Fixed crashing when a client clears connections of a wire (because the logging attempted to access Character.Controlled instead of the client's character), fixed the (completely broken) ConnectionPanel.ServerRead

This commit is contained in:
Joonas Rikkonen
2017-07-25 20:26:41 +03:00
parent f460b4c2bc
commit 286c1ad950
3 changed files with 76 additions and 56 deletions

View File

@@ -172,13 +172,17 @@ namespace Barotrauma.Items.Components
if (draggingConnected.Connect(this, !alreadyConnected, true))
{
GameServer.Log(item.Name + " rewired by " + Character.Controlled.Name, ServerLog.MessageType.ItemInteraction);
var otherConnection = draggingConnected.OtherConnection(this);
GameServer.Log(item.Name + " rewired by " + Character.Controlled.Name + ": " +
Name + " -> " +
(otherConnection == null ? "none" : otherConnection.Item.Name + " (" + (otherConnection.Name) + ")"), ServerLog.MessageType.ItemInteraction);
if (otherConnection == null)
{
GameServer.Log(Character.Controlled + " connected a wire to " +
Item.Name + " (" + Name + ")", ServerLog.MessageType.ItemInteraction);
}
else
{
GameServer.Log(Character.Controlled + " connected a wire from " +
Item.Name + " (" + Name + ") to " + otherConnection.item.Name + " (" + otherConnection.Name + ")", ServerLog.MessageType.ItemInteraction);
}
Wires[index] = draggingConnected;
}

