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
@@ -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)