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:
@@ -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