2f107db...5202af9

This commit is contained in:
Joonas Rikkonen
2019-03-18 21:42:26 +02:00
parent 58c92888b7
commit 044fd3344b
395 changed files with 27417 additions and 19754 deletions
@@ -8,8 +8,8 @@ using System.Linq;
namespace Barotrauma.Networking
{
class RespawnManager : Entity, IServerSerializable
{
partial class RespawnManager : Entity, IServerSerializable
{
public enum State
{
Waiting,
@@ -116,60 +116,15 @@ namespace Barotrauma.Networking
respawnShuttle = null;
}
#if SERVER
if (networkMember is GameServer server)
{
respawnTimer = server.RespawnInterval;
maxTransportTime = server.MaxTransportTime;
}
respawnTimer = server.ServerSettings.RespawnInterval;
maxTransportTime = server.ServerSettings.MaxTransportTime;
}
#endif
}
private List<Client> GetClientsToRespawn()
{
return networkMember.ConnectedClients.FindAll(c =>
c.InGame &&
(!c.SpectateOnly || !((GameServer)networkMember).AllowSpectating) &&
(c.Character == null || c.Character.IsDead));
}
private List<CharacterInfo> GetBotsToRespawn()
{
GameServer server = networkMember as GameServer;
if (server.BotSpawnMode == BotSpawnMode.Normal)
{
return Character.CharacterList
.FindAll(c => c.TeamID == 1 && c.AIController != null && c.Info != null && c.IsDead)
.Select(c => c.Info)
.ToList();
}
int currPlayerCount = server.ConnectedClients.Count(c => c.InGame && (!c.SpectateOnly || !server.AllowSpectating));
if (server.CharacterInfo != null) currPlayerCount++;
var existingBots = Character.CharacterList
.FindAll(c => c.TeamID == 1 && c.AIController != null && c.Info != null);
int requiredBots = server.BotCount - currPlayerCount;
requiredBots -= existingBots.Count(b => !b.IsDead);
List<CharacterInfo> botsToRespawn = new List<CharacterInfo>();
for (int i = 0; i < requiredBots; i++)
{
CharacterInfo botToRespawn = existingBots.Find(b => b.IsDead)?.Info;
if (botToRespawn == null)
{
botToRespawn = new CharacterInfo(Character.HumanConfigFile);
}
else
{
existingBots.Remove(botToRespawn.Character);
}
botsToRespawn.Add(botToRespawn);
}
return botsToRespawn;
}
public void Update(float deltaTime)
{
if (respawnShuttle == null)
@@ -194,61 +149,8 @@ namespace Barotrauma.Networking
}
}
private void UpdateWaiting(float deltaTime)
{
var server = networkMember as GameServer;
if (server == null)
{
if (CountdownStarted)
{
respawnTimer = Math.Max(0.0f, respawnTimer - deltaTime);
}
return;
}
int characterToRespawnCount = GetClientsToRespawn().Count;
int totalCharacterCount = server.ConnectedClients.Count;
if (server.Character != null)
{
totalCharacterCount++;
if (server.Character.IsDead) characterToRespawnCount++;
}
bool startCountdown = (float)characterToRespawnCount >= Math.Max((float)totalCharacterCount * server.MinRespawnRatio, 1.0f);
if (startCountdown)
{
if (!CountdownStarted)
{
CountdownStarted = true;
server.CreateEntityEvent(this);
}
}
else
{
CountdownStarted = false;
}
if (!CountdownStarted) return;
respawnTimer -= deltaTime;
if (respawnTimer <= 0.0f)
{
respawnTimer = server.RespawnInterval;
DispatchShuttle();
}
if (respawnShuttle == null) return;
respawnShuttle.Velocity = Vector2.Zero;
if (shuttleSteering != null)
{
shuttleSteering.AutoPilot = false;
shuttleSteering.MaintainPos = false;
}
}
partial void UpdateWaiting(float deltaTime);
private void UpdateTransporting(float deltaTime)
{
//infinite transport time -> shuttle wont return
