A bunch of fixes to syncing clients who join mid-round:

- syncing items spawned/removed mid-round
- syncing characters spawned mid-round (through the console or by respawning)
- making sure that item IDs of the spawned characters match
- syncing wall damage
This commit is contained in:
Regalis
2016-07-25 18:48:48 +03:00
parent 6c79a8c568
commit 357a853342
10 changed files with 494 additions and 133 deletions
@@ -435,6 +435,11 @@ namespace Barotrauma
foreach (AITarget target in AITarget.List)
{
if (Level.Loaded != null && target.WorldPosition.Y > Level.Loaded.Size.Y)
{
continue;
}
float valueModifier = 0.0f;
float dist = 0.0f;
+9 -3
View File
@@ -19,8 +19,6 @@ namespace Barotrauma
{
public static List<Character> CharacterList = new List<Character>();
public static Queue<CharacterInfo> NewCharacterQueue = new Queue<CharacterInfo>();
public static bool DisableControls;
//the Character that the player is currently controlling
@@ -37,6 +35,8 @@ namespace Barotrauma
}
}
public bool SpawnedMidRound;
private bool enabled;
public bool Enabled
@@ -161,6 +161,12 @@ namespace Barotrauma
get { return inventory; }
}
public WayPoint SpawnPoint
{
get;
set;
}
private Color speechBubbleColor;
private float speechBubbleTimer;
@@ -783,7 +789,7 @@ namespace Barotrauma
foreach (Character c in CharacterList)
{
if (c == this) continue;
if (c == this || !c.enabled) continue;
if (Vector2.Distance(SimPosition, c.SimPosition) > maxDist) continue;
+5 -1
View File
@@ -261,7 +261,11 @@ namespace Barotrauma
spawnedCharacter = Character.Create("Content/Characters/" + commands[1] + "/" + commands[1] + ".xml", spawnPosition);
}
if (spawnedCharacter != null && GameMain.Server != null) GameMain.Server.SendCharacterSpawnMessage(spawnedCharacter);
if (spawnedCharacter != null && GameMain.Server != null)
{
spawnedCharacter.SpawnedMidRound = true;
GameMain.Server.SendCharacterSpawnMessage(spawnedCharacter);
}
break;
case "disablecrewai":
+23 -3
View File
@@ -8,6 +8,10 @@ namespace Barotrauma
{
private readonly Queue<Pair<ItemPrefab, object>> spawnQueue;
public List<Item> spawnItems = new List<Item>();
public ItemSpawner()
{
spawnQueue = new Queue<Pair<ItemPrefab, object>>();
@@ -67,6 +71,7 @@ namespace Barotrauma
if (itemInfo.Second is Inventory)
{
var item = new Item(itemInfo.First, Vector2.Zero, null);
spawnItems.Add(item);
var inventory = (Inventory)itemInfo.Second;
inventory.TryPutItem(item, null, false);
@@ -88,7 +93,7 @@ namespace Barotrauma
message.Write(items[i].Prefab.Name);
message.Write(items[i].ID);
message.Write((inventories[i]==null || inventories[i].Owner == null) ? (ushort)0 : inventories[i].Owner.ID);
message.Write((inventories == null || inventories[i] == null || inventories[i].Owner == null) ? (ushort)0 : inventories[i].Owner.ID);
}
}
@@ -128,17 +133,25 @@ namespace Barotrauma
}
}
var item = new Item(itemPrefab, Vector2.Zero, null);
var item = new Item(itemPrefab, Vector2.Zero, null);
item.ID = itemId;
if (inventory != null) inventory.TryPutItem(item, null, false);
}
}
public void Clear()
{
spawnQueue.Clear();
spawnItems.Clear();
}
}
class ItemRemover
{
private readonly Queue<Item> removeQueue;
public List<Item> removedItems = new List<Item>();
public ItemRemover()
{
@@ -165,6 +178,7 @@ namespace Barotrauma
while (removeQueue.Count > 0)
{
var item = removeQueue.Dequeue();
removedItems.Add(item);
item.Remove();
@@ -191,10 +205,16 @@ namespace Barotrauma
ushort itemId = message.ReadUInt16();
var item = MapEntity.FindEntityByID(itemId);
if (item == null || item is Item) continue;
if (item == null || !(item is Item)) continue;
item.Remove();
}
}
public void Clear()
{
removeQueue.Clear();
removedItems.Clear();
}
}
}
+3 -3
View File
@@ -87,10 +87,10 @@ namespace Barotrauma
foreach (Submarine sub in subs)
{
sub.ApplyForce((Vector2.Normalize(sub.Position - targetPos) * targetSpeed - sub.Velocity) * 500.0f);
if (sub.Position == targetPos) continue;
sub.ApplyForce((Vector2.Normalize(targetPos - sub.Position) * targetSpeed - sub.Velocity) * 500.0f);
}
timer += CoroutineManager.UnscaledDeltaTime;
yield return CoroutineStatus.Running;
+84 -41
View File
@@ -247,7 +247,7 @@ namespace Barotrauma.Networking
{
new GUIMessageBox("Please wait",
(allowSpectating) ?
"A round is already running, but you can spectate the game while waiting for a new one to start." :
"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.");
}
@@ -255,7 +255,7 @@ namespace Barotrauma.Networking
{
GameMain.NetLobbyScreen.Select();
new GUIMessageBox("Connection timed out", "You were disconnected for too long and your Character was deleted. Please wait for another round to start.");
new GUIMessageBox("Connection timed out", "You were disconnected for too long and your character was deleted. Please wait for another round to start.");
}
GameMain.NetLobbyScreen.ClearPlayers();
@@ -667,24 +667,65 @@ namespace Barotrauma.Networking
List<Character> crew = new List<Character>();
int count = inc.ReadByte();
for (int n = 0; n < count; n++)
byte characterCount = inc.ReadByte();
for (int i = 0; i < characterCount; i++)
{
byte id = inc.ReadByte();
Character newCharacter = ReadCharacterData(inc, id == myID);
bool isAiCharacter = inc.ReadBoolean();
ushort id = inc.ReadUInt16();
if (id != myID)
if (isAiCharacter)
{
var characterOwner = otherClients.Find(c => c.ID == id);
if (characterOwner != null) characterOwner.Character = newCharacter;
string configPath = inc.ReadString();
Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
var existingEntity = Entity.FindEntityByID(id);
if (existingEntity is AICharacter && existingEntity.ID == id)
{
continue;
}
var character = Character.Create(configPath, position, null, true);
if (character != null) character.ID = id;
}
else
{
bool hasOwner = inc.ReadBoolean();
int ownerId = -1;
if (hasOwner)
{
ownerId = inc.ReadByte();
}
Character newCharacter = ReadCharacterData(inc, ownerId == myID);
if (id != myID)
{
var characterOwner = otherClients.Find(c => c.ID == ownerId);
if (characterOwner != null) characterOwner.Character = newCharacter;
}
crew.Add(newCharacter);
}
crew.Add(newCharacter);
//int count = inc.ReadByte();
//for (int n = 0; n < count; n++)
//{
// byte id = inc.ReadByte();
// Character newCharacter = ReadCharacterData(inc, id == myID);
yield return CoroutineStatus.Running;
// if (id != myID)
// {
// var characterOwner = otherClients.Find(c => c.ID == id);
// if (characterOwner != null) characterOwner.Character = newCharacter;
// }
// crew.Add(newCharacter);
// yield return CoroutineStatus.Running;
//}
}
gameStarted = true;
gameStarted = true;
endRoundButton.Visible = Voting.AllowEndVoting && myCharacter != null;
@@ -783,18 +824,6 @@ namespace Barotrauma.Networking
}
}
if (respawnManager != null &&
respawnManager.CurrentState == RespawnManager.State.Waiting &&
respawnManager.CountdownStarted &&
myCharacter != null && myCharacter.IsDead)
{
GUI.DrawString(spriteBatch,
new Vector2(GameMain.GraphicsWidth - 300.0f, 20),
"Respawning in " + (int)respawnManager.RespawnTimer + " s",
Color.White, null, 0, GUI.SmallFont);
}
if (!GameMain.DebugDraw) return;
int width = 200, height = 300;
@@ -1032,6 +1061,8 @@ namespace Barotrauma.Networking
string jobName = inc.ReadString();
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
ushort spawnPointID = inc.ReadUInt16();
if (inc.Position > inc.LengthBits)
{
return null;
@@ -1040,30 +1071,42 @@ namespace Barotrauma.Networking
CharacterInfo ch = new CharacterInfo(Character.HumanConfigFile, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
ch.HeadSpriteId = headSpriteID;
WayPoint closestWaypoint = null;
float closestDist = 0.0f;
foreach (WayPoint wp in WayPoint.WayPointList)
{
if (wp.SpawnType != SpawnType.Human) continue;
float dist = Vector2.Distance(wp.WorldPosition, position);
if (closestWaypoint != null && dist > closestDist) continue;
closestWaypoint = wp;
closestDist = dist;
continue;
}
Character character = Character.Create(ch, position, !isMyCharacter, false);
GameMain.GameSession.CrewManager.characters.Add(character);
character.ID = ID;
character.GiveJobItems(closestWaypoint);
WayPoint spawnPoint = Entity.FindEntityByID(spawnPointID) as WayPoint;
if (spawnPoint != null)
{
character.GiveJobItems(spawnPoint);
}
for (int i = 0; i < character.Inventory.Items.Length; i++)
{
ushort itemID = inc.ReadUInt16();
System.Diagnostics.Debug.Assert((itemID == 0) == (character.Inventory.Items[i] == null));
if (character.Inventory.Items[i] == null) continue;
character.Inventory.Items[i].ID = itemID;
int containedCount = inc.ReadByte();
if (containedCount > 0)
{
var containedItems = character.Inventory.Items[i].ContainedItems;
for (int j = 0; j<containedCount; j++)
{
ushort containedID = inc.ReadUInt16();
if (containedItems[j] != null) containedItems[j].ID = containedID;
}
}
}
if (isMyCharacter)
{
myCharacter = character;
Character.Controlled = character;
Character.Controlled = character;
}
return character;
+165 -40
View File
@@ -360,16 +360,23 @@ namespace Barotrauma.Networking
{
if (myCharacter != null && !myCharacter.IsDead) new NetworkEvent(NetworkEventType.EntityUpdate, myCharacter.ID, false);
float ignoreDistance = FarseerPhysics.ConvertUnits.ToDisplayUnits(NetConfig.CharacterIgnoreDistance);
foreach (Character c in Character.CharacterList)
{
if (!(c is AICharacter) || c.IsDead) continue;
if (Character.CharacterList.Any(
c2 => c2.IsNetworkPlayer &&
Vector2.Distance(c2.WorldPosition, c.WorldPosition) < ignoreDistance))
{
new NetworkEvent(NetworkEventType.EntityUpdate, c.ID, false);
}
//todo: take multiple subs into account
//Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
new NetworkEvent(NetworkEventType.EntityUpdate, c.ID, false);
//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
}
}
@@ -760,8 +767,16 @@ namespace Barotrauma.Networking
if (recipients.Count == 0) return;
server.SendMessage(msg, recipients, deliveryMethod, 0);
SendMessage(msg, deliveryMethod, recipients);
}
private void SendMessage(NetOutgoingMessage msg, NetDeliveryMethod deliveryMethod, List<NetConnection> recipients)
{
if (recipients == null) recipients = connectedClients.Select(c => c.Connection).ToList();
if (recipients.Count == 0) return;
server.SendMessage(msg, recipients, deliveryMethod, 0);
}
private void SendNetworkEvents(List<Client> recipients = null)
@@ -807,10 +822,21 @@ namespace Barotrauma.Networking
{
yield return new WaitForSeconds(3.0f);
foreach (Item item in Item.Remover.removedItems)
{
Item.Spawner.spawnItems.Remove(item);
}
SendItemRemoveMessage(Item.Remover.removedItems, new List<NetConnection>() { sender.Connection });
SendItemSpawnMessage(Item.Spawner.spawnItems, null, new List<NetConnection>() { sender.Connection });
yield return new WaitForSeconds(1.0f);
//save all the current events to a list and clear them
var existingEvents = new List<NetworkEvent>(NetworkEvent.Events);
NetworkEvent.Events.Clear();
foreach (Hull hull in Hull.hullList)
{
if (!hull.FireSources.Any() && hull.Volume < 0.01f) continue;
@@ -824,6 +850,21 @@ namespace Barotrauma.Networking
if (c.IsDead) new NetworkEvent(NetworkEventType.KillCharacter, c.ID, false);
}
foreach (Structure wall in Structure.WallList)
{
bool takenDamage = false;
for (int i = 0; i<wall.SectionCount; i++)
{
if (wall.SectionDamage(i) < wall.Health)
{
takenDamage = true;
break;
}
}
if (takenDamage) new NetworkEvent(NetworkEventType.ImportantEntityUpdate, wall.ID, false);
}
foreach (Item item in Item.ItemList)
{
for (int i = 0; i < item.components.Count; i++)
@@ -940,11 +981,14 @@ namespace Barotrauma.Networking
private IEnumerable<object> StartGame(Submarine selectedSub, GameModePreset selectedMode)
{
Item.Spawner.Clear();
Item.Remover.Clear();
GameMain.NetLobbyScreen.StartButton.Enabled = false;
GUIMessageBox.CloseAll();
AssignJobs();
AssignJobs(connectedClients);
roundStartSeed = DateTime.Now.Millisecond;
Rand.SetSyncedSeed(roundStartSeed);
@@ -988,8 +1032,9 @@ namespace Barotrauma.Networking
{
connectedClients[i].Character = Character.Create(
connectedClients[i].characterInfo, assignedWayPoints[i].WorldPosition, true, false);
connectedClients[i].Character.SpawnPoint = assignedWayPoints[i];
connectedClients[i].Character.GiveJobItems(assignedWayPoints[i]);
GameMain.GameSession.CrewManager.characters.Add(connectedClients[i].Character);
}
@@ -998,6 +1043,7 @@ namespace Barotrauma.Networking
myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
Character.Controlled = myCharacter;
myCharacter.SpawnPoint = assignedWayPoints[assignedWayPoints.Length - 1];
myCharacter.GiveJobItems(assignedWayPoints[assignedWayPoints.Length - 1]);
GameMain.GameSession.CrewManager.characters.Add(myCharacter);
@@ -1005,8 +1051,7 @@ namespace Barotrauma.Networking
var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);
SendMessage(startMessage, NetDeliveryMethod.ReliableUnordered);
yield return CoroutineStatus.Running;
UpdateCrewFrame();
@@ -1065,20 +1110,65 @@ namespace Barotrauma.Networking
//msg.Write(GameMain.NetLobbyScreen.GameDuration.TotalMinutes);
List<Client> playingClients = connectedClients.FindAll(c => c.Character != null);
var characters = Character.CharacterList.FindAll(c => !(c is AICharacter) || c.SpawnedMidRound);
msg.Write((myCharacter == null) ? (byte)playingClients.Count : (byte)(playingClients.Count + 1));
foreach (Client client in playingClients)
msg.Write((byte)characters.Count);
foreach (Character c in characters)
{
msg.Write(client.ID);
WriteCharacterData(msg, client.Character.Name, client.Character);
msg.Write(c is AICharacter);
msg.Write(c.ID);
if (c is AICharacter)
{
msg.Write(c.ConfigPath);
msg.Write(c.Position.X);
msg.Write(c.Position.Y);
}
else
{
Client client = connectedClients.Find(cl => cl.Character == c);
if (client != null)
{
msg.Write(true);
msg.Write(client.ID);
}
else if (myCharacter == c)
{
msg.Write(true);
msg.Write((byte)0);
}
else{
msg.Write(false);
}
WriteCharacterData(msg, c.Name, c);
}
}
if (myCharacter != null)
{
msg.Write((byte)0);
WriteCharacterData(msg, myCharacter.Info.Name, myCharacter);
}
// message.Write((byte)PacketTypes.NewCharacter);
//message.Write(character.ConfigPath);
//message.Write(character.ID);
//message.Write(character.Position.X);
//message.Write(character.Position.Y);
//List<Client> playingClients = connectedClients.FindAll(c => c.Character != null);
//msg.Write((myCharacter == null) ? (byte)playingClients.Count : (byte)(playingClients.Count + 1));
//foreach (Client client in playingClients)
//{
// msg.Write(client.ID);
// WriteCharacterData(msg, client.Character.Name, client.Character);
//}
//if (myCharacter != null)
//{
// msg.Write((byte)0);
// WriteCharacterData(msg, myCharacter.Info.Name, myCharacter);
//}
return msg;
}
@@ -1096,7 +1186,7 @@ namespace Barotrauma.Networking
GameMain.GameSession.gameMode.End(endMessage);
if (autoRestart) AutoRestartTimer = 20.0f;
if (autoRestart) AutoRestartTimer = AutoRestartInterval;
if (SaveServerLogs) log.Save();
@@ -1110,6 +1200,13 @@ namespace Barotrauma.Networking
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
GameMain.LightManager.LosEnabled = false;
Item.Spawner.Clear();
Item.Remover.Clear();
#if DEBUG
messageCount.Clear();
#endif
respawnManager = null;
gameStarted = false;
@@ -1357,14 +1454,6 @@ namespace Barotrauma.Networking
log.LogFrame.Draw(spriteBatch);
}