View File

@@ -143,14 +143,15 @@ namespace Barotrauma.Items.Components
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
{
int[] wireCounts = new int[Connections.Count];
Wire[,] wires = new Wire[Connections.Count, Connection.MaxLinked];
List<Wire>[] wires = new List<Wire>[Connections.Count];
//read wire IDs for each connection
for (int i = 0; i < Connections.Count; i++)
{
wireCounts[i] = msg.ReadRangedInteger(0, Connection.MaxLinked);
for (int j = 0; j < wireCounts[i]; j++)
wires[i] = new List<Wire>();
int wireCount = msg.ReadRangedInteger(0, Connection.MaxLinked);
for (int j = 0; j < wireCount; j++)
{
ushort wireId = msg.ReadUInt16();
@@ -160,7 +161,7 @@ namespace Barotrauma.Items.Components
Wire wireComponent = wireItem.GetComponent<Wire>();
if (wireComponent != null)
{
wires[i, j] = wireComponent;
wires[i].Add(wireComponent);
}
}
}
@@ -170,67 +171,82 @@ namespace Barotrauma.Items.Components
//check if the character can access this connectionpanel
//and all the wires they're trying to connect
if (!item.CanClientAccess(c)) return;
foreach (Wire wire in wires)
for (int i = 0; i < Connections.Count; i++)
{
if (wire != null)
foreach (Wire wire in wires[i])
{
//wire not found in any of the connections yet (client is trying to connect a new wire)
// -> we need to check if the client has access to it
if (!Connections.Any(connection => connection.Wires.Contains(wire)))
{
if (!wire.Item.CanClientAccess(c)) return;
}
}
}
}
//update the connections
//go through existing wire links
for (int i = 0; i < Connections.Count; i++)
{
Wire[] prevWires = new Wire[Connections[i].Wires.Length];
Array.Copy(Connections[i].Wires, prevWires, prevWires.Length);
Connections[i].ClearConnections();
for (int j = 0; j < wireCounts[i]; j++)
for (int j = 0; j < Connection.MaxLinked; j++)
{
if (wires[i, j] == null)
Wire existingWire = Connections[i].Wires[j];
if (existingWire == null) continue;
//existing wire not in the list of new wires -> disconnect it
if (!wires[i].Contains(existingWire))
{
if (prevWires[j] != null)
existingWire.RemoveConnection(item);
if (existingWire.Connections[0] == null && existingWire.Connections[1] == null)
{
if (prevWires[j].Connections[0] != null && prevWires[j].Connections[1] != null)
{
GameServer.Log(c.Character.Name + " disconnected a wire from " +
prevWires[j].Connections[0].Item.Name + " (" + prevWires[j].Connections[0].Name + ") to " +
prevWires[j].Connections[1].Item.Name + " (" + prevWires[j].Connections[1].Name + ")", ServerLog.MessageType.ItemInteraction);
}
else if (prevWires[j].Connections[0] != null)
{
GameServer.Log(c.Character.Name + " disconnected a wire from " +
prevWires[j].Connections[0].Item.Name + " (" + prevWires[j].Connections[0].Name + ")", ServerLog.MessageType.ItemInteraction);
}
else if (prevWires[j].Connections[1] != null)
{
GameServer.Log(c.Character.Name + " disconnected a wire from " +
prevWires[j].Connections[1].Item.Name + " (" + prevWires[j].Connections[1].Name + ")", ServerLog.MessageType.ItemInteraction);
}
GameServer.Log(c.Character.Name + " disconnected a wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.ItemInteraction);
}
continue;
else if (existingWire.Connections[0] != null)
{
GameServer.Log(c.Character.Name + " disconnected a wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[0].Item.Name + " (" + existingWire.Connections[0].Name + ")", ServerLog.MessageType.ItemInteraction);
}
else if (existingWire.Connections[1] != null)
{
GameServer.Log(c.Character.Name + " disconnected a wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[1].Item.Name + " (" + existingWire.Connections[1].Name + ")", ServerLog.MessageType.ItemInteraction);
}
Connections[i].Wires[j] = null;
}
}
}
//go through new wires
for (int i = 0; i < Connections.Count; i++)
{
foreach (Wire newWire in wires[i])
{
//already connected, no need to do anything
if (Connections[i].Wires.Contains(newWire)) continue;
Connections[i].TryAddLink(newWire);
newWire.Connect(Connections[i]);
var otherConnection = newWire.OtherConnection(Connections[i]);
if (otherConnection == null)
{
GameServer.Log(c.Character.Name + " connected a wire to " +
Connections[i].Item.Name + " (" + Connections[i].Name + ")",
ServerLog.MessageType.ItemInteraction);
}
else
{
GameServer.Log(c.Character.Name + " connected a wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " +
(otherConnection == null ? "none" : otherConnection.Item.Name + " (" + (otherConnection.Name) + ")"),
ServerLog.MessageType.ItemInteraction);
}
//already connected, no need to do anything
if (wires[i, j] == prevWires[j]) continue;
Connections[i].Wires[j] = wires[i,j];
wires[i, j].Connect(Connections[i], true);
var otherConnection = Connections[i].Wires[j].OtherConnection(Connections[i]);
GameServer.Log(item.Name + " rewired by " + c.Character.Name+ ": " +
Connections[i].Name + " -> " +
(otherConnection == null ? "none" : otherConnection.Item.Name + " (" + (otherConnection.Name) + ")"), ServerLog.MessageType.ItemInteraction);
}
}
}
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)

View File

@@ -304,18 +304,18 @@ namespace Barotrauma.Items.Components
{
if (connections[0] != null && connections[1] != null)
{
GameServer.Log(Character.Controlled.Name + " disconnected a wire from " +
GameServer.Log(user.Name + " disconnected a wire from " +
connections[0].Item.Name + " (" + connections[0].Name + ") to "+
connections[1].Item.Name + " (" + connections[1].Name + ")", ServerLog.MessageType.ItemInteraction);
}
else if (connections[0] != null)
{
GameServer.Log(Character.Controlled.Name + " disconnected a wire from " +
GameServer.Log(user.Name + " disconnected a wire from " +
connections[0].Item.Name + " (" + connections[0].Name + ")", ServerLog.MessageType.ItemInteraction);
}
else if (connections[1] != null)
{
GameServer.Log(Character.Controlled.Name + " disconnected a wire from " +
GameServer.Log(user.Name + " disconnected a wire from " +
connections[1].Item.Name + " (" + connections[1].Name + ")", ServerLog.MessageType.ItemInteraction);
}
}