Ingame syncing kinda works

Reminder to self: Submarines must spawn attached shuttles in Dedicated Server, must've been something I missed when moving over client-specific code
This commit is contained in:
juanjp600
2017-06-20 22:28:18 -03:00
parent 7003214847
commit 0740579f62
25 changed files with 109 additions and 43 deletions
@@ -505,8 +505,6 @@ namespace Barotrauma
protected Character(string file, Vector2 position, CharacterInfo characterInfo = null, bool isRemotePlayer = false)
: base(null)
{
keys = new Key[Enum.GetNames(typeof(InputType)).Length];
ConfigPath = file;
selectedItems = new Item[2];
@@ -899,8 +897,8 @@ namespace Barotrauma
}
}
if (IsRemotePlayer)
if (IsRemotePlayer && keys!=null)
{
foreach (Key key in keys)
{
@@ -1726,9 +1724,9 @@ namespace Barotrauma
{
GameMain.GameSession.CrewManager.characters.Remove(this);
}
#endif
if (GameMain.Client != null && GameMain.Client.Character == this) GameMain.Client.Character = null;
#endif
if (aiTarget != null) aiTarget.Remove();
@@ -401,7 +401,7 @@ namespace Barotrauma
attack = dequeuedInput.HasFlag(InputNetFlags.Attack);
}
else
else if (keys != null)
{
aiming = keys[(int)InputType.Aim].GetHeldQueue;
use = keys[(int)InputType.Use].GetHeldQueue;
+13 -1
View File
@@ -29,7 +29,7 @@ namespace Barotrauma
static partial class DebugConsole
{
const int MaxMessages = 200;
const int MaxMessages = 20000;
public static List<ColoredText> Messages = new List<ColoredText>();
@@ -55,6 +55,17 @@ namespace Barotrauma
switch (commands[0].ToLowerInvariant())
{
case "entitylist":
System.IO.StreamWriter sw = new System.IO.StreamWriter("ENTLIST "+Rand.Int(20000).ToString()+".TXT");
List<Entity> entList = Entity.GetEntityList();
foreach (Entity ent in entList)
{
sw.WriteLine(ent.ID.ToString()+" "+ent.ToString());
}
sw.Close();
break;
case "help":
NewMessage("menu: go to main menu", Color.Cyan);
NewMessage("game: enter the \"game screen\"", Color.Cyan);
@@ -501,6 +512,7 @@ namespace Barotrauma
//TODO: REMOVE
Console.ForegroundColor = XnaToConsoleColor.Convert(color);
Console.WriteLine(msg);
Console.ForegroundColor = ConsoleColor.White;
#endif
if (Messages.Count > MaxMessages)
+4 -3
View File
@@ -293,11 +293,11 @@ namespace Barotrauma
public override string ToString()
{
#if CLIENT
/*#if CLIENT
return (GameMain.DebugDraw) ? Name + "(ID: " + ID + ")" : Name;
#elif SERVER
#elif SERVER*/
return Name + "(ID: " + ID + ")";
#endif
//#endif
}
public List<IPropertyObject> AllPropertyObjects
@@ -1304,6 +1304,7 @@ namespace Barotrauma
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
DebugConsole.NewMessage(ToString(), Color.Magenta);
if (extraData == null || extraData.Length == 0 || !(extraData[0] is NetEntityEvent.Type))
{
return;
+4
View File
@@ -10,6 +10,10 @@ namespace Barotrauma
class Entity
{
private static Dictionary<ushort, Entity> dictionary = new Dictionary<ushort, Entity>();
public static List<Entity> GetEntityList()
{
return dictionary.Values.ToList();
}
public static EntitySpawner Spawner;
@@ -183,9 +183,10 @@ namespace Barotrauma
else if (entities.Entity is Character)
{
message.Write((byte)SpawnableType.Character);
DebugConsole.NewMessage("WRITING CHARACTER DATA: " + (entities.Entity).ToString(),Color.Cyan);
((Character)entities.Entity).WriteSpawnData(message);
}
}
}
}
}
}
@@ -1185,6 +1185,7 @@ namespace Barotrauma.Networking
#endif
}
#if CLIENT
