Fixes for the new update

This commit is contained in:
EvilFactory
2024-10-22 13:02:59 -03:00
parent 30a8f0c561
commit 14d3402b8d
5 changed files with 24 additions and 21 deletions
@@ -340,13 +340,11 @@ namespace Barotrauma
public static Submarine GetRespawnSub()
{
#if SERVER
if (GameMain.Server.RespawnManager == null)
return null;
return GameMain.Server.RespawnManager.RespawnShuttle;
if (GameMain.Server.RespawnManager == null) { return null; }
return GameMain.Server.RespawnManager.GetShuttle(CharacterTeamType.Team1);
#else
if (GameMain.Client.RespawnManager == null)
return null;
return GameMain.Client.RespawnManager.RespawnShuttle;
if (GameMain.Client.RespawnManager == null) { return null; }
return GameMain.Client.RespawnManager.GetShuttle(CharacterTeamType.Team1);
#endif
}
@@ -470,18 +468,18 @@ namespace Barotrauma
public void SaveGame(string path)
{
if (!LuaCsFile.CanWriteToPath(path)) { throw new ScriptRuntimeException($"Saving files to {path} is disallowed."); }
SaveUtil.SaveGame(path);
SaveUtil.SaveGame(CampaignDataPath.CreateRegular(path));
}
public void LoadGame(string path)
{
SaveUtil.LoadGame(path);
SaveUtil.LoadGame(CampaignDataPath.CreateRegular(path));
}
#if SERVER
public void LoadCampaign(string path, Client client = null)
{
MultiPlayerCampaign.LoadCampaign(path, client);
MultiPlayerCampaign.LoadCampaign(CampaignDataPath.CreateRegular(path), client);
}
public static void SendMessage(string msg, ChatMessageType? messageType = null, Client sender = null, Character character = null)
@@ -513,10 +511,10 @@ namespace Barotrauma
public static void DispatchRespawnSub()
{
GameMain.Server.RespawnManager.DispatchShuttle();
GameMain.Server.RespawnManager.DispatchShuttle(GameMain.Server.RespawnManager.GetTeamSpecificState(CharacterTeamType.Team1));
}
public static bool StartGame()
public static GameServer.TryStartGameResult StartGame()
{
return GameMain.Server.TryStartGame();
}
@@ -44,7 +44,7 @@ namespace Barotrauma.Networking
private readonly Dictionary<CharacterTeamType, List<Door>> shuttleDoors = new Dictionary<CharacterTeamType, List<Door>>();
private readonly Dictionary<CharacterTeamType, List<ItemContainer>> respawnContainers = new Dictionary<CharacterTeamType, List<ItemContainer>>();
private class TeamSpecificState
public class TeamSpecificState
{
public readonly CharacterTeamType TeamID;
@@ -267,7 +267,7 @@ namespace Barotrauma.Networking
partial void UpdateReturningProjSpecific(TeamSpecificState teamSpecificState, float deltaTime);
private Submarine GetShuttle(CharacterTeamType team)
public Submarine GetShuttle(CharacterTeamType team)
{
if (respawnShuttles.TryGetValue(team, out Submarine sub))
{
@@ -276,6 +276,16 @@ namespace Barotrauma.Networking
return null;
}
public TeamSpecificState GetTeamSpecificState(CharacterTeamType team)
{
if (teamSpecificStates.TryGetValue(team, out TeamSpecificState state))
{
return state;
}
return null;
}
private void ResetShuttle(TeamSpecificState teamSpecificState)
{
teamSpecificState.ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(maxTransportTime * 1000));