if (respawnManager != null && respawnManager.CurrentState == RespawnManager.State.Waiting && respawnManager.CountdownStarted)
{
GUI.DrawString(spriteBatch,
new Vector2(GameMain.GraphicsWidth - 500.0f, 20),
"Respawning in " + (int)respawnManager.RespawnTimer + " s",
Color.White, null, 0, GUI.SmallFont);
}
if (!ShowNetStats) return;
int width = 200, height = 300;
@@ -1656,11 +1745,38 @@ namespace Barotrauma.Networking
message.Write(character.WorldPosition.X);
message.Write(character.WorldPosition.Y);
message.Write(character.Info.Job.Name);
message.Write(character.SpawnPoint == null ? (ushort)0 : character.SpawnPoint.ID);
for (int i = 0; i < character.Inventory.Items.Length; i++)
{
if (character.Inventory.Items[i] == null)
{
message.Write((ushort)0);
}
else
{
message.Write(character.Inventory.Items[i].ID);
var containedItems = character.Inventory.Items[i].ContainedItems;
if (containedItems == null || !containedItems.Any(c => c != null))
{
message.Write((byte)0);
}
else
{
message.Write((byte)containedItems.Length);
for (int j = 0; j < containedItems.Length; j++)
{
message.Write(containedItems[j] == null ? (ushort)0 : containedItems[j].ID);
}
}
}
}
}
public void SendCharacterSpawnMessage(Character character)
public void SendCharacterSpawnMessage(Character character, List<NetConnection> recipients = null)
{
NetOutgoingMessage message = server.CreateMessage();
message.Write((byte)PacketTypes.NewCharacter);
@@ -1672,35 +1788,35 @@ namespace Barotrauma.Networking
message.Write(character.Position.X);
message.Write(character.Position.Y);
SendMessage(message, NetDeliveryMethod.ReliableUnordered);
SendMessage(message, NetDeliveryMethod.ReliableUnordered, recipients);
}
public void SendItemSpawnMessage(List<Item> items, List<Inventory> inventories = null)
public void SendItemSpawnMessage(List<Item> items, List<Inventory> inventories = null, List<NetConnection> recipients = null)
{
if (items == null || !items.Any()) return;
NetOutgoingMessage message = server.CreateMessage();
message.Write((byte)PacketTypes.NewItem);
Item.Spawner.FillNetworkData(message, items, inventories);
Item.Spawner.FillNetworkData(message, items, inventories);
SendMessage(message, NetDeliveryMethod.ReliableUnordered);
SendMessage(message, NetDeliveryMethod.ReliableOrdered, recipients);
}
public void SendItemRemoveMessage(List<Item> items)
public void SendItemRemoveMessage(List<Item> items, List<NetConnection> recipients = null)
{
if (items == null || !items.Any()) return;
NetOutgoingMessage message = server.CreateMessage();
message.Write((byte)PacketTypes.RemoveItem);
Item.Remover.FillNetworkData(message, items);
SendMessage(message, NetDeliveryMethod.ReliableUnordered);
SendMessage(message, NetDeliveryMethod.ReliableOrdered, recipients);
}
private void AssignJobs()
public void AssignJobs(List<Client> unassigned)
{
List<Client> unassigned = new List<Client>(connectedClients);
unassigned = new List<Client>(unassigned);
int[] assignedClientCount = new int[JobPrefab.List.Count];
@@ -1709,6 +1825,15 @@ namespace Barotrauma.Networking
assignedClientCount[JobPrefab.List.FindIndex(jp => jp == GameMain.NetLobbyScreen.JobPreferences[0])]=1;
}
foreach (Client c in connectedClients)
{
if (unassigned.Contains(c)) continue;
if (c.Character == null || !c.Character.IsDead) continue;
assignedClientCount[JobPrefab.List.IndexOf(c.Character.Info.Job.Prefab)]++;
}
//if any of the players has chosen a job that is Always Allowed, give them that job
for (int i = unassigned.Count - 1; i >= 0; i--)
{
@@ -1827,7 +1952,7 @@ namespace Barotrauma.Networking
{
msg.Write(Rand.Int(2) == 0);
}
SendMessage(msg, (Rand.Int(2) == 0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable, null);
SendMessage(msg, (Rand.Int(2) == 0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable);
