2f107db...5202af9
This commit is contained in:
@@ -0,0 +1,33 @@
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using Microsoft.Xna.Framework;
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using Barotrauma.Networking;
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namespace Barotrauma.Items.Components
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{
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partial class Door
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{
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partial void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage)
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{
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if (isStuck || isOpen == open)
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{
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return;
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}
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isOpen = open;
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//opening a partially stuck door makes it less stuck
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if (isOpen) stuck = MathHelper.Clamp(stuck - 30.0f, 0.0f, 100.0f);
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if (sendNetworkMessage)
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{
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item.CreateServerEvent(this);
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}
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}
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public override void ServerWrite(Lidgren.Network.NetBuffer msg, Client c, object[] extraData = null)
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{
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base.ServerWrite(msg, c, extraData);
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msg.Write(isOpen);
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msg.WriteRangedSingle(stuck, 0.0f, 100.0f, 8);
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}
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}
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}
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@@ -0,0 +1,27 @@
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using Barotrauma.Networking;
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using Lidgren.Network;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class Deconstructor : Powered, IServerSerializable, IClientSerializable
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{
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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bool active = msg.ReadBoolean();
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item.CreateServerEvent(this);
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if (item.CanClientAccess(c))
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{
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SetActive(active, c.Character);
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}
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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msg.Write(IsActive);
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}
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}
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}
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@@ -0,0 +1,36 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Globalization;
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using System.Xml.Linq;
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using Barotrauma.Networking;
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using Lidgren.Network;
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namespace Barotrauma.Items.Components
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{
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partial class Engine : Powered, IServerSerializable, IClientSerializable
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{
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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//force can only be adjusted at 10% intervals -> no need for more accuracy than this
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msg.WriteRangedInteger(-10, 10, (int)(targetForce / 10.0f));
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}
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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float newTargetForce = msg.ReadRangedInteger(-10, 10) * 10.0f;
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if (item.CanClientAccess(c))
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{
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if (Math.Abs(newTargetForce - targetForce) > 0.01f)
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{
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GameServer.Log(c.Character.LogName + " set the force of " + item.Name + " to " + (int)(newTargetForce) + " %", ServerLog.MessageType.ItemInteraction);
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}
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targetForce = newTargetForce;
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}
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//notify all clients of the changed state
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item.CreateServerEvent(this);
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}
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}
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}
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@@ -0,0 +1,43 @@
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using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class Fabricator : Powered, IServerSerializable, IClientSerializable
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{
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);
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item.CreateServerEvent(this);
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if (!item.CanClientAccess(c)) return;
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if (itemIndex == -1)
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{
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CancelFabricating(c.Character);
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}
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else
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{
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//if already fabricating the selected item, return
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if (fabricatedItem != null && fabricableItems.IndexOf(fabricatedItem) == itemIndex) return;
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if (itemIndex < 0 || itemIndex >= fabricableItems.Count) return;
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StartFabricating(fabricableItems[itemIndex], c.Character);
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}
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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int itemIndex = fabricatedItem == null ? -1 : fabricableItems.IndexOf(fabricatedItem);
