branchrust_reboot/main/multithreaded_networking_2cancel
28 Commits over 0 Days - ∞cph!
Fixed DemoClient not returning NetRead to pool
Splitting network thread into two threads (read thread and write thread)
Removing locks in GetStat, GetLastPing and GetDebug since they're only called from the main thread, which is the only thread that can disconnect the peer
Added 1 second timeout to all AutoResetEvent.WaitOne calls (large enough to notice something is wrong, but never deadlock)
Ensure everything is cleaned up / reinitialized after disconnect / reconnect
NetRead and NetWrite use less space while pooled
Decryption is running in its own thread (separate from network thread) -- this allows us to add multiple decryption threads in the future
EACServer uses ConcurrentDictionary to manage its client IDs
Replacing Thread.Sleep with AutoResetEvent
Block main thread if worker thread can't keep up
Added client.maxsendqueue and server.maxsendqueue convars
Added some comments to network threading
Replacing lock-synchronized queue with concurrent queue
Replaced Stopwatch.Reset + Stopwatch.Start with Stopwatch.Restart
Enabled by default inside editor
Added client.maxreceivequeue and server.maxreceivequeue convars
Ensure maxreceivetime is still respected on the main thread even with multithreading enabled
Rearranging and simplifying some things, cleaning up, removing duplicate code
Sleep network thread when read queue is at capacity and write queue is empty (i.e. we're waiting for the main thread to catch up with us)
Steam networking log tweak to be more in line with Raknet
Fixed client main thread accessing peer directly in some console logs
Startup parameter to enable network thread (-networkthread)
Encryption support (forgotten file)
Baseline (disabled by default)