}
+1 -1
View File
@@ -86,7 +86,7 @@ namespace Barotrauma.Networking
#if DEBUG
int y = 10;
foreach (KeyValuePair<string, long> msgBytesSent in server.messageCount.OrderBy(key => key.Value))
foreach (KeyValuePair<string, long> msgBytesSent in server.messageCount.OrderBy(key => -key.Value))
{
spriteBatch.DrawString(GUI.SmallFont, msgBytesSent.Key + ": " + MathUtils.GetBytesReadable(msgBytesSent.Value),
new Vector2(rect.Right - 200, rect.Y + y), Color.Red);
@@ -385,6 +385,31 @@ namespace Barotrauma.Networking
"Votes (y/n): " + EndVoteCount + "/" + (EndVoteMax - EndVoteCount), Color.White, null, 0, GUI.SmallFont);
}
}
if (respawnManager != null)
{
string respawnInfo = "";
if (respawnManager.CurrentState == RespawnManager.State.Waiting &&
respawnManager.CountdownStarted &&
myCharacter != null && myCharacter.IsDead)
{
respawnInfo = respawnManager.RespawnTimer <= 0.0f ? "" : "Respawning in " + ToolBox.SecondsToReadableTime(respawnManager.RespawnTimer);
}
else if (respawnManager.CurrentState == RespawnManager.State.Transporting)
{
respawnInfo = respawnManager.TransportTimer <= 0.0f ? "" : "Shuttle leaving in " + ToolBox.SecondsToReadableTime(respawnManager.TransportTimer);
}
if (!string.IsNullOrEmpty(respawnInfo))
{
GUI.DrawString(spriteBatch,
new Vector2(GameMain.GraphicsWidth - 300.0f, 20),
respawnInfo, Color.White, null, 0, GUI.SmallFont);
}
}
}
public virtual bool SelectCrewCharacter(GUIComponent component, object obj)
+174 -41
View File
@@ -12,10 +12,9 @@ namespace Barotrauma.Networking
{
class RespawnManager
{
const int MinCharactersToRespawn = 1;
const float RespawnInterval = 20.0f;
private readonly float respawnInterval;
private float maxTransportTime;
public enum State
{
Waiting,
@@ -31,11 +30,22 @@ namespace Barotrauma.Networking
private Steering shuttleSteering;
private List<Door> shuttleDoors;
/// <summary>
/// How long until the shuttle is dispatched with respawned characters
/// </summary>
public float RespawnTimer
{
get { return respawnTimer; }
}
/// <summary>
/// how long until the shuttle starts heading back out of the level
/// </summary>
public float TransportTimer
{
get { return shuttleTransportTimer; }
}
public bool CountdownStarted
{
get;
@@ -47,18 +57,20 @@ namespace Barotrauma.Networking
get { return state; }
}
private float respawnTimer, shuttleReturnTimer;
private float respawnTimer, shuttleReturnTimer, shuttleTransportTimer;
public RespawnManager(NetworkMember server)
private float updateReturnTimer;
public RespawnManager(NetworkMember networkMember)
{
this.networkMember = server;
this.networkMember = networkMember;
respawnShuttle = new Submarine("Submarines/Shuttle Mark I.sub");
respawnShuttle.Load(false);
ResetShuttlePos();
ResetShuttle();
respawnShuttle.GodMode = true;
//respawnShuttle.GodMode = true;
shuttleDoors = new List<Door>();
foreach (Item item in Item.ItemList)
@@ -74,7 +86,14 @@ namespace Barotrauma.Networking
shuttleSteering.TargetPosition = ConvertUnits.ToSimUnits(Level.Loaded.StartPosition);
respawnTimer = RespawnInterval;
var server = networkMember as GameServer;
if (server != null)
{
respawnInterval = server.RespawnInterval;
maxTransportTime = server.MaxTransportTime;
}
respawnTimer = respawnInterval;
}
private List<Client> GetClientsToRespawn()
@@ -116,20 +135,33 @@ namespace Barotrauma.Networking
shuttleSteering.MaintainPos = false;
int characterToRespawnCount = GetClientsToRespawn().Count;
if (server.Character != null && server.Character.IsDead) characterToRespawnCount++;
int totalCharacterCount = server.ConnectedClients.Count;
if (server.Character != null)
{
totalCharacterCount++;
if (server.Character.IsDead) characterToRespawnCount++;
}
