Clients can join the game mid-round

This commit is contained in:
Regalis
2017-01-12 20:41:21 +02:00
parent 81f3d24070
commit 08053bec85
3 changed files with 97 additions and 56 deletions

View File

@@ -463,33 +463,20 @@ namespace Barotrauma.Networking
#endif
}
if (gameStarted && respawnManager != null)
{
respawnManager.Update(deltaTime);
}
if (updateTimer > DateTime.Now) return;
if (myCharacter != null)
if (gameStarted && Screen.Selected == GameMain.GameScreen)
{
if (myCharacter.IsDead)
if (respawnManager != null)
{
//Character.Controlled = null;
//GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
respawnManager.Update(deltaTime);
}
else if (gameStarted)
{
}
}
if (!gameStarted)
{
SendLobbyUpdate();
SendIngameUpdate();
}
else
{
SendIngameUpdate();
SendLobbyUpdate();
}
// Update current time
@@ -665,6 +652,49 @@ namespace Barotrauma.Networking
yield return CoroutineStatus.Success;
}
private void ReadInitialUpdate(NetIncomingMessage inc, bool isDuplicate)
{
myID = inc.ReadByte();
UInt16 subListCount = inc.ReadUInt16();
List<Submarine> submarines = new List<Submarine>();
for (int i = 0; i < subListCount; i++)
{
string subName = inc.ReadString();
string subHash = inc.ReadString();
var matchingSub = Submarine.SavedSubmarines.Find(s => s.Name == subName);
if (matchingSub != null)
{
submarines.Add(matchingSub);
}
else
{
submarines.Add(new Submarine(Path.Combine(Submarine.SavePath, subName), subHash, false));
}
}
if (!isDuplicate)
{
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.SubList, submarines);
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.ShuttleList.ListBox, submarines);
}
gameStarted = inc.ReadBoolean();
bool allowSpectating = inc.ReadBoolean();
if (gameStarted && !isDuplicate)
{
new GUIMessageBox("Please wait",
(allowSpectating) ?
"A round is already running, but you can spectate the game while waiting for a respawn shuttle or a new round." :
"A round is already running and the admin has disabled spectating. You will have to wait for a new round to start.");
GameMain.NetLobbyScreen.Select();
}
}
private void ReadLobbyUpdate(NetIncomingMessage inc)
{
ServerNetObject objHeader;
@@ -684,32 +714,7 @@ namespace Barotrauma.Networking
if (inc.ReadBoolean())
{
myID = inc.ReadByte();
UInt16 subListCount = inc.ReadUInt16();
List<Submarine> submarines = new List<Submarine>();
for (int i = 0; i < subListCount; i++)
{
string subName = inc.ReadString();
string subHash = inc.ReadString();
var matchingSub = Submarine.SavedSubmarines.Find(s => s.Name == subName);
if (matchingSub != null)
{
submarines.Add(matchingSub);
}
else
{
submarines.Add(new Submarine(Path.Combine(Submarine.SavePath, subName), subHash, false));
}
}
if (updateID > GameMain.NetLobbyScreen.LastUpdateID)
{
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.SubList, submarines);
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.ShuttleList.ListBox, submarines);
}
ReadInitialUpdate(inc, updateID <= GameMain.NetLobbyScreen.LastUpdateID);
}
string selectSubName = inc.ReadString();
@@ -999,6 +1004,17 @@ namespace Barotrauma.Networking
{
if (button != null) button.Enabled = false;
NetOutgoingMessage readyToStartMsg = client.CreateMessage();
readyToStartMsg.Write((byte)ClientPacketHeader.RESPONSE_STARTGAME);
//correct sub & shuttle files found
//TODO: check if they're actually found
readyToStartMsg.Write(true);
WriteCharacterInfo(readyToStartMsg);
client.SendMessage(readyToStartMsg, NetDeliveryMethod.ReliableUnordered);
return false;
}

View File

@@ -518,6 +518,12 @@ namespace Barotrauma.Networking
{
connectedClient.ReadyToStart = inc.ReadBoolean();
UpdateCharacterInfo(inc, connectedClient);
//game already started -> send start message immediately
if (gameStarted)
{
SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset, connectedClients);
}
}
break;
case ClientPacketHeader.UPDATE_LOBBY:
@@ -647,6 +653,25 @@ namespace Barotrauma.Networking
}
}
/// <summary>
/// Write info that the client needs when joining the server
/// </summary>
private void ClientWriteInitial(Client c, NetBuffer outmsg)
{
outmsg.Write(c.ID);
var subList = GameMain.NetLobbyScreen.GetSubList();
outmsg.Write((UInt16)subList.Count);
for (int i = 0; i < subList.Count; i++)
{
outmsg.Write(subList[i].Name);
outmsg.Write(subList[i].MD5Hash.ToString());
}
outmsg.Write(GameStarted);
outmsg.Write(AllowSpectating);
}
private void ClientWriteIngame(Client c)
{
NetOutgoingMessage outmsg = server.CreateMessage();
@@ -721,19 +746,11 @@ namespace Barotrauma.Networking
outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
outmsg.Write(GameMain.NetLobbyScreen.GetServerName());
outmsg.Write(GameMain.NetLobbyScreen.ServerMessage.Text);
var subList = GameMain.NetLobbyScreen.GetSubList();
outmsg.Write(c.lastRecvGeneralUpdate < 1);
if (c.lastRecvGeneralUpdate < 1)
{
outmsg.Write(c.ID);
outmsg.Write((UInt16)subList.Count);
for (int i = 0; i < subList.Count; i++)
{
outmsg.Write(subList[i].Name);
outmsg.Write(subList[i].MD5Hash.ToString());
}
ClientWriteInitial(c, outmsg);
}
outmsg.Write((GameMain.NetLobbyScreen.SubList.SelectedData as Submarine).Name);
outmsg.Write((GameMain.NetLobbyScreen.SubList.SelectedData as Submarine).MD5Hash.ToString());

View File

@@ -388,11 +388,19 @@ namespace Barotrauma.Networking
var clients = GetClientsToRespawn();
foreach (Client c in clients)
{
if (c.characterInfo == null) c.characterInfo = new CharacterInfo(Character.HumanConfigFile, c.name);
}
List<CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList();
if (server.Character != null && server.Character.IsDead) characterInfos.Add(server.CharacterInfo);
server.AssignJobs(clients, server.Character != null && server.Character.IsDead);
clients.ForEach(c => c.characterInfo.Job = new Job(c.assignedJob));
foreach (Client c in clients)
{
c.characterInfo.Job = new Job(c.assignedJob);
}
//the spawnpoints where the characters will spawn
var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnShuttle);