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:
@@ -435,6 +435,11 @@ namespace Barotrauma
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foreach (AITarget target in AITarget.List)
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{
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if (Level.Loaded != null && target.WorldPosition.Y > Level.Loaded.Size.Y)
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{
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continue;
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}
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float valueModifier = 0.0f;
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float dist = 0.0f;
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@@ -19,8 +19,6 @@ namespace Barotrauma
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{
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public static List<Character> CharacterList = new List<Character>();
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public static Queue<CharacterInfo> NewCharacterQueue = new Queue<CharacterInfo>();
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public static bool DisableControls;
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//the Character that the player is currently controlling
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@@ -37,6 +35,8 @@ namespace Barotrauma
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}
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}
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public bool SpawnedMidRound;
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private bool enabled;
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public bool Enabled
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@@ -161,6 +161,12 @@ namespace Barotrauma
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get { return inventory; }
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}
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public WayPoint SpawnPoint
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{
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get;
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set;
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}
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private Color speechBubbleColor;
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private float speechBubbleTimer;
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@@ -783,7 +789,7 @@ namespace Barotrauma
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foreach (Character c in CharacterList)
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{
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if (c == this) continue;
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if (c == this || !c.enabled) continue;
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if (Vector2.Distance(SimPosition, c.SimPosition) > maxDist) continue;
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@@ -261,7 +261,11 @@ namespace Barotrauma
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spawnedCharacter = Character.Create("Content/Characters/" + commands[1] + "/" + commands[1] + ".xml", spawnPosition);
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}
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if (spawnedCharacter != null && GameMain.Server != null) GameMain.Server.SendCharacterSpawnMessage(spawnedCharacter);
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if (spawnedCharacter != null && GameMain.Server != null)
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{
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spawnedCharacter.SpawnedMidRound = true;
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GameMain.Server.SendCharacterSpawnMessage(spawnedCharacter);
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}
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break;
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case "disablecrewai":
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@@ -8,6 +8,10 @@ namespace Barotrauma
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{
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private readonly Queue<Pair<ItemPrefab, object>> spawnQueue;
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public List<Item> spawnItems = new List<Item>();
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public ItemSpawner()
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{
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spawnQueue = new Queue<Pair<ItemPrefab, object>>();
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@@ -67,6 +71,7 @@ namespace Barotrauma
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if (itemInfo.Second is Inventory)
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{
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var item = new Item(itemInfo.First, Vector2.Zero, null);
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spawnItems.Add(item);
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var inventory = (Inventory)itemInfo.Second;
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inventory.TryPutItem(item, null, false);
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@@ -88,7 +93,7 @@ namespace Barotrauma
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message.Write(items[i].Prefab.Name);
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message.Write(items[i].ID);
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message.Write((inventories[i]==null || inventories[i].Owner == null) ? (ushort)0 : inventories[i].Owner.ID);
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message.Write((inventories == null || inventories[i] == null || inventories[i].Owner == null) ? (ushort)0 : inventories[i].Owner.ID);
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}
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}
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@@ -128,17 +133,25 @@ namespace Barotrauma
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}
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}
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var item = new Item(itemPrefab, Vector2.Zero, null);
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var item = new Item(itemPrefab, Vector2.Zero, null);
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item.ID = itemId;
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if (inventory != null) inventory.TryPutItem(item, null, false);
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}
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}
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public void Clear()
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{
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spawnQueue.Clear();
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spawnItems.Clear();
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}
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}
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class ItemRemover
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{
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private readonly Queue<Item> removeQueue;
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public List<Item> removedItems = new List<Item>();
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public ItemRemover()
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{
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@@ -165,6 +178,7 @@ namespace Barotrauma
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while (removeQueue.Count > 0)
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{
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var item = removeQueue.Dequeue();
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removedItems.Add(item);
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item.Remove();
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@@ -191,10 +205,16 @@ namespace Barotrauma
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ushort itemId = message.ReadUInt16();
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var item = MapEntity.FindEntityByID(itemId);
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if (item == null || item is Item) continue;
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if (item == null || !(item is Item)) continue;
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item.Remove();
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}
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}
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public void Clear()
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{
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removeQueue.Clear();
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removedItems.Clear();
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}
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}
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}
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@@ -87,10 +87,10 @@ namespace Barotrauma
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foreach (Submarine sub in subs)
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{
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sub.ApplyForce((Vector2.Normalize(sub.Position - targetPos) * targetSpeed - sub.Velocity) * 500.0f);
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if (sub.Position == targetPos) continue;
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sub.ApplyForce((Vector2.Normalize(targetPos - sub.Position) * targetSpeed - sub.Velocity) * 500.0f);
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}
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timer += CoroutineManager.UnscaledDeltaTime;
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yield return CoroutineStatus.Running;
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@@ -247,7 +247,7 @@ namespace Barotrauma.Networking
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{
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new GUIMessageBox("Please wait",
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(allowSpectating) ?