bool startCountdown = (float)characterToRespawnCount >= Math.Max((float)totalCharacterCount * server.MinRespawnRatio, 1.0f);
bool startCountdown = characterToRespawnCount >= MinCharactersToRespawn;
if (startCountdown && !CountdownStarted) server.SendRespawnManagerMsg();
CountdownStarted = startCountdown;
if (startCountdown)
{
if (!CountdownStarted)
{
CountdownStarted = true;
server.SendRespawnManagerMsg();
}
}
else
{
CountdownStarted = false;
}
if (!CountdownStarted) return;
respawnTimer -= deltaTime;
if (respawnTimer <= 0.0f)
{
respawnTimer = RespawnInterval;
respawnTimer = respawnInterval;
Respawn();
}
@@ -137,27 +169,61 @@ namespace Barotrauma.Networking
private void UpdateTransporting(float deltaTime)
{
shuttleTransportTimer -= deltaTime;
if (shuttleReturnTimer + deltaTime > 15.0f && shuttleReturnTimer <= 15.0f &&
networkMember.Character != null &&
networkMember.Character.Submarine == respawnShuttle)
{
networkMember.AddChatMessage("The shuttle will automatically return back to the outpost. Please leave the shuttle immediately.", ChatMessageType.Server);
}
var server = networkMember as GameServer;
if (server == null) return;
if (Character.CharacterList.Any(c => c.Submarine == respawnShuttle && !c.IsDead)) return;
shuttleReturnTimer += deltaTime;
if (shuttleReturnTimer > 10.0f)
//if there are no living chracters inside, transporting can be stopped immediately
if (!Character.CharacterList.Any(c => c.Submarine == respawnShuttle && !c.IsDead))
{
shuttleTransportTimer = 0.0f;
}
if (shuttleTransportTimer <= 0.0f)
{
state = State.Returning;
server.SendRespawnManagerMsg();
shuttleReturnTimer = 0.0f;
shuttleReturnTimer = maxTransportTime;
shuttleTransportTimer = maxTransportTime;
}
//shuttleReturnTimer += deltaTime;
//if (shuttleReturnTimer > 10.0f)
//{
// state = State.Returning;
// server.SendRespawnManagerMsg();
// shuttleReturnTimer = 0.0f;
//}
}
private void UpdateReturning(float deltaTime)
{
shuttleReturnTimer += deltaTime;
if (shuttleReturnTimer > 1.0f)
//if (shuttleReturnTimer == maxTransportTime &&
// networkMember.Character != null &&
// networkMember.Character.Submarine == respawnShuttle)
//{
// networkMember.AddChatMessage("The shuttle will automatically return back to the outpost. Please leave the shuttle immediately.", ChatMessageType.Server);
//}
shuttleReturnTimer -= deltaTime;
updateReturnTimer += deltaTime;
if (updateReturnTimer > 10.0f)
{
updateReturnTimer = 0.0f;
shuttleSteering.AutoPilot = true;
shuttleSteering.MaintainPos = false;
@@ -166,31 +232,41 @@ namespace Barotrauma.Networking
if (door.IsOpen) door.SetState(false, false, true);
}
var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == respawnShuttle && g.ConnectedWall != null);
shuttleGaps.ForEach(g => g.Remove());
var dockingPorts = Item.ItemList.FindAll(i => i.Submarine == respawnShuttle && i.GetComponent<DockingPort>() != null);
dockingPorts.ForEach(d => d.GetComponent<DockingPort>().Undock());
var server = networkMember as GameServer;
if (server == null) return;
//shuttle has returned if the path has been traversed or the shuttle is close enough to the exit
if (shuttleSteering.SteeringPath != null && shuttleSteering.SteeringPath.Finished
|| (respawnShuttle.WorldPosition.Y + respawnShuttle.Borders.Y > Level.Loaded.StartPosition.Y - Level.ShaftHeight &&
Math.Abs(Level.Loaded.StartPosition.X - respawnShuttle.WorldPosition.X) < 1000.0f))
if (!CoroutineManager.IsCoroutineRunning("forcepos"))
{
if (shuttleSteering.SteeringPath != null && shuttleSteering.SteeringPath.Finished
|| (respawnShuttle.WorldPosition.Y + respawnShuttle.Borders.Y > Level.Loaded.StartPosition.Y - Level.ShaftHeight &&
Math.Abs(Level.Loaded.StartPosition.X - respawnShuttle.WorldPosition.X) < 1000.0f))
