Fewer hitches: regular save-game pull only when something changed since the last save (saving freezes the game briefly), default interval 10 min
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
+2
-1
@@ -268,7 +268,8 @@ public sealed class GameServer
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if (config.SaveSyncMinutes > 0 && now >= nextSaveSync)
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{
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nextSaveSync = now + config.SaveSyncMinutes * 60.0;
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RequestSave("regular save");
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// Nur wenn sich seit dem letzten Spielstand etwas geändert hat - Speichern lässt das Spiel kurz hängen
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if (world.ChangesSinceSave > 0) RequestSave("regular save");
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}
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// Hochladen dauert zu lange (Spieler weg, alte Mod ...): Wartende bekommen den bisherigen Spielstand
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if (saveUpload != null && DateTime.UtcNow > saveUpload.Deadline)
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+1
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@@ -25,7 +25,7 @@ public sealed class ServerConfig
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/// So oft (Minuten) lässt sich der Server von einem Spieler im Spiel den aktuellen Spielstand hochladen
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/// (Schrauben, Teile, alles wie im Spiel gespeichert). Zusätzlich immer, wenn jemand beitritt. 0 = nur beim Beitreten.
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/// </summary>
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public int SaveSyncMinutes { get; set; } = 5;
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public int SaveSyncMinutes { get; set; } = 10;
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/// <summary>Optional: Steam Web API Key, um Steam-Tickets der Spieler bei Steam zu prüfen.</summary>
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public string SteamWebApiKey { get; set; } = "";
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/// <summary>Gesperrte SteamID64s.</summary>
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@@ -40,6 +40,12 @@ public sealed class WorldState
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public const int MaxDestroyed = 5000;
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public bool Dirty { get; private set; }
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/// <summary>
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/// Änderungen, die im Spielstand landen (Aktionen, Fahrzeugwerte, Geld, Türen, Käufe ...) seit dem letzten hochgeladenen
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/// Spielstand. 0 = der regelmäßige Spielstand-Abruf kann ausfallen (Speichern lässt das Spiel kurz hängen).
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/// </summary>
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[System.Text.Json.Serialization.JsonIgnore]
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public int ChangesSinceSave { get; set; } = 1;
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static readonly JsonSerializerOptions Options = new() { WriteIndented = false };
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@@ -64,6 +70,7 @@ public sealed class WorldState
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/// </summary>
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public void ResetForNewSave()
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{
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ChangesSinceSave = 0;
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Objects.Clear();
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Events.Clear();
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MoneyDelta = 0f;
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@@ -141,6 +148,7 @@ public sealed class WorldState
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public void ApplyMoney(byte[] payload)
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{
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ChangesSinceSave++;
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if (payload.Length < 4) return;
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MoneyDelta += BitConverter.ToSingle(payload, 0);
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Dirty = true;
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@@ -148,6 +156,7 @@ public sealed class WorldState
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public void ApplyDoor(byte[] payload)
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{
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ChangesSinceSave++;
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using var r = new BinaryReader(new MemoryStream(payload));
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string key = r.ReadString();
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Doors[key] = r.ReadString();
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@@ -156,6 +165,7 @@ public sealed class WorldState
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public void ApplyVars(byte[] payload)
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{
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ChangesSinceSave++;
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using var r = new BinaryReader(new MemoryStream(payload));
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int count = r.ReadInt32();
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if (count < 0 || count > 10000) return;
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@@ -187,6 +197,7 @@ public sealed class WorldState
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public void AddAppeared(byte[] payload)
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{
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ChangesSinceSave++;
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if (Appeared.Count >= MaxAppeared) return;
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Appeared.Add(Convert.ToBase64String(payload));
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Dirty = true;
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@@ -194,6 +205,7 @@ public sealed class WorldState
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public void AddDestroyed(int id)
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{
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ChangesSinceSave++;
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if (Destroyed.Count >= MaxDestroyed || Destroyed.Contains(id)) return;
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Destroyed.Add(id);
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Objects.Remove(id);
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@@ -203,6 +215,7 @@ public sealed class WorldState
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public void AddFsmEvent(byte[] payload)
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{
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if (Events.Count >= MaxEvents) return;
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ChangesSinceSave++;
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Events.Add(Convert.ToBase64String(payload));
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Dirty = true;
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}
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