Removed references to reliable sender

Now the game is broken, progress is being made :)
This commit is contained in:
juanjp600
2016-08-25 18:55:32 -03:00
parent 6e456bcee2
commit 12f849be01
7 changed files with 1442 additions and 1522 deletions

View File

@@ -2,7 +2,6 @@
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using Barotrauma.Networking.ReliableMessages;
using FarseerPhysics;
using System.IO;
using System.Linq;
@@ -17,8 +16,6 @@ namespace Barotrauma.Networking
private GUIMessageBox reconnectBox;
private ReliableChannel reliableChannel;
private FileStreamReceiver fileStreamReceiver;
private Queue<Pair<string, FileTransferMessageType>> requestFileQueue;
@@ -128,7 +125,6 @@ namespace Barotrauma.Networking
client = new NetClient(config);
netPeer = client;
reliableChannel = new ReliableChannel(client);
client.Start();
NetOutgoingMessage outmsg = client.CreateMessage();
@@ -429,8 +425,6 @@ namespace Barotrauma.Networking
DebugConsole.ThrowError("Error while receiving message from server", e);
#endif
}
reliableChannel.Update(deltaTime);
if (gameStarted && respawnManager != null)
{
@@ -452,17 +446,7 @@ namespace Barotrauma.Networking
}
}
var message = ComposeNetworkEventMessage(NetworkEventDeliveryMethod.ReliableChannel);
if (message != null)
{
ReliableMessage reliableMessage = reliableChannel.CreateMessage();
message.Position = 0;
reliableMessage.InnerMessage.Write(message.ReadBytes(message.LengthBytes));
reliableChannel.SendMessage(reliableMessage, client.ServerConnection);
}
message = ComposeNetworkEventMessage(NetworkEventDeliveryMethod.Unreliable);
var message = ComposeNetworkEventMessage(NetworkEventDeliveryMethod.Unreliable);
if (message != null) client.SendMessage(message, NetDeliveryMethod.Unreliable);
message = ComposeNetworkEventMessage(NetworkEventDeliveryMethod.ReliableLidgren);
@@ -525,12 +509,6 @@ namespace Barotrauma.Networking
byte packetType = inc.ReadByte();
if (packetType == (byte)PacketTypes.ReliableMessage)
{
if (!reliableChannel.CheckMessage(inc)) continue;
packetType = inc.ReadByte();
}
switch (packetType)
{
case (byte)PacketTypes.CanStartGame:
@@ -685,10 +663,8 @@ namespace Barotrauma.Networking
break;
case (byte)PacketTypes.ResendRequest:
reliableChannel.HandleResendRequest(inc);
break;
case (byte)PacketTypes.LatestMessageID:
reliableChannel.HandleLatestMessageID(inc);
break;
case (byte)PacketTypes.VoteStatus:
Voting.ReadData(inc);
@@ -1226,12 +1202,6 @@ namespace Barotrauma.Networking
var chatMessage = ChatMessage.Create(
gameStarted && myCharacter != null ? myCharacter.Name : name,
message, (ChatMessageType)type, gameStarted ? myCharacter : null);
ReliableMessage msg = reliableChannel.CreateMessage();
msg.InnerMessage.Write((byte)PacketTypes.Chatmessage);
chatMessage.WriteNetworkMessage(msg.InnerMessage);
reliableChannel.SendMessage(msg, client.ServerConnection);
}
/// <summary>