if (characterInfo != null && hostTeam == teamID)
{
myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
@@ -1192,10 +1193,10 @@ namespace Barotrauma.Networking
myCharacter.TeamID = (byte)teamID;
Character.Controlled = myCharacter;
#if CLIENT
GameMain.GameSession.CrewManager.characters.Add(myCharacter);
#endif
}
#endif
}
@@ -1247,7 +1248,7 @@ namespace Barotrauma.Networking
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
GameMain.GameScreen.Select();
AddChatMessage("Press TAB to chat. Use ''r;'' to talk through the radio.", ChatMessageType.Server);
AddChatMessage("Press TAB to chat. Use \"r;\" to talk through the radio.", ChatMessageType.Server);
GameMain.NetLobbyScreen.StartButtonEnabled = true;
@@ -1336,12 +1337,13 @@ namespace Barotrauma.Networking
if (SaveServerLogs) log.Save();
Character.Controlled = null;
myCharacter = null;
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
#if CLIENT
myCharacter = null;
GameMain.LightManager.LosEnabled = false;
#endif
entityEventManager.Clear();
foreach (Client c in connectedClients)
{
@@ -64,6 +64,8 @@ namespace Barotrauma.Networking
public bool Sent;
public string StackTrace;
private double createTime;
public double CreateTime
{
@@ -76,6 +78,8 @@ namespace Barotrauma.Networking
serializable = entity;
createTime = Timing.TotalTime;
StackTrace = Environment.StackTrace.ToString();
}
public void Write(NetBuffer msg, Client recipient)
@@ -137,7 +137,7 @@ namespace Barotrauma.Networking
{
if (GameSettings.VerboseLogging)
{
DebugConsole.ThrowError("Failed to read event for entity \"" + bufferedEvent.TargetEntity.ToString() + "!", e);
DebugConsole.ThrowError("Failed to read event for entity \"" + bufferedEvent.TargetEntity.ToString() + "\"!", e);
}
}
@@ -232,6 +232,7 @@ namespace Barotrauma.Networking
msg.Write(client.UnreceivedEntityEventCount);
msg.Write(client.FirstNewEventID);
//DebugConsole.NewMessage(eventsToSync[0].ID.ToString(), Microsoft.Xna.Framework.Color.Yellow);
Write(msg, eventsToSync, client);
}
else
@@ -90,27 +90,12 @@ namespace Barotrauma.Networking
protected bool gameStarted;
protected Character myCharacter;
protected CharacterInfo characterInfo;
public Dictionary<string, bool> monsterEnabled;
protected RespawnManager respawnManager;
public Voting Voting;
public Character Character
{
get { return myCharacter; }
set { myCharacter = value; }
}
public CharacterInfo CharacterInfo
{
get { return characterInfo; }
set { characterInfo = value; }
}
public string Name
{
get { return name; }
@@ -437,20 +437,24 @@ namespace Barotrauma.Networking
var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, !myCharacter, false);
character.TeamID = 1;
#if CLIENT
if (myCharacter)
{
server.Character = character;
Character.Controlled = character;
#if CLIENT
GameMain.LightManager.LosEnabled = true;
#endif
}
else
{
#endif
clients[i].Character = character;
#if CLIENT
}
#endif
Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
if (divingSuitPrefab != null && oxyPrefab != null)
+1 -1
View File
@@ -26,7 +26,7 @@ namespace Barotrauma
private static void Assert(RandSync sync)
{
//TODO: REMOVE AFTER FINDING ALL WRONG RNG USAGE
#if CLIENT
#if false
string trace = Environment.StackTrace.ToString();
if (sync != RandSync.Server) return;
if (trace.ToLower().Contains("barotraumaclient\\source")) DebugConsole.NewMessage("WARNING: Client code using RandSync.Server\n"+trace,Color.Yellow);