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msg.WriteRangedInteger(-1, fabricableItems.Count - 1, itemIndex);
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UInt16 userID = fabricatedItem == null || user == null ? (UInt16)0 : user.ID;
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msg.Write(userID);
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}
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}
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}
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@@ -0,0 +1,42 @@
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Globalization;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class Pump : Powered, IServerSerializable, IClientSerializable
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{
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public void ServerRead(ClientNetObject type, Lidgren.Network.NetBuffer msg, Client c)
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{
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float newFlowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
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bool newIsActive = msg.ReadBoolean();
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if (item.CanClientAccess(c))
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{
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if (newFlowPercentage != FlowPercentage)
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{
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GameServer.Log(c.Character.LogName + " set the pumping speed of " + item.Name + " to " + (int)(newFlowPercentage) + " %", ServerLog.MessageType.ItemInteraction);
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}
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if (newIsActive != IsActive)
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{
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GameServer.Log(c.Character.LogName + (newIsActive ? " turned on " : " turned off ") + item.Name, ServerLog.MessageType.ItemInteraction);
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}
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FlowPercentage = newFlowPercentage;
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IsActive = newIsActive;
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}
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//notify all clients of the changed state
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item.CreateServerEvent(this);
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}
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public void ServerWrite(Lidgren.Network.NetBuffer msg, Client c, object[] extraData = null)
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{
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//flowpercentage can only be adjusted at 10% intervals -> no need for more accuracy than this
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msg.WriteRangedInteger(-10, 10, (int)(flowPercentage / 10.0f));
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msg.Write(IsActive);
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}
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}
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}
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@@ -0,0 +1,53 @@
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using Barotrauma.Networking;
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using Lidgren.Network;
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using System;
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namespace Barotrauma.Items.Components
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{
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partial class Reactor
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{
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private Client blameOnBroken;
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private float? nextServerLogWriteTime;
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private float lastServerLogWriteTime;
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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bool autoTemp = msg.ReadBoolean();
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bool shutDown = msg.ReadBoolean();
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float fissionRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
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float turbineOutput = msg.ReadRangedSingle(0.0f, 100.0f, 8);
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if (!item.CanClientAccess(c)) return;
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if (!autoTemp && AutoTemp) blameOnBroken = c;
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if (turbineOutput < targetTurbineOutput) blameOnBroken = c;
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if (fissionRate > targetFissionRate) blameOnBroken = c;
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if (!this.shutDown && shutDown) blameOnBroken = c;
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AutoTemp = autoTemp;
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this.shutDown = shutDown;
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targetFissionRate = fissionRate;
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targetTurbineOutput = turbineOutput;
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LastUser = c.Character;
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if (nextServerLogWriteTime == null)
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{
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nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
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}
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//need to create a server event to notify all clients of the changed state
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unsentChanges = true;
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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msg.Write(autoTemp);
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msg.Write(shutDown);
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msg.WriteRangedSingle(temperature, 0.0f, 100.0f, 8);
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msg.WriteRangedSingle(targetFissionRate, 0.0f, 100.0f, 8);
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msg.WriteRangedSingle(targetTurbineOutput, 0.0f, 100.0f, 8);
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msg.WriteRangedSingle(degreeOfSuccess, 0.0f, 1.0f, 8);
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}
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}
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}
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@@ -0,0 +1,32 @@
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using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class PowerContainer : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
