Team ID assignment fixes:
- Clients are assigned to team 1 in sandbox mode (because the host is also in team 1). - Respawning characters are always assigned to team 1 (otherwise mid-round joining clients would end up in team 0 because the team assignment is done when the round starts)
This commit is contained in:
@@ -90,7 +90,7 @@ namespace Barotrauma
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return teamNames[teamID];
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}
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public override bool AssignTeamIDs(List<Client> clients, out int hostTeam)
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public override bool AssignTeamIDs(List<Client> clients, out byte hostTeam)
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{
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List<Client> randList = new List<Client>(clients);
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for (int i = 0; i < randList.Count; i++)
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@@ -115,7 +115,7 @@ namespace Barotrauma
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}
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if (halfPlayers * 2 == randList.Count)
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{
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hostTeam = Rand.Range(1, 2);
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hostTeam = (byte)Rand.Range(1, 2);
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}
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else if (halfPlayers * 2 < randList.Count)
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{
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@@ -230,7 +230,7 @@ namespace Barotrauma
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public virtual void Update(float deltaTime) { }
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public virtual bool AssignTeamIDs(List<Networking.Client> clients, out int hostTeam)
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public virtual bool AssignTeamIDs(List<Networking.Client> clients, out byte hostTeam)
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{
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clients.ForEach(c => c.TeamID = 1);
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hostTeam = 1;
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@@ -914,7 +914,7 @@ namespace Barotrauma.Networking
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if (outmsg.LengthBytes > config.MaximumTransmissionUnit)
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{
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DebugConsole.ThrowError("Maximum packet size exceeded (" + outmsg.LengthBytes + " > " + config.MaximumTransmissionUnit);
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DebugConsole.ThrowError("Maximum packet size exceeded (" + outmsg.LengthBytes + " > " + config.MaximumTransmissionUnit + ")");
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}
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server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.Unreliable);
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@@ -989,7 +989,7 @@ namespace Barotrauma.Networking
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if (outmsg.LengthBytes > config.MaximumTransmissionUnit)
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{
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DebugConsole.ThrowError("Maximum packet size exceeded (" + outmsg.LengthBytes + " > " + config.MaximumTransmissionUnit);
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DebugConsole.ThrowError("Maximum packet size exceeded (" + outmsg.LengthBytes + " > " + config.MaximumTransmissionUnit + ")");
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}
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server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.Unreliable);
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@@ -1103,15 +1103,19 @@ namespace Barotrauma.Networking
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Rand.SetSyncedSeed(roundStartSeed);
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int teamCount = 1;
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int hostTeam = 1;
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byte hostTeam = 1;
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GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, Mission.MissionTypes[GameMain.NetLobbyScreen.MissionTypeIndex]);
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if (GameMain.GameSession.gameMode.Mission != null &&
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GameMain.GameSession.gameMode.Mission.AssignTeamIDs(connectedClients,out hostTeam))
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if (GameMain.GameSession.gameMode.Mission != null &&
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GameMain.GameSession.gameMode.Mission.AssignTeamIDs(connectedClients, out hostTeam))
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{
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teamCount = 2;
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}
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else
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{
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connectedClients.ForEach(c => c.TeamID = hostTeam);
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}
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GameMain.GameSession.StartShift(GameMain.NetLobbyScreen.LevelSeed, teamCount > 1);
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@@ -392,10 +392,14 @@ namespace Barotrauma.Networking
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{
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var server = networkMember as GameServer;
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if (server == null) return;
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var clients = GetClientsToRespawn();
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foreach (Client c in clients)
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{
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//all characters are in Team 1 in game modes/missions with only one team.
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//if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked
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c.TeamID = 1;
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if (c.characterInfo == null) c.characterInfo = new CharacterInfo(Character.HumanConfigFile, c.name);
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}
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