@@ -256,14 +158,17 @@ namespace Barotrauma.Networking
shuttleTransportTimer -= deltaTime;
#if CLIENT
GameClient nClient = networkMember as GameClient;
if (shuttleTransportTimer + deltaTime > 15.0f && shuttleTransportTimer <= 15.0f &&
networkMember.Character != null &&
networkMember.Character.Submarine == respawnShuttle)
nClient.Character != null &&
nClient.Character.Submarine == respawnShuttle)
{
networkMember.AddChatMessage("The shuttle will automatically return back to the outpost. Please leave the shuttle immediately.", ChatMessageType.Server);
nClient.AddChatMessage("ServerMessage.ShuttleLeaving", ChatMessageType.Server);
}
#endif
#if SERVER
var server = networkMember as GameServer;
if (server == null) return;
@@ -281,10 +186,11 @@ namespace Barotrauma.Networking
server.CreateEntityEvent(this);
CountdownStarted = false;
maxTransportTime = server.MaxTransportTime;
maxTransportTime = server.ServerSettings.MaxTransportTime;
shuttleReturnTimer = maxTransportTime;
shuttleTransportTimer = maxTransportTime;
}
#endif
}
private void UpdateReturning(float deltaTime)
@@ -311,13 +217,15 @@ namespace Barotrauma.Networking
shuttleSteering.SetDestinationLevelStart();
}
foreach (Door door in shuttleDoors)
{
if (door.IsOpen) door.SetState(false,false,true);
}
#if SERVER
var server = networkMember as GameServer;
if (server == null) return;
foreach (Door door in shuttleDoors)
{
if (door.IsOpen) door.TrySetState(false, false, true);
}
var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == respawnShuttle && g.ConnectedWall != null);
shuttleGaps.ForEach(g => Spawner.AddToRemoveQueue(g));
@@ -350,46 +258,15 @@ namespace Barotrauma.Networking
GameServer.Log("The respawn shuttle has left.", ServerLog.MessageType.Spawning);
server.CreateEntityEvent(this);
respawnTimer = server.RespawnInterval;
respawnTimer = server.ServerSettings.RespawnInterval;
CountdownStarted = false;
}
#endif
}
}
private void DispatchShuttle()
{
var server = networkMember as GameServer;
if (server == null) return;
if (respawnShuttle != null)
{
state = State.Transporting;
server.CreateEntityEvent(this);
ResetShuttle();
if (shuttleSteering != null)
{
shuttleSteering.TargetVelocity = Vector2.Zero;
}
GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.Spawning);
RespawnCharacters();
CoroutineManager.StopCoroutines("forcepos");
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos");
}
else
{
state = State.Waiting;
GameServer.Log("Respawning everyone in main sub.", ServerLog.MessageType.Spawning);
server.CreateEntityEvent(this);
RespawnCharacters();
}
}
partial void DispatchShuttle();
private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
{
if (respawnShuttle == null)
@@ -468,8 +345,10 @@ namespace Barotrauma.Networking
foreach (Character c in Character.CharacterList)
{
if (c.Submarine != respawnShuttle) continue;
#if CLIENT
if (Character.Controlled == c) Character.Controlled = null;
#endif
c.Kill(CauseOfDeathType.Unknown, null, true);
c.Enabled = false;
@@ -492,133 +371,10 @@ namespace Barotrauma.Networking
}
partial void RespawnCharactersProjSpecific();
public void RespawnCharacters()
{
var server = networkMember as GameServer;
if (server == null) return;
var respawnSub = respawnShuttle ?? Submarine.MainSub;
var clients = GetClientsToRespawn();
foreach (Client c in clients)
{
//all characters are in Team 1 in game modes/missions with only one team.