{
CoroutineManager.StopCoroutines("forcepos");
CoroutineManager.StartCoroutine(
ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f), "forcepos");
}
}
if (respawnShuttle.WorldPosition.Y > Level.Loaded.Size.Y || shuttleReturnTimer <= 0.0f)
{
CoroutineManager.StopCoroutines("forcepos");
CoroutineManager.StartCoroutine(
ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f), "forcepos");
//string msg = "The transportation shuttle has returned to ";
//server.SendChatMessage(ChatMessage.Create("", msg, ChatMessageType.Server, null), server.ConnectedClients);
ResetShuttle();
state = State.Waiting;
respawnTimer = RespawnInterval;
respawnTimer = respawnInterval;
server.SendRespawnManagerMsg();
}
shuttleReturnTimer = 0.0f;
}
}
@@ -201,7 +277,7 @@ namespace Barotrauma.Networking
state = State.Transporting;
ResetShuttlePos();
ResetShuttle();
server.SendChatMessage(ChatMessage.Create("", "Transportation shuttle dispatched", ChatMessageType.Server, null), server.ConnectedClients);
@@ -229,8 +305,44 @@ namespace Barotrauma.Networking
yield return CoroutineStatus.Success;
}
private void ResetShuttlePos()
private void ResetShuttle()
{
shuttleTransportTimer = maxTransportTime;
shuttleReturnTimer = maxTransportTime;
foreach (Structure wall in Structure.WallList)
{
if (wall.Submarine != respawnShuttle) continue;
for (int i = 0; i < wall.SectionCount; i++)
{
wall.AddDamage(i, -100000.0f);
}
}
var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == respawnShuttle && g.ConnectedWall != null);
shuttleGaps.ForEach(g => g.Remove());
foreach (Hull hull in Hull.hullList)
{
if (hull.Submarine != respawnShuttle) continue;
hull.OxygenPercentage = 100.0f;
hull.Volume = 0.0f;
}
foreach (Character c in Character.CharacterList)
{
if (c.Submarine == respawnShuttle)
{
if (Character.Controlled == c) Character.Controlled = null;
//if (networkMember.Character == c) networkMember.Character = null;
c.Enabled = false;
c.Kill(CauseOfDeath.Damage, true);
}
}
respawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + respawnShuttle.Borders.Height));
respawnShuttle.Velocity = Vector2.Zero;
@@ -247,8 +359,13 @@ namespace Barotrauma.Networking
switch (state)
{
case State.Transporting:
msg.Write(maxTransportTime);
var clients = GetClientsToRespawn();
server.AssignJobs(clients);
clients.ForEach(c => c.characterInfo.Job = new Job(c.assignedJob));
List<CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList();
if (server.Character != null && server.Character.IsDead) characterInfos.Add(server.CharacterInfo);
@@ -271,6 +388,7 @@ namespace Barotrauma.Networking
Character.Controlled = character;
}
character.SpawnPoint = waypoints[i];
character.GiveJobItems(waypoints[i]);
GameMain.GameSession.CrewManager.characters.Add(character);
@@ -280,8 +398,14 @@ namespace Barotrauma.Networking
break;
case State.Waiting:
msg.Write(CountdownStarted);
msg.Write(respawnTimer);
break;
case State.Returning:
//CoroutineManager.StopCoroutines("forcepos");
//CoroutineManager.StartCoroutine(
// ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f), "forcepos");
break;
}
}
@@ -292,8 +416,10 @@ namespace Barotrauma.Networking
switch (state)
{
case State.Transporting:
maxTransportTime = inc.ReadSingle();
CountdownStarted = false;
ResetShuttlePos();
ResetShuttle();
var client = networkMember as GameClient;
@@ -310,9 +436,16 @@ namespace Barotrauma.Networking
break;
case State.Waiting:
CountdownStarted = true;
respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBodies[0]);
ResetShuttle();
respawnTimer = inc.ReadSingle();
break;
case State.Returning:
respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBodies[0]);
CountdownStarted = false;
break;
}