
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136
OpenRA.Game/Server/OrderBuffer.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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namespace OpenRA.Server
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{
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public class OrderBuffer
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{
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const int NumberOfFrames = 20;
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const int Interval = 1000;
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// Limit the TickScale to maximum of 10%
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const float MaxTickScale = 1.1f;
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const int EmptyValue = -1;
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Stopwatch gameTimer;
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long nextUpdate = 0;
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readonly ConcurrentDictionary<int, long> timestamps = new ConcurrentDictionary<int, long>();
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readonly ConcurrentDictionary<int, Queue<long>> deltas = new ConcurrentDictionary<int, Queue<long>>();
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int timestep;
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int ticksPerInterval;
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int baselinePlayer;
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List<int> players;
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public void AddOrderTimestamp(int playerIndex)
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{
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timestamps[playerIndex] = gameTimer.ElapsedMilliseconds;
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if (timestamps.Values.All(t => t != EmptyValue))
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{
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var baseline = timestamps[baselinePlayer];
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foreach (var (p, q) in timestamps)
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{
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var dt = baseline - q;
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var playerDeltas = deltas[p];
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playerDeltas.Enqueue(dt);
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if (playerDeltas.Count > NumberOfFrames)
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playerDeltas.Dequeue();
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timestamps[p] = EmptyValue;
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}
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}
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}
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public void Start(GameSpeed gameSpeed, IEnumerable<int> players)
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{
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timestep = gameSpeed.Timestep;
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ticksPerInterval = Interval / timestep;
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this.players = players.ToList();
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baselinePlayer = this.players.First();
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foreach (var player in this.players)
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{
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timestamps.TryAdd(player, EmptyValue);
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deltas.TryAdd(player, new Queue<long>());
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}
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gameTimer = Stopwatch.StartNew();
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nextUpdate = gameTimer.ElapsedMilliseconds + Interval;
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}
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public IEnumerable<(int PlayerIndex, float TickScale)> GetTickScales()
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{
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var now = gameTimer.ElapsedMilliseconds;
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if (now < nextUpdate)
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yield break;
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nextUpdate = now + Interval;
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if (deltas.Values.Any(q => q.Count != NumberOfFrames))
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yield break;
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var medians = deltas.Select(d => (PlayerIndex: d.Key, Delta: Median(d.Value.ToArray()))).ToList();
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// We need to check if we have a connection slower than our baseline and then use that as our offset.
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var minValue = medians.MinBy(p => p.Delta).Delta;
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var offset = minValue < 0 ? Math.Abs(minValue) : 0;
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foreach (var (playerIndex, delta) in medians)
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{
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var deltaPerTick = (delta + offset) / (float)ticksPerInterval;
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var tickScale = (timestep + deltaPerTick) / timestep;
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var adjustedTickScale = tickScale.Clamp(1f, MaxTickScale);
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yield return (playerIndex, adjustedTickScale);
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}
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}
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long Median(long[] a)
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{
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Array.Sort(a);
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var n = a.Length;
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if (n % 2 != 0)
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return a[n / 2];
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return (a[(n - 1) / 2] + a[n / 2]) / 2;
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}
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public void RemovePlayer(int player)
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{
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players.Remove(player);
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if (player == baselinePlayer && players.Count > 0)
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{
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var newBaseline = players.First();
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Interlocked.Exchange(ref baselinePlayer, newBaseline);
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}
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timestamps.TryRemove(player, out _);
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deltas.TryRemove(player, out _);
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}
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}
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}
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@@ -69,6 +69,8 @@ namespace OpenRA.Server
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readonly TypeDictionary serverTraits = new TypeDictionary();
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readonly PlayerDatabase playerDatabase;
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OrderBuffer orderBuffer;
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volatile ServerState internalState = ServerState.WaitingPlayers;
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readonly BlockingCollection<IServerEvent> events = new BlockingCollection<IServerEvent>();
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@@ -361,6 +363,18 @@ namespace OpenRA.Server
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foreach (var t in serverTraits.WithInterface<ITick>())
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t.Tick(this);
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if (State == ServerState.GameStarted)
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{
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foreach (var (playerIndex, scale) in orderBuffer.GetTickScales())
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{
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var frame = CreateTickScaleFrame(scale);
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var con = Conns.SingleOrDefault(c => c.PlayerIndex == playerIndex);
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if (con != null && con.Validated)
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DispatchFrameToClient(con, playerIndex, frame);
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}
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}
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}
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if (State == ServerState.ShuttingDown)
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@@ -890,6 +904,8 @@ namespace OpenRA.Server
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frame += OrderLatency;
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DispatchFrameToClient(conn, conn.PlayerIndex, CreateAckFrame(frame, 1));
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orderBuffer.AddOrderTimestamp(conn.PlayerIndex);
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// Track the last frame for each client so the disconnect handling can write
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// an EndOfOrders marker with the correct frame number.
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// TODO: This should be handled by the order buffering system too
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@@ -1155,6 +1171,7 @@ namespace OpenRA.Server
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{
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lock (LobbyInfo)
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{
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orderBuffer?.RemovePlayer(toDrop.PlayerIndex);
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Conns.Remove(toDrop);
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var dropClient = LobbyInfo.Clients.FirstOrDefault(c => c.Index == toDrop.PlayerIndex);
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@@ -1330,12 +1347,16 @@ 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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var gameSpeed = gameSpeeds.Speeds[gameSpeedName];
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orderBuffer = new OrderBuffer();
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orderBuffer.Start(gameSpeed, Conns.Where(c => c.Validated).Select(c => c.PlayerIndex));
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if (Type != ServerType.Local)
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OrderLatency = gameSpeed.OrderLatency;
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if (GameSave == null && LobbyInfo.GlobalSettings.GameSavesEnabled)
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GameSave = new GameSave();
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