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"A round is already running, but you can spectate the game while waiting for a new one to start." :
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"A round is already running, but you can spectate the game while waiting for a respawn shuttle or a new round." :
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"A round is already running and the admin has disabled spectating. You will have to wait for a new round to start.");
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}
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@@ -255,7 +255,7 @@ namespace Barotrauma.Networking
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{
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GameMain.NetLobbyScreen.Select();
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new GUIMessageBox("Connection timed out", "You were disconnected for too long and your Character was deleted. Please wait for another round to start.");
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new GUIMessageBox("Connection timed out", "You were disconnected for too long and your character was deleted. Please wait for another round to start.");
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}
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GameMain.NetLobbyScreen.ClearPlayers();
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@@ -667,24 +667,65 @@ namespace Barotrauma.Networking
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List<Character> crew = new List<Character>();
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int count = inc.ReadByte();
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for (int n = 0; n < count; n++)
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byte characterCount = inc.ReadByte();
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for (int i = 0; i < characterCount; i++)
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{
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byte id = inc.ReadByte();
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Character newCharacter = ReadCharacterData(inc, id == myID);
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bool isAiCharacter = inc.ReadBoolean();
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ushort id = inc.ReadUInt16();
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if (id != myID)
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if (isAiCharacter)
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{
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var characterOwner = otherClients.Find(c => c.ID == id);
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if (characterOwner != null) characterOwner.Character = newCharacter;
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string configPath = inc.ReadString();
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Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
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var existingEntity = Entity.FindEntityByID(id);
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if (existingEntity is AICharacter && existingEntity.ID == id)
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{
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continue;
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}
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var character = Character.Create(configPath, position, null, true);
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if (character != null) character.ID = id;
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}
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else
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{
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bool hasOwner = inc.ReadBoolean();
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int ownerId = -1;
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if (hasOwner)
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{
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ownerId = inc.ReadByte();
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}
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Character newCharacter = ReadCharacterData(inc, ownerId == myID);
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if (id != myID)
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{
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var characterOwner = otherClients.Find(c => c.ID == ownerId);
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if (characterOwner != null) characterOwner.Character = newCharacter;
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}
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crew.Add(newCharacter);
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}
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crew.Add(newCharacter);
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//int count = inc.ReadByte();
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//for (int n = 0; n < count; n++)
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//{
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// byte id = inc.ReadByte();
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// Character newCharacter = ReadCharacterData(inc, id == myID);
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yield return CoroutineStatus.Running;
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// if (id != myID)
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// {
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// var characterOwner = otherClients.Find(c => c.ID == id);
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// if (characterOwner != null) characterOwner.Character = newCharacter;
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// }
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// crew.Add(newCharacter);
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// yield return CoroutineStatus.Running;
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//}
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}
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gameStarted = true;
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gameStarted = true;
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endRoundButton.Visible = Voting.AllowEndVoting && myCharacter != null;
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@@ -783,18 +824,6 @@ namespace Barotrauma.Networking
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}
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}
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if (respawnManager != null &&
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respawnManager.CurrentState == RespawnManager.State.Waiting &&
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respawnManager.CountdownStarted &&
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myCharacter != null && myCharacter.IsDead)
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{
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GUI.DrawString(spriteBatch,
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new Vector2(GameMain.GraphicsWidth - 300.0f, 20),
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"Respawning in " + (int)respawnManager.RespawnTimer + " s",
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Color.White, null, 0, GUI.SmallFont);
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}
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if (!GameMain.DebugDraw) return;
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int width = 200, height = 300;
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@@ -1032,6 +1061,8 @@ namespace Barotrauma.Networking
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string jobName = inc.ReadString();
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JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
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ushort spawnPointID = inc.ReadUInt16();
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if (inc.Position > inc.LengthBits)
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{
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return null;
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@@ -1040,30 +1071,42 @@ namespace Barotrauma.Networking
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CharacterInfo ch = new CharacterInfo(Character.HumanConfigFile, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
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ch.HeadSpriteId = headSpriteID;
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WayPoint closestWaypoint = null;
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float closestDist = 0.0f;
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foreach (WayPoint wp in WayPoint.WayPointList)
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{
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if (wp.SpawnType != SpawnType.Human) continue;
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float dist = Vector2.Distance(wp.WorldPosition, position);
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if (closestWaypoint != null && dist > closestDist) continue;
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closestWaypoint = wp;
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closestDist = dist;
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continue;
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}
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Character character = Character.Create(ch, position, !isMyCharacter, false);
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GameMain.GameSession.CrewManager.characters.Add(character);
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character.ID = ID;
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character.GiveJobItems(closestWaypoint);
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WayPoint spawnPoint = Entity.FindEntityByID(spawnPointID) as WayPoint;
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if (spawnPoint != null)
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{
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character.GiveJobItems(spawnPoint);
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}
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for (int i = 0; i < character.Inventory.Items.Length; i++)
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{
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ushort itemID = inc.ReadUInt16();
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System.Diagnostics.Debug.Assert((itemID == 0) == (character.Inventory.Items[i] == null));
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if (character.Inventory.Items[i] == null) continue;
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character.Inventory.Items[i].ID = itemID;
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int containedCount = inc.ReadByte();
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if (containedCount > 0)
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{
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var containedItems = character.Inventory.Items[i].ContainedItems;
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for (int j = 0; j<containedCount; j++)
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{
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ushort containedID = inc.ReadUInt16();
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if (containedItems[j] != null) containedItems[j].ID = containedID;
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}
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}
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}
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if (isMyCharacter)
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{
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myCharacter = character;
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Character.Controlled = character;
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Character.Controlled = character;
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}
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return character;
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@@ -360,16 +360,23 @@ namespace Barotrauma.Networking
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{
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if (myCharacter != null && !myCharacter.IsDead) new NetworkEvent(NetworkEventType.EntityUpdate, myCharacter.ID, false);
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float ignoreDistance = FarseerPhysics.ConvertUnits.ToDisplayUnits(NetConfig.CharacterIgnoreDistance);
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foreach (Character c in Character.CharacterList)
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{
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if (!(c is AICharacter) || c.IsDead) continue;
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if (Character.CharacterList.Any(
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c2 => c2.IsNetworkPlayer &&
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Vector2.Distance(c2.WorldPosition, c.WorldPosition) < ignoreDistance))
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{
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new NetworkEvent(NetworkEventType.EntityUpdate, c.ID, false);
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}
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//todo: take multiple subs into account
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//Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
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//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
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new NetworkEvent(NetworkEventType.EntityUpdate, c.ID, false);
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//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
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}
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}
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@@ -760,8 +767,16 @@ namespace Barotrauma.Networking
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if (recipients.Count == 0) return;
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server.SendMessage(msg, recipients, deliveryMethod, 0);
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SendMessage(msg, deliveryMethod, recipients);
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}
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private void SendMessage(NetOutgoingMessage msg, NetDeliveryMethod deliveryMethod, List<NetConnection> recipients)
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{
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if (recipients == null) recipients = connectedClients.Select(c => c.Connection).ToList();
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if (recipients.Count == 0) return;
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server.SendMessage(msg, recipients, deliveryMethod, 0);
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}
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private void SendNetworkEvents(List<Client> recipients = null)
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@@ -807,10 +822,21 @@ namespace Barotrauma.Networking
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{
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yield return new WaitForSeconds(3.0f);
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foreach (Item item in Item.Remover.removedItems)
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{
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Item.Spawner.spawnItems.Remove(item);
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}
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SendItemRemoveMessage(Item.Remover.removedItems, new List<NetConnection>() { sender.Connection });
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SendItemSpawnMessage(Item.Spawner.spawnItems, null, new List<NetConnection>() { sender.Connection });
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yield return new WaitForSeconds(1.0f);
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//save all the current events to a list and clear them
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var existingEvents = new List<NetworkEvent>(NetworkEvent.Events);
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NetworkEvent.Events.Clear();
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foreach (Hull hull in Hull.hullList)
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{
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if (!hull.FireSources.Any() && hull.Volume < 0.01f) continue;
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@@ -824,6 +850,21 @@ namespace Barotrauma.Networking
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if (c.IsDead) new NetworkEvent(NetworkEventType.KillCharacter, c.ID, false);
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}
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foreach (Structure wall in Structure.WallList)
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{
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bool takenDamage = false;
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for (int i = 0; i<wall.SectionCount; i++)
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{
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if (wall.SectionDamage(i) < wall.Health)
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{
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takenDamage = true;
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break;
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}
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}
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if (takenDamage) new NetworkEvent(NetworkEventType.ImportantEntityUpdate, wall.ID, false);
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}
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foreach (Item item in Item.ItemList)
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{
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for (int i = 0; i < item.components.Count; i++)
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@@ -940,11 +981,14 @@ namespace Barotrauma.Networking
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private IEnumerable<object> StartGame(Submarine selectedSub, GameModePreset selectedMode)
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{
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Item.Spawner.Clear();
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Item.Remover.Clear();
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GameMain.NetLobbyScreen.StartButton.Enabled = false;
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GUIMessageBox.CloseAll();
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AssignJobs();
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AssignJobs(connectedClients);
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roundStartSeed = DateTime.Now.Millisecond;
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Rand.SetSyncedSeed(roundStartSeed);
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@@ -988,8 +1032,9 @@ namespace Barotrauma.Networking
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{
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connectedClients[i].Character = Character.Create(
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connectedClients[i].characterInfo, assignedWayPoints[i].WorldPosition, true, false);
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connectedClients[i].Character.SpawnPoint = assignedWayPoints[i];
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connectedClients[i].Character.GiveJobItems(assignedWayPoints[i]);
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GameMain.GameSession.CrewManager.characters.Add(connectedClients[i].Character);
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}
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@@ -998,6 +1043,7 @@ namespace Barotrauma.Networking
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myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
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Character.Controlled = myCharacter;
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myCharacter.SpawnPoint = assignedWayPoints[assignedWayPoints.Length - 1];
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myCharacter.GiveJobItems(assignedWayPoints[assignedWayPoints.Length - 1]);
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GameMain.GameSession.CrewManager.characters.Add(myCharacter);
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@@ -1005,8 +1051,7 @@ namespace Barotrauma.Networking
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var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);
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SendMessage(startMessage, NetDeliveryMethod.ReliableUnordered);
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yield return CoroutineStatus.Running;
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UpdateCrewFrame();
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@@ -1065,20 +1110,65 @@ namespace Barotrauma.Networking
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//msg.Write(GameMain.NetLobbyScreen.GameDuration.TotalMinutes);
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List<Client> playingClients = connectedClients.FindAll(c => c.Character != null);
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var characters = Character.CharacterList.FindAll(c => !(c is AICharacter) || c.SpawnedMidRound);
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msg.Write((myCharacter == null) ? (byte)playingClients.Count : (byte)(playingClients.Count + 1));
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foreach (Client client in playingClients)
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msg.Write((byte)characters.Count);
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foreach (Character c in characters)
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{
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msg.Write(client.ID);
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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);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user