//if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked
c.TeamID = 1;
if (c.CharacterInfo == null) c.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, c.Name);
}
List<CharacterInfo> characterInfos = clients.Select(c => c.CharacterInfo).ToList();
var botsToSpawn = GetBotsToRespawn();
characterInfos.AddRange(botsToSpawn);
if (server.Character != null && server.Character.IsDead)
{
characterInfos.Add(server.CharacterInfo);
}
server.AssignJobs(clients, server.Character != null && server.Character.IsDead);
foreach (Client c in clients)
{
c.CharacterInfo.Job = new Job(c.AssignedJob);
}
//the spawnpoints where the characters will spawn
var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnSub);
//the spawnpoints where they would spawn if they were spawned inside the main sub
//(in order to give them appropriate ID card tags)
var mainSubSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
ItemPrefab divingSuitPrefab = MapEntityPrefab.Find(null, "divingsuit") as ItemPrefab;
ItemPrefab oxyPrefab = MapEntityPrefab.Find(null, "oxygentank") as ItemPrefab;
ItemPrefab scooterPrefab = MapEntityPrefab.Find(null, "underwaterscooter") as ItemPrefab;
ItemPrefab batteryPrefab = MapEntityPrefab.Find(null, "batterycell") as ItemPrefab;
var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnSub && wp.SpawnType == SpawnType.Cargo);
for (int i = 0; i < characterInfos.Count; i++)
{
bool myCharacter = false;
#if CLIENT
myCharacter = i >= clients.Count + botsToSpawn.Count;
#endif
bool bot = i >= clients.Count && !myCharacter;
var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, characterInfos[i].Name, !myCharacter && !bot, bot);
character.TeamID = 1;
#if CLIENT
GameMain.GameSession.CrewManager.AddCharacter(character);
if (myCharacter)
{
server.Character = character;
Character.Controlled = character;
GameMain.LightManager.LosEnabled = true;
GameServer.Log(string.Format("Respawning {0} (host) as {1}", character.Name, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
}
#endif
if (!myCharacter)
{
if (bot)
{
GameServer.Log(string.Format("Respawning bot {0} as {1}", character.Info.Name, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
}
else
{
clients[i].Character = character;
character.OwnerClientIP = clients[i].Connection.RemoteEndPoint.Address.ToString();
character.OwnerClientName = clients[i].Name;
GameServer.Log(string.Format("Respawning {0} ({1}) as {2}", clients[i].Name, clients[i].Connection?.RemoteEndPoint?.Address, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
}
}
if (divingSuitPrefab != null && oxyPrefab != null && respawnShuttle != null)
{
Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
if (divingSuitPrefab != null && oxyPrefab != null)
{
var divingSuit = new Item(divingSuitPrefab, pos, respawnSub);
Spawner.CreateNetworkEvent(divingSuit, false);
respawnItems.Add(divingSuit);
var oxyTank = new Item(oxyPrefab, pos, respawnSub);
Spawner.CreateNetworkEvent(oxyTank, false);
divingSuit.Combine(oxyTank);
respawnItems.Add(oxyTank);
}
if (scooterPrefab != null && batteryPrefab != null)
{
var scooter = new Item(scooterPrefab, pos, respawnSub);
Spawner.CreateNetworkEvent(scooter, false);
var battery = new Item(batteryPrefab, pos, respawnSub);
Spawner.CreateNetworkEvent(battery, false);
scooter.Combine(battery);
respawnItems.Add(scooter);
respawnItems.Add(battery);
}
}
//give the character the items they would've gotten if they had spawned in the main sub
character.GiveJobItems(mainSubSpawnPoints[i]);
//add the ID card tags they should've gotten when spawning in the shuttle
foreach (Item item in character.Inventory.Items)
{
if (item == null || item.Prefab.Name != "ID Card") continue;
foreach (string s in shuttleSpawnPoints[i].IdCardTags)
{
item.AddTag(s);
}
if (!string.IsNullOrWhiteSpace(shuttleSpawnPoints[i].IdCardDesc))
item.Description = shuttleSpawnPoints[i].IdCardDesc;
}
}
RespawnCharactersProjSpecific();
}
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)