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{
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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float newRechargeSpeed = msg.ReadRangedInteger(0, 10) / 10.0f * maxRechargeSpeed;
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if (item.CanClientAccess(c))
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{
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RechargeSpeed = newRechargeSpeed;
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GameServer.Log(c.Character.LogName + " set the recharge speed of " + item.Name + " to " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
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}
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item.CreateServerEvent(this);
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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msg.WriteRangedInteger(0, 10, (int)(rechargeSpeed / MaxRechargeSpeed * 10));
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float chargeRatio = MathHelper.Clamp(charge / capacity, 0.0f, 1.0f);
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msg.WriteRangedSingle(chargeRatio, 0.0f, 1.0f, 8);
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}
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}
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}
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@@ -0,0 +1,18 @@
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using Barotrauma.Networking;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Barotrauma.Items.Components
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{
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partial class Repairable : ItemComponent, IServerSerializable, IClientSerializable
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{
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void InitProjSpecific()
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{
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//let the clients know the initial deterioration delay
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item.CreateServerEvent(this);
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}
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}
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}
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@@ -0,0 +1,153 @@
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using Barotrauma.Networking;
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using FarseerPhysics;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class ConnectionPanel : ItemComponent, IServerSerializable, IClientSerializable
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{
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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List<Wire>[] wires = new List<Wire>[Connections.Count];
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//read wire IDs for each connection
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for (int i = 0; i < Connections.Count; i++)
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{
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wires[i] = new List<Wire>();
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for (int j = 0; j < Connection.MaxLinked; j++)
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{
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ushort wireId = msg.ReadUInt16();
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Item wireItem = Entity.FindEntityByID(wireId) as Item;
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if (wireItem == null) continue;
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Wire wireComponent = wireItem.GetComponent<Wire>();
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if (wireComponent != null)
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{
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wires[i].Add(wireComponent);
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}
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}
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}
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//don't allow rewiring locked panels
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if (Locked) return;
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item.CreateServerEvent(this);
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//check if the character can access this connectionpanel
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//and all the wires they're trying to connect
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if (!item.CanClientAccess(c)) return;
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for (int i = 0; i < Connections.Count; i++)
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{
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foreach (Wire wire in wires[i])
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{
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//wire not found in any of the connections yet (client is trying to connect a new wire)
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// -> we need to check if the client has access to it
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if (!Connections.Any(connection => connection.Wires.Contains(wire)))
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{
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if (!wire.Item.CanClientAccess(c)) return;
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}
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}
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}
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//go through existing wire links
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for (int i = 0; i < Connections.Count; i++)
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{
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int j = -1;
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foreach (Wire existingWire in Connections[i].Wires)
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{
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j++;
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if (existingWire == null) continue;
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//existing wire not in the list of new wires -> disconnect it
|
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if (!wires[i].Contains(existingWire))
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{
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if (existingWire.Locked)
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{
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//this should not be possible unless the client is running a modified version of the game
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GameServer.Log(c.Character.LogName + " attempted to disconnect a locked wire from " +
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Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.Error);
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continue;
|
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}
|
