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;
}