2.10.8: fewer hitches

- Sending on a background thread (the game thread blocked whenever the TCP
  buffer was full, e.g. while uploading the save); small frames are batched
- Server save requests: routine saves wait for a calm moment (not while driving
  fast) and are announced; urgent flag from server 2.10.5
- Dynamic built-in font for all MSCO GUI (Unity logged hundreds of
  "Font size and style overrides" warnings with stutters)
- Admin VEHICLE tab rescans every 30 s / after actions instead of every 5 s;
  time/weather FSM search less often
- Reused buffers for Build/Frame/Poll (less garbage, fewer GC pauses)
- Hitch log: GC and save detection, count of hitches between reports
- Show Bolt Size 1.0.1: finds the FPSCamera (Camera.main may be missing), uses
  MSCO's shared FSM list instead of FindObjectsOfType every 2 s

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-04 00:08:36 +02:00
co-authored by Claude Opus 5.5
parent e32ddadbc8
commit d195a484d8
9 changed files with 277 additions and 57 deletions
+117 -23
View File
@@ -200,7 +200,8 @@ namespace MSCO
{
if (payload == null) payload = new byte[0];
var frame = new byte[5 + payload.Length];
BitConverter.GetBytes(payload.Length + 1).CopyTo(frame, 0);
int length = payload.Length + 1; // wie BitConverter (Little Endian), ohne zusätzliches Array
frame[0] = (byte)length; frame[1] = (byte)(length >> 8); frame[2] = (byte)(length >> 16); frame[3] = (byte)(length >> 24);
frame[4] = (byte)type;
Buffer.BlockCopy(payload, 0, frame, 5, payload.Length);
return frame;
@@ -215,16 +216,30 @@ namespace MSCO
}
}
/// <summary>TCP-Verbindung (LAN / IP). Lesen ist nicht-blockierend und wird über Poll() abgefragt.</summary>
/// <summary>
/// TCP-Verbindung (LAN / IP). Lesen ist nicht-blockierend und wird über Poll() abgefragt. Senden läuft über eine
/// Warteschlange und einen eigenen Thread: vorher schrieb das Spiel selbst (blockierend) - war die Leitung kurz voll
/// (Spielstand hochladen, schwaches WLAN), stand das ganze Spiel. Kleine Pakete werden dabei zusammengefasst.
/// </summary>
public class Connection : IConnection
{
public bool IsClosed { get; private set; }
public string CloseReason { get; private set; }
volatile bool closed;
volatile string closeReason;
public bool IsClosed { get { return closed; } }
public string CloseReason { get { return closeReason; } }
// Mehr als das unterwegs = die Gegenseite nimmt nichts mehr an
const long MaxQueuedBytes = 96L * 1024 * 1024;
const int MaxBatchBytes = 256 * 1024;
readonly TcpClient client;
readonly NetworkStream stream;
readonly FrameParser parser = new FrameParser();
readonly byte[] readBuffer = new byte[64 * 1024];
readonly Queue<byte[]> outgoing = new Queue<byte[]>();
readonly object gate = new object();
long queuedBytes;
readonly System.Threading.Thread writer;
public Connection(TcpClient client)
{
@@ -232,11 +247,46 @@ namespace MSCO
client.NoDelay = true;
client.SendBufferSize = 4 * 1024 * 1024;
stream = client.GetStream();
writer = new System.Threading.Thread(WriteLoop) { IsBackground = true, Name = "MSCO send" };
writer.Start();
}
/// <summary>Sende-Thread: wartet auf Pakete und schreibt sie (gebündelt) in die Verbindung.</summary>
void WriteLoop()
{
var batch = new MemoryStream(MaxBatchBytes);
try
{
while (true)
{
batch.SetLength(0);
lock (gate)
{
while (outgoing.Count == 0 && !closed) System.Threading.Monitor.Wait(gate);
if (outgoing.Count == 0) return; // geschlossen und nichts mehr zu senden
// Mehrere kleine Pakete in einem Rutsch (große einzeln)
do
{
byte[] frame = outgoing.Dequeue();
queuedBytes -= frame.Length;
batch.Write(frame, 0, frame.Length);
} while (outgoing.Count > 0 && batch.Length + outgoing.Peek().Length <= MaxBatchBytes);
System.Threading.Monitor.PulseAll(gate); // Close() wartet evtl. aufs Leerwerden
}
stream.Write(batch.GetBuffer(), 0, (int)batch.Length);
}
}
catch (Exception e)
{
if (!closed) Close("Network error: " + e.Message);
}
}
readonly List<Message> polled = new List<Message>(); // wiederverwendet: der Aufrufer geht sie sofort durch
public List<Message> Poll()
{
var messages = new List<Message>();
var messages = polled;
messages.Clear();
if (IsClosed) return messages;
try
{
@@ -263,23 +313,37 @@ namespace MSCO
public void Send(MsgType type, byte[] payload)
{
if (IsClosed) return;
try
if (closed) return;
byte[] frame = FrameParser.Frame(type, payload);
bool tooMuch;
lock (gate)
{
byte[] frame = FrameParser.Frame(type, payload);
stream.Write(frame, 0, frame.Length); // blockierend, damit große Dateien komplett rausgehen
}
catch (Exception e)
{
Close("Network error: " + e.Message);
tooMuch = queuedBytes + frame.Length > MaxQueuedBytes;
if (!tooMuch)
{
outgoing.Enqueue(frame);
queuedBytes += frame.Length;
System.Threading.Monitor.Pulse(gate);
}
}
if (tooMuch) Close("The connection is too slow - too much data waiting to be sent");
}
public void Close(string reason)
{
if (IsClosed) return;
IsClosed = true;
CloseReason = reason;
lock (gate)
{
if (closed) return;
// Was schon in der Warteschlange liegt (z.B. eine Abschiedsnachricht), kurz noch rausgehen lassen
var until = DateTime.UtcNow.AddMilliseconds(300);
while (outgoing.Count > 0 && DateTime.UtcNow < until && System.Threading.Thread.CurrentThread != writer)
System.Threading.Monitor.Wait(gate, 50);
closed = true;
closeReason = reason;
outgoing.Clear();
queuedBytes = 0;
System.Threading.Monitor.PulseAll(gate);
}
try { client.Close(); } catch { }
}
}
@@ -313,9 +377,11 @@ namespace MSCO
lastReceive = Time.realtimeSinceStartup;
}
readonly List<Message> polled = new List<Message>(); // wiederverwendet: der Aufrufer geht sie sofort durch
public List<Message> Poll()
{
var messages = new List<Message>();
var messages = polled;
messages.Clear();
if (IsClosed) return messages;
try { parser.Parse(messages); }
catch (Exception e) { Close("Network error: " + e.Message); }
@@ -419,9 +485,11 @@ namespace MSCO
return new NetSession { IsSteam = true, server = new SteamConnection(host), pendingConnected = true };
}
readonly List<NetEvent> polledEvents = new List<NetEvent>(); // wiederverwendet (jedes Frame)
public List<NetEvent> Poll()
{
var events = new List<NetEvent>();
var events = polledEvents;
events.Clear();
if (IsClosed) return events;
try
{
@@ -568,15 +636,41 @@ namespace MSCO
try { if (listener != null) listener.Stop(); } catch { }
}
// Puffer zum Bauen von Nachrichten pro Thread wiederverwenden (vorher pro Nachricht neuer Speicherstrom + Schreiber:
// bei vielen Nachrichten pro Sekunde viel Speichermüll -> häufiger Garbage Collector -> Ruckler)
[ThreadStatic] static MemoryStream buildStream;
[ThreadStatic] static BinaryWriter buildWriter;
[ThreadStatic] static bool building;
public static byte[] Build(Action<BinaryWriter> write)
{
using (var ms = new MemoryStream())
using (var w = new BinaryWriter(ms))
if (building)
{
write(w);
w.Flush();
return ms.ToArray();
// Build innerhalb von Build: eigener Puffer
using (var ms = new MemoryStream())
using (var w = new BinaryWriter(ms))
{
write(w);
w.Flush();
return ms.ToArray();
}
}
if (buildStream == null)
{
buildStream = new MemoryStream(4096);
buildWriter = new BinaryWriter(buildStream);
}
building = true;
try
{
buildStream.SetLength(0);
write(buildWriter);
buildWriter.Flush();
byte[] result = buildStream.ToArray();
if (buildStream.Capacity > 1024 * 1024) { buildStream = null; buildWriter = null; } // große Dateien nicht ewig im Speicher halten
return result;
}
finally { building = false; }
}
/// <summary>Stellt der Nachricht die Absender-ID voran (für weitergeleitete Nachrichten).</summary>