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existingWire.RemoveConnection(item);
|
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if (existingWire.Connections[0] == null && existingWire.Connections[1] == null)
|
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{
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GameServer.Log(c.Character.LogName + " disconnected a wire from " +
|
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Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.ItemInteraction);
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}
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else if (existingWire.Connections[0] != null)
|
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{
|
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GameServer.Log(c.Character.LogName + " disconnected a wire from " +
|
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Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[0].Item.Name + " (" + existingWire.Connections[0].Name + ")", ServerLog.MessageType.ItemInteraction);
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|
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//wires that are not in anyone's inventory (i.e. not currently being rewired)
|
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//can never be connected to only one connection
|
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// -> the client must have dropped the wire from the connection panel
|
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if (existingWire.Item.ParentInventory == null && !wires.Any(w => w.Contains(existingWire)))
|
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{
|
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//let other clients know the item was also disconnected from the other connection
|
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existingWire.Connections[0].Item.CreateServerEvent(existingWire.Connections[0].Item.GetComponent<ConnectionPanel>());
|
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existingWire.Item.Drop(c.Character);
|
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}
|
||||
}
|
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else if (existingWire.Connections[1] != null)
|
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{
|
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GameServer.Log(c.Character.LogName + " disconnected a wire from " +
|
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Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[1].Item.Name + " (" + existingWire.Connections[1].Name + ")", ServerLog.MessageType.ItemInteraction);
|
||||
|
||||
if (existingWire.Item.ParentInventory == null && !wires.Any(w => w.Contains(existingWire)))
|
||||
{
|
||||
//let other clients know the item was also disconnected from the other connection
|
||||
existingWire.Connections[1].Item.CreateServerEvent(existingWire.Connections[1].Item.GetComponent<ConnectionPanel>());
|
||||
existingWire.Item.Drop(c.Character);
|
||||
}
|
||||
}
|
||||
|
||||
Connections[i].SetWire(j, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//go through new wires
|
||||
for (int i = 0; i < Connections.Count; i++)
|
||||
{
|
||||
foreach (Wire newWire in wires[i])
|
||||
{
|
||||
//already connected, no need to do anything
|
||||
if (Connections[i].Wires.Contains(newWire)) continue;
|
||||
|
||||
Connections[i].TryAddLink(newWire);
|
||||
newWire.Connect(Connections[i], true, true);
|
||||
|
||||
var otherConnection = newWire.OtherConnection(Connections[i]);
|
||||
|
||||
if (otherConnection == null)
|
||||
{
|
||||
GameServer.Log(c.Character.LogName + " connected a wire to " +
|
||||
Connections[i].Item.Name + " (" + Connections[i].Name + ")",
|
||||
ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
else
|
||||
{
|
||||
GameServer.Log(c.Character.LogName + " connected a wire from " +
|
||||
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " +
|
||||
(otherConnection == null ? "none" : otherConnection.Item.Name + " (" + (otherConnection.Name) + ")"),
|
||||
ServerLog.MessageType.ItemInteraction);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
ClientWrite(msg, extraData);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class CustomInterface : ItemComponent, IClientSerializable, IServerSerializable
|
||||
{
|
||||
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
|
||||
{
|
||||
bool[] elementStates = new bool[customInterfaceElementList.Count];
|
||||
for (int i = 0; i < customInterfaceElementList.Count; i++)
|
||||
{
|
||||
elementStates[i] = msg.ReadBoolean();
|
||||
}
|
||||
|
||||
CustomInterfaceElement clickedButton = null;
|
||||
if (item.CanClientAccess(c))
|
||||
{
|
||||
for (int i = 0; i < customInterfaceElementList.Count; i++)
|
||||
{
|
||||
if (customInterfaceElementList[i].ContinuousSignal)
|
||||
{
|
||||
TickBoxToggled(customInterfaceElementList[i], elementStates[i]);
|
||||
}
|
||||
else if (elementStates[i])
|
||||
{
|
||||
clickedButton = customInterfaceElementList[i];
|
||||
ButtonClicked(customInterfaceElementList[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//notify all clients of the new state
|
||||
GameMain.Server.CreateEntityEvent(item, new object[]
|
||||
{
|
||||
NetEntityEvent.Type.ComponentState,
|
||||
item.GetComponentIndex(this),
|
||||
clickedButton
|
||||
});
|
||||
|
||||
item.CreateServerEvent(this);
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
//extradata contains an array of buttons clicked by a client (or nothing if nothing was clicked)
|
||||
for (int i = 0; i < customInterfaceElementList.Count; i++)
|
||||
{
|
||||
if (customInterfaceElementList[i].ContinuousSignal)
|
||||
{
|
||||
msg.Write(customInterfaceElementList[i].State);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(extraData != null && extraData.Any(d => d as CustomInterfaceElement == customInterfaceElementList[i]));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
using Barotrauma.Networking;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Barotrauma.Items.Components
|
||||
{
|
||||
partial class Wire : ItemComponent, IDrawableComponent, IServerSerializable
|
||||
{
|
||||
private void CreateNetworkEvent()
|
||||
{
|
||||
if (GameMain.Server == null) return;
|
||||
//split into multiple events because one might not be enough to fit all the nodes
|
||||
int eventCount = Math.Max((int)Math.Ceiling(nodes.Count / (float)MaxNodesPerNetworkEvent), 1);
|
||||
for (int i = 0; i < eventCount; i++)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.GetComponentIndex(this), i });
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
int eventIndex = (int)extraData[2];
|
||||
int nodeStartIndex = eventIndex * MaxNodesPerNetworkEvent;
|
||||
int nodeCount = MathHelper.Clamp(nodes.Count - nodeStartIndex, 0, MaxNodesPerNetworkEvent);
|
||||
|
||||
msg.WriteRangedInteger(0, (int)Math.Ceiling(MaxNodeCount / (float)MaxNodesPerNetworkEvent), eventIndex);
|
||||
msg.WriteRangedInteger(0, MaxNodesPerNetworkEvent, nodeCount);
|
||||
for (int i = nodeStartIndex; i < nodeStartIndex + nodeCount; i++)
|
||||
{
|
||||
msg.Write(nodes[i].X);
|
||||
msg.Write(nodes[i].Y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user