Warp/src/Index/Server/ServerProcess/init.luau
EternityDev 839a7af667 v1.0.10
2024-05-11 09:29:53 +07:00

351 lines
No EOL
11 KiB
Lua

--!native
--!strict
--!optimize 2
local ServerProcess = {}
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local Util = script.Parent.Parent.Util
local Type = require(script.Parent.Parent.Type)
local Event = require(script.Parent.Parent.Event)
local Spawn = require(Util.Spawn)
local Key = require(Util.Key)
local RateLimit = require(Util.RateLimit)
local Buffer = require(Util.Buffer)
local Logger = require(script.Logger)
local serverQueue: Type.QueueMap = {}
local unreliableServerQueue: Type.QueueMap = {}
local serverCallback: Type.CallbackMap = {}
local serverRequestQueue: Type.QueueMap = {}
local registeredIdentifier: { string } = {}
local queueOut: {
[Player]: {
[string]: {any},
}
} = {}
local queueIn: {
[string]: {
[Player]: {any},
}
} = {}
local queueInRequest: {
[number]: {
[string]: {
[Player]: {any}
}
}
} = {}
local queueOutRequest: {
[number]: {
[string]: {
[Player]: {any}
}
}
} = {}
local logger: {
[string]: boolean
} = {}
local players: {
Player
} = {}
queueInRequest[1] = {}
queueInRequest[2] = {}
queueOutRequest[1] = {}
queueOutRequest[2] = {}
local ReliableEvent = Event.Reliable
local UnreliableEvent = Event.Unreliable
local RequestEvent = Event.Request
local function initializeEachPlayer(player: Player)
if not player then return end
if not queueOut[player] then
queueOut[player] = {}
end
for _, Identifier: string in registeredIdentifier do
if not player then break end
if not queueOut[player][Identifier] then
queueOut[player][Identifier] = {}
end
if not serverRequestQueue[Identifier][player] then
serverRequestQueue[Identifier][player] = {}
end
if not queueIn[Identifier][player] then
queueIn[Identifier][player] = {}
end
if not queueInRequest[1][Identifier][player] then
queueInRequest[1][Identifier][player] = {}
queueInRequest[2][Identifier][player] = {}
end
if not queueOutRequest[1][Identifier][player] then
queueOutRequest[1][Identifier][player] = {}
queueOutRequest[2][Identifier][player] = {}
end
end
end
Players.PlayerAdded:Connect(initializeEachPlayer)
function ServerProcess.insertQueue(Identifier: string, reliable: boolean, player: Player, ...: any)
if not reliable then
if not unreliableServerQueue[Identifier][player] then
unreliableServerQueue[Identifier][player] = {}
end
table.insert(unreliableServerQueue[Identifier][player], { ... })
return
end
if not serverQueue[Identifier][player] then
serverQueue[Identifier][player] = {}
end
table.insert(serverQueue[Identifier][player], { ... })
end
function ServerProcess.insertRequest(Identifier: string, timeout: number, player: Player, ...: any)
if not serverQueue[Identifier][player] then
serverQueue[Identifier][player] = {}
end
if not serverRequestQueue[Identifier] then
serverRequestQueue[Identifier] = {}
end
local yieldThread: thread, start = coroutine.running(), os.clock()
local cancel = task.delay(timeout, function()
task.spawn(yieldThread, nil)
end)
table.insert(serverRequestQueue[Identifier][player], { tostring(Key()), function(...: any)
if (os.clock() - start) > timeout then return end
task.cancel(cancel)
task.spawn(yieldThread, ...)
end :: any, { ... } :: any })
return coroutine.yield()
end
function ServerProcess.add(Identifier: string, originId: string, conf: Type.ServerConf)
if not table.find(registeredIdentifier, Identifier) then
table.insert(registeredIdentifier, Identifier)
RateLimit.create(originId, conf.rateLimit and conf.rateLimit.maxEntrance or 200, conf.rateLimit and conf.rateLimit.interval or 2)
if conf.logging then
ServerProcess.logger(Identifier, conf.logging.store, conf.logging.opt)
end
if not serverQueue[Identifier] then
serverQueue[Identifier] = {}
end
if not serverRequestQueue[Identifier] then
serverRequestQueue[Identifier] = {}
end
if not serverCallback[Identifier] then
serverCallback[Identifier] = {}
end
if not unreliableServerQueue[Identifier] then
unreliableServerQueue[Identifier] = {}
end
if not queueIn[Identifier] then
queueIn[Identifier] = {}
end
if not queueInRequest[1][Identifier] then
queueInRequest[1][Identifier] = {}
end
if not queueInRequest[2][Identifier] then
queueInRequest[2][Identifier] = {}
end
if not queueOutRequest[1][Identifier] then
queueOutRequest[1][Identifier] = {}
end
if not queueOutRequest[2][Identifier] then
queueOutRequest[2][Identifier] = {}
end
for _, player: Player in ipairs(Players:GetPlayers()) do
task.spawn(initializeEachPlayer, player)
end
end
end
function ServerProcess.logger(Identifier: string, store: boolean, log: boolean)
logger[Identifier] = store
Logger.write(Identifier, `state: change -> {log == true and "enabled" or "disabled"} logger.`, log)
end
function ServerProcess.getlogs(Identifier: string)
return Logger.read(Identifier)
end
function ServerProcess.addCallback(Identifier: string, key: string, callback)
serverCallback[Identifier][key] = callback
if logger[Identifier] then
task.defer(Logger.write, Identifier, `state: change -> new callback added.`)
end
end
function ServerProcess.removeCallback(Identifier: string, key: string)
serverCallback[Identifier][key] = nil
if logger[Identifier] then
task.defer(Logger.write, Identifier, `state: change -> removed a callback.`)
end
end
function ServerProcess.start()
debug.setmemorycategory("Warp")
RunService.PostSimulation:Connect(function()
for Identifier: string, players in unreliableServerQueue do
for player: Player, content: any in players do
if #content == 0 then continue end
UnreliableEvent:FireClient(player, Buffer.revert(Identifier), content)
if logger[Identifier] then
task.defer(Logger.write, Identifier, `state: out -> unreliable -> {#content} data.`)
end
unreliableServerQueue[Identifier][player] = nil
end
end
for Identifier: string, contents: { [Player]: { any } } in serverQueue do
for player: Player, requestsData: any in queueOutRequest[1][Identifier] do
if #requestsData > 0 then
RequestEvent:FireClient(player, Buffer.revert(Identifier), "\1", requestsData)
if logger[Identifier] then
task.defer(Logger.write, Identifier, `state: out -> request -> {#requestsData} data.`)
end
end
queueOutRequest[1][Identifier][player] = nil
end
for player: Player, toReturnDatas: any in queueOutRequest[2][Identifier] do
if #toReturnDatas > 0 then
RequestEvent:FireClient(player, Buffer.revert(Identifier), "\0", toReturnDatas)
if logger[Identifier] then
task.defer(Logger.write, Identifier, `state: out -> return request -> {#toReturnDatas} data.`)
end
end
queueOutRequest[2][Identifier][player] = nil
end
local callback = serverCallback[Identifier] or nil
for player, content: any in contents do
if #content > 0 and queueOut[player] then
ReliableEvent:FireClient(player, Buffer.revert(Identifier), content)
end
serverQueue[Identifier][player] = nil
if serverRequestQueue[Identifier][player] then
for _, requestData in serverRequestQueue[Identifier][player] do
if not requestData[3] then continue end
if not queueOutRequest[1][Identifier][player] then
queueOutRequest[1][Identifier][player] = {}
end
table.insert(queueOutRequest[1][Identifier][player], { requestData[1], requestData[3] })
end
serverRequestQueue[Identifier][player] = nil
end
if callback then
local requestIn1: any = queueInRequest[1][Identifier][player]
local requestIn2: any = queueInRequest[2][Identifier][player]
local incoming: any = queueIn[Identifier][player]
if incoming then
for _, packedDatas: any in incoming do
if #packedDatas == 0 then continue end
for _, fn: any in callback do
for i=1,#packedDatas do
Spawn(fn, player, table.unpack(packedDatas[i] or {}))
end
end
end
incoming = nil
queueIn[Identifier][player] = nil
end
if requestIn1 then
for _, packetDatas: any in requestIn1 do
if #packetDatas == 0 then continue end
for _, fn: any in callback do
for i=1,#packetDatas do
local packetData = packetDatas[i]
if not packetData then continue end
Spawn(function()
local requestReturn = { fn(player, table.unpack(packetData[2])) }
local state = queueOutRequest[2][Identifier][player]
if not queueOutRequest[2][Identifier][player] then
queueOutRequest[2][Identifier][player] = {}
end
table.insert(queueOutRequest[2][Identifier][player], { packetData[1], requestReturn })
end)
end
end
end
requestIn1 = nil
queueInRequest[1][Identifier][player] = nil
end
if requestIn2 then
for _, packetDatas: any in requestIn2 do
for _, packetData in packetDatas do
if #packetData == 1 then continue end
local data = serverRequestQueue[Identifier][player]
for i=1,#data do
local serverRequest = data[i]
if not serverRequest then continue end
if serverRequest[1] == packetData[1] then
Spawn(serverRequest[2], table.unpack(packetData[2]))
table.remove(data, i)
break
end
end
end
end
requestIn2 = nil
queueInRequest[2][Identifier][player] = nil
end
end
end
end
end)
local function onServerNetworkReceive(player: Player, Identifier: any, data: any)
if not Identifier or not data then return end
Identifier = Buffer.convert(Identifier)
if not serverQueue[Identifier] then
serverQueue[Identifier] = {}
end
if not serverQueue[Identifier][player] then
serverQueue[Identifier][player] = {}
end
if not queueIn[Identifier][player] then
queueIn[Identifier][player] = {}
end
if logger[Identifier] then
task.defer(Logger.write, Identifier, `state: in -> net -> {#data} data.`)
end
table.insert(queueIn[Identifier][player], data)
end
ReliableEvent.OnServerEvent:Connect(onServerNetworkReceive)
UnreliableEvent.OnServerEvent:Connect(onServerNetworkReceive)
RequestEvent.OnServerEvent:Connect(function(player: Player, Identifier: any, action: string, data: any)
if not Identifier or not data then return end
Identifier = Buffer.convert(Identifier)
if not queueInRequest[1][Identifier][player] then
queueInRequest[1][Identifier][player] = {}
queueInRequest[2][Identifier][player] = {}
end
if not serverQueue[Identifier][player] then
serverQueue[Identifier][player] = {}
end
if action == "\1" then
table.insert(queueInRequest[1][Identifier][player], data)
else
table.insert(queueInRequest[2][Identifier][player], data)
end
if logger[Identifier] then
task.defer(Logger.write, Identifier, `state: in -> request -> {#data} data.`)
end
end)
end
for _, player: Player in ipairs(Players:GetPlayers()) do
task.spawn(initializeEachPlayer, player)
end
return ServerProcess