fix: gameloop optimization
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@@ -9,7 +9,7 @@ namespace Ragon.Core
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public static class ConfigurationLoader
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{
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private static readonly Logger _logger = LogManager.GetCurrentClassLogger();
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private static readonly string _serverVersion = "1.0.9-rc";
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private static readonly string _serverVersion = "1.0.13-rc";
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private static void CopyrightInfo()
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{
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@@ -1,7 +1,4 @@
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Security.Cryptography;
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using System.Threading;
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using Ragon.Common;
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using ENet;
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@@ -13,42 +10,33 @@ namespace Ragon.Core
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{
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private readonly RoomManager _roomManager;
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private readonly Thread _thread;
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private readonly Stopwatch _gameLoopTimer;
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private readonly Stopwatch _statisticsTimer;
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private readonly Stopwatch _serverTimer;
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private readonly Stopwatch _logicTimer;
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private readonly Lobby _lobby;
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private readonly ISocketServer _server;
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private readonly IDispatcherInternal _dispatcherInternal;
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private readonly IDispatcher _dispatcher;
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private readonly ILogger _logger = LogManager.GetCurrentClassLogger();
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private readonly float _deltaTime = 0.0f;
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private readonly Configuration _configuration;
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private readonly IDispatcherInternal _dispatcherInternal;
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public IDispatcher ThreadDispatcher { get; private set; }
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public ISocketServer Server { get; private set; }
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public ISocketServer Server => _server;
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public IDispatcher ThreadDispatcher => _dispatcher;
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public GameThread(PluginFactory factory, Configuration configuration)
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{
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var authorizationProvider = factory.CreateAuthorizationProvider(configuration);
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_configuration = configuration;
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var authorizationProvider = factory.CreateAuthorizationProvider(configuration);
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var dispatcher = new Dispatcher();
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_dispatcherInternal = dispatcher;
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_dispatcher = dispatcher;
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ThreadDispatcher = dispatcher;
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Server = new ENetServer(this);
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_server = new ENetServer(this);
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_deltaTime = 1000.0f / configuration.SendRate;
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_roomManager = new RoomManager(factory, this);
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_lobby = new Lobby(authorizationProvider, _roomManager, this);
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_gameLoopTimer = new Stopwatch();
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_statisticsTimer = new Stopwatch();
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_serverTimer = new Stopwatch();
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_logicTimer = new Stopwatch();
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_thread = new Thread(Execute);
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_thread.Name = "Game Thread";
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_thread.IsBackground = true;
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@@ -62,6 +50,7 @@ namespace Ragon.Core
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_logger.Error("Wrong protocol passed to connect method");
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return;
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}
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var parts = new uint[] {0, 0, 0};
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for (int i = 0; i < parts.Length; i++)
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{
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@@ -70,25 +59,18 @@ namespace Ragon.Core
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_logger.Error("Wrong protocol");
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return;
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}
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parts[i] = v;
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}
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uint encoded = (parts[0] << 16) | (parts[1] << 8) | parts[2];
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Server.Start(_configuration.Port, _configuration.MaxConnections, encoded);
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_gameLoopTimer.Start();
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_statisticsTimer.Start();
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_logicTimer.Start();
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_serverTimer.Start();
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_server.Start(_configuration.Port, _configuration.MaxConnections, encoded);
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_thread.Start();
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}
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public void Stop()
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{
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Server.Stop();
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_gameLoopTimer.Stop();
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_statisticsTimer.Stop();
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_server.Stop();
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_thread.Interrupt();
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}
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@@ -96,29 +78,11 @@ namespace Ragon.Core
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{
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while (true)
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{
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_logicTimer.Restart();
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_serverTimer.Restart();
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Server.Process();
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_server.Process();
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_dispatcherInternal.Process();
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_roomManager.Tick(_deltaTime);
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var elapsedMilliseconds = _gameLoopTimer.ElapsedMilliseconds;
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if (elapsedMilliseconds > _deltaTime)
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{
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_roomManager.Tick(elapsedMilliseconds / 1000.0f);
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_gameLoopTimer.Restart();
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continue;
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}
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if (_statisticsTimer.Elapsed.Seconds > _configuration.StatisticsInterval && _roomManager.RoomsBySocket.Count > 0)
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{
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var rooms = _roomManager.Rooms.Count;
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var clients = _roomManager.RoomsBySocket.Count;
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var entities = _roomManager.Rooms.Select(r => r.EntitiesCount).Sum();
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_logger.Trace($"Rooms: {rooms} Clients: {clients} Entities: {entities}");
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_statisticsTimer.Restart();
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}
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Thread.Sleep((int) _deltaTime);
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}
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}
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@@ -94,7 +94,7 @@ namespace Ragon.Core
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{
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if (_host.CheckEvents(out _netEvent) <= 0)
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{
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if (_host.Service(15, out _netEvent) <= 0)
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if (_host.Service(0, out _netEvent) <= 0)
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break;
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polled = true;
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