From 3635568b6aaa8117b9304299d6f3b091ec517885 Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Sat, 18 May 2019 17:40:49 +0300 Subject: [PATCH] (6ac5b80f0) Fixed: PauseOnFocusLost always treated as if being enabled --- .../BarotraumaClient/Source/DebugConsole.cs | 145 ------------------ .../BarotraumaClient/Source/GameMain.cs | 2 +- .../Source/Items/CharacterInventory.cs | 5 +- .../Items/Components/Signal/Connection.cs | 2 +- .../BarotraumaClient/Source/Map/Structure.cs | 3 +- .../Source/Networking/GameClient.cs | 16 +- .../Source/Screens/ServerListScreen.cs | 16 ++ .../BarotraumaShared/Source/GameSettings.cs | 48 ++++++ .../BarotraumaShared/Source/Map/Structure.cs | 6 +- .../Source/Map/StructurePrefab.cs | 5 - 10 files changed, 72 insertions(+), 176 deletions(-) diff --git a/Barotrauma/BarotraumaClient/Source/DebugConsole.cs b/Barotrauma/BarotraumaClient/Source/DebugConsole.cs index 9af9bfac4..98320ab69 100644 --- a/Barotrauma/BarotraumaClient/Source/DebugConsole.cs +++ b/Barotrauma/BarotraumaClient/Source/DebugConsole.cs @@ -1134,151 +1134,6 @@ namespace Barotrauma NPCConversation.WriteToCSV(); })); - commands.Add(new Command("csvtoxml", "csvtoxml [language] -> Converts .csv localization files in Content/NPCConversations & Content/Texts to .xml for use in-game.", (string[] args) => - { - if (args.Length == 0) return; - LocalizationCSVtoXML.Convert(args[0]); - })); -#endif - - commands.Add(new Command("cleanbuild", "", (string[] args) => - { - GameMain.Config.MusicVolume = 0.5f; - GameMain.Config.SoundVolume = 0.5f; - NewMessage("Music and sound volume set to 0.5", Color.Green); - - GameMain.Config.GraphicsWidth = 0; - GameMain.Config.GraphicsHeight = 0; - GameMain.Config.WindowMode = WindowMode.Fullscreen; - NewMessage("Resolution set to 0 x 0 (screen resolution will be used)", Color.Green); - NewMessage("Fullscreen enabled", Color.Green); - - GameSettings.ShowUserStatisticsPrompt = true; - - GameSettings.VerboseLogging = false; - - if (GameMain.Config.MasterServerUrl != "http://www.undertowgames.com/baromaster") - { - ThrowError("MasterServerUrl \"" + GameMain.Config.MasterServerUrl + "\"!"); - } - }, isCheat: false)); -#endif - - GameMain.Config.SaveNewPlayerConfig(); - - var saveFiles = System.IO.Directory.GetFiles(SaveUtil.SaveFolder); - - foreach (string saveFile in saveFiles) - { - lines.Add(element.ElementInnerText()); - } - File.WriteAllLines(Path.GetFileNameWithoutExtension(filePath) + ".txt", lines); - }, - () => - { - var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/")); - return new string[][] - { - TextManager.GetTextFiles().Where(f => Path.GetExtension(f)==".xml").ToArray() - }; - })); - - commands.Add(new Command("loadtexts", "loadtexts [sourcefile] [destinationfile]: Loads all lines of text from a given .txt file and inserts them sequientially into the elements of an xml file. If the file paths are omitted, EnglishVanilla.txt and EnglishVanilla.xml are used.", (string[] args) => - { - string sourcePath = args.Length > 0 ? args[0] : "Content/Texts/EnglishVanilla.txt"; - string destinationPath = args.Length > 1 ? args[1] : "Content/Texts/EnglishVanilla.xml"; - - string[] lines; - try - { - lines = File.ReadAllLines(sourcePath); - } - catch (Exception e) - { - ThrowError("Reading the file \"" + sourcePath + "\" failed.", e); - return; - } - var doc = XMLExtensions.TryLoadXml(destinationPath); - int i = 0; - foreach (XElement element in doc.Root.Elements()) - { - if (i >= lines.Length) - { - ThrowError("Error while loading texts to the xml file. The xml has more elements than the number of lines in the text file."); - return; - } - element.Value = lines[i]; - i++; - } - doc.Save(destinationPath); - }, - () => - { - var files = TextManager.GetTextFiles().Select(f => f.Replace("\\", "/")); - return new string[][] - { - files.Where(f => Path.GetExtension(f)==".txt").ToArray(), - files.Where(f => Path.GetExtension(f)==".xml").ToArray() - }; - })); - - commands.Add(new Command("updatetextfile", "updatetextfile [sourcefile] [destinationfile]: Inserts all the xml elements that are only present in the source file into the destination file. Can be used to update outdated translation files more easily.", (string[] args) => - { - if (args.Length < 2) return; - string sourcePath = args[0]; - string destinationPath = args[1]; - - var sourceDoc = XMLExtensions.TryLoadXml(sourcePath); - var destinationDoc = XMLExtensions.TryLoadXml(destinationPath); - - XElement destinationElement = destinationDoc.Root.Elements().First(); - foreach (XElement element in sourceDoc.Root.Elements()) - { - if (destinationDoc.Root.Element(element.Name) == null) - { - element.Value = "!!!!!!!!!!!!!" + element.Value; - destinationElement.AddAfterSelf(element); - } - XNode nextNode = destinationElement.NextNode; - while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode; - destinationElement = nextNode as XElement; - } - destinationDoc.Save(destinationPath); - }, - () => - { - var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray(); - return new string[][] - { - files, - files - }; - })); - - commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) => - { - string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt"; - List lines = new List(); - foreach (MapEntityPrefab me in MapEntityPrefab.List) - { - lines.Add("" + me.Name + ""); - lines.Add("" + me.Description + ""); - } - File.WriteAllLines(filePath, lines); - })); -#if DEBUG - commands.Add(new Command("checkduplicates", "Checks the given language for duplicate translation keys and writes to file.", (string[] args) => - { - if (args.Length != 1) return; - TextManager.CheckForDuplicates(args[0]); - })); - - commands.Add(new Command("writetocsv", "Writes the default language (English) to a .csv file.", (string[] args) => - { - TextManager.WriteToCSV(); - NPCConversation.WriteToCSV(); - })); - commands.Add(new Command("csvtoxml", "csvtoxml [language] -> Converts .csv localization files in Content/NPCConversations & Content/Texts to .xml for use in-game.", (string[] args) => { if (args.Length == 0) return; diff --git a/Barotrauma/BarotraumaClient/Source/GameMain.cs b/Barotrauma/BarotraumaClient/Source/GameMain.cs index 0b751a12b..a1900f957 100644 --- a/Barotrauma/BarotraumaClient/Source/GameMain.cs +++ b/Barotrauma/BarotraumaClient/Source/GameMain.cs @@ -666,7 +666,7 @@ namespace Barotrauma (NetworkMember == null || !NetworkMember.GameStarted); #if !DEBUG - if (NetworkMember == null && !WindowActive && !paused && true && Screen.Selected != MainMenuScreen) + if (NetworkMember == null && !WindowActive && !paused && true && Screen.Selected != MainMenuScreen && Config.PauseOnFocusLost) { GUI.TogglePauseMenu(); paused = true; diff --git a/Barotrauma/BarotraumaClient/Source/Items/CharacterInventory.cs b/Barotrauma/BarotraumaClient/Source/Items/CharacterInventory.cs index b79bd9c75..b304ac33e 100644 --- a/Barotrauma/BarotraumaClient/Source/Items/CharacterInventory.cs +++ b/Barotrauma/BarotraumaClient/Source/Items/CharacterInventory.cs @@ -543,10 +543,7 @@ namespace Barotrauma //equipped item that can't be put in the inventory, use delayed dropping if (quickUseAction == QuickUseAction.Drop) { - slots[i].QuickUseButtonToolTip = - TextManager.Get("QuickUseAction.HoldToUnequip", returnNull: true) ?? - (GameMain.Config.Language == "English" ? "Hold to unequip" : TextManager.Get("QuickUseAction.Unequip")); - + slots[i].QuickUseButtonToolTip = "Hold to unequip"; if (PlayerInput.LeftButtonHeld()) { slots[i].QuickUseTimer = Math.Max(0.1f, slots[i].QuickUseTimer + deltaTime); diff --git a/Barotrauma/BarotraumaClient/Source/Items/Components/Signal/Connection.cs b/Barotrauma/BarotraumaClient/Source/Items/Components/Signal/Connection.cs index d5ab17ccb..bcce5950b 100644 --- a/Barotrauma/BarotraumaClient/Source/Items/Components/Signal/Connection.cs +++ b/Barotrauma/BarotraumaClient/Source/Items/Components/Signal/Connection.cs @@ -143,7 +143,7 @@ namespace Barotrauma.Items.Components private void Draw(SpriteBatch spriteBatch, ConnectionPanel panel, Vector2 position, Vector2 labelPos, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval) { //spriteBatch.DrawString(GUI.SmallFont, Name, new Vector2(labelPos.X, labelPos.Y-10), Color.White); - GUI.DrawString(spriteBatch, labelPos, DisplayName, IsPower ? Color.Red : Color.White, Color.Black, 0, GUI.SmallFont); + GUI.DrawString(spriteBatch, labelPos, Name, IsPower ? Color.Red : Color.White, Color.Black, 0, GUI.SmallFont); connectionSprite.Draw(spriteBatch, position); diff --git a/Barotrauma/BarotraumaClient/Source/Map/Structure.cs b/Barotrauma/BarotraumaClient/Source/Map/Structure.cs index 46d973c57..550149d9f 100644 --- a/Barotrauma/BarotraumaClient/Source/Map/Structure.cs +++ b/Barotrauma/BarotraumaClient/Source/Map/Structure.cs @@ -281,8 +281,7 @@ namespace Barotrauma new Vector2(rect.Width, rect.Height), color: color, textureScale: TextureScale * Scale, - startOffset: backGroundOffset, - depth: Math.Max(Prefab.BackgroundSprite.Depth, depth + 0.000001f)); + startOffset: backGroundOffset); if (UseDropShadow) { diff --git a/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs b/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs index 9215d7d70..5807af85a 100644 --- a/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs +++ b/Barotrauma/BarotraumaClient/Source/Networking/GameClient.cs @@ -903,7 +903,7 @@ namespace Barotrauma.Networking connected = false; ConnectToServer(serverIP); } - if (clientID == myID) + else { string msg = ""; if (disconnectReason == DisconnectReason.Unknown) @@ -921,18 +921,8 @@ namespace Barotrauma.Networking msg += TextManager.GetServerMessage(splitMsg[i]); } } - - if (msg == NetConnection.NoResponseMessage) - { - //display a generic "could not connect" popup if the message is Lidgren's "failed to establish connection" - var msgBox = new GUIMessageBox(TextManager.Get("ConnectionFailed"), TextManager.Get(allowReconnect ? "ConnectionLost" : "CouldNotConnectToServer")); - msgBox.Buttons[0].OnClicked += ReturnToServerList; - } - else - { - var msgBox = new GUIMessageBox(TextManager.Get(allowReconnect ? "ConnectionLost" : "CouldNotConnectToServer"), msg); - msgBox.Buttons[0].OnClicked += ReturnToServerList; - } + var msgBox = new GUIMessageBox(TextManager.Get(allowReconnect ? "ConnectionLost" : "CouldNotConnectToServer"), msg); + msgBox.Buttons[0].OnClicked += ReturnToServerList; } } diff --git a/Barotrauma/BarotraumaClient/Source/Screens/ServerListScreen.cs b/Barotrauma/BarotraumaClient/Source/Screens/ServerListScreen.cs index 0344ba7c1..1f146ab06 100644 --- a/Barotrauma/BarotraumaClient/Source/Screens/ServerListScreen.cs +++ b/Barotrauma/BarotraumaClient/Source/Screens/ServerListScreen.cs @@ -218,6 +218,22 @@ namespace Barotrauma return true; } + private bool RefreshJoinButtonState(GUIComponent component, object obj) + { + if (obj == null || waitingForRefresh) { return false; } + + if (!string.IsNullOrWhiteSpace(clientNameBox.Text) && !string.IsNullOrWhiteSpace(ipBox.Text)) + { + joinButton.Enabled = true; + } + else + { + joinButton.Enabled = false; + } + + return true; + } + private bool SelectServer(GUIComponent component, object obj) { if (obj == null || waitingForRefresh) { return false; } diff --git a/Barotrauma/BarotraumaShared/Source/GameSettings.cs b/Barotