I have a small game server I'm making that will have dozens of connections sending player data constantly. While I've finally accomplished some basics and now have data sending/receiving, I now face a problem of flooding the server and the client with too much data. I've tried to throttle it back but even then I am hitting 90-100% cpu simply because of receiving and processing the data received running up the CPU.
The method below is a bare version of receiving data from the server. The server sends a List of data to be received by the player, then it goes through that list. I've thought perhaps instead just using a dictionary with a key based on type rather than for looping but I don't think that will significantly improve it, the problem is that it is processing data non-stop because player positions are constantly being updated, sent to the server, then send to other players.
The code below shows receive for the client, the server receive looks very similar. How might I begin to overcome this issue? Please be nice, I am still new to network programming.
private void Receive(System.Object client)
{
MemoryStream memStream = null;
TcpClient thisClient = (TcpClient)client;
List<System.Object> objects = new List<System.Object>();
while (thisClient.Connected && playerConnected == true)
{
try
{
do
{
//when receiving data, first comes length then comes the data
byte[] buffer = GetStreamByteBuffer(netStream, 4); //blocks while waiting for data
int msgLenth = BitConverter.ToInt32(buffer, 0);
if (msgLenth <= 0)
{
playerConnected = false;
thisClient.Close();
break;
}
if (msgLenth > 0)
{
buffer = GetStreamByteBuffer(netStream, msgLenth);
memStream = new MemoryStream(buffer);
}
} while (netStream.DataAvailable);
if (memStream != null)
{
BinaryFormatter formatter = new BinaryFormatter();
memStream.Position = 0;
objects = new List<System.Object>((List<System.Object>)formatter.Deserialize(memStream));
}
}
catch (Exception ex)
{
Console.WriteLine("Exception: " + ex.ToString());
if (thisClient.Connected == false)
{
playerConnected = false;
netStream.Close();
thisClient.Close();
break;
}
}
try
{
if (objects != null)
{
for (int i = 0; i < objects.Count; i++)
{
if(objects[i] != null)
{
if (objects[i].GetType() == typeof(GameObject))
{
GameObject p = (GameObject)objects[i];
GameObject item;
if (mapGameObjects.TryGetValue(p.objectID, out item))
{
mapGameObjects[p.objectID] = p;;
}
else
{
mapGameObjects.Add(p.objectID, p);
}
}
}
}
}
}
catch (Exception ex)
{
Console.WriteLine("Exception " + ex.ToString());
if (thisClient.Connected == false)
{
playerConnected = false;
netStream.Close();
break;
}
}
}
Console.WriteLine("Receive thread closed for client.");
}
public static byte[] GetStreamByteBuffer(NetworkStream stream, int n)
{
byte[] buffer = new byte[n];
int bytesRead = 0;
int chunk = 0;
while (bytesRead < n)
{
chunk = stream.Read(buffer, (int)bytesRead, buffer.Length - (int)bytesRead);
if (chunk == 0)
{
break;
}
bytesRead += chunk;
}
return buffer;
}
You need to put a Thread.Sleep(10) in your while loop. This is also a very fragile way to receive tcp data because it assumes the other side has sent all data before you call this receive. If the other side has only sent half of the data this method fails. This can be countered by either sending fixed sized packages or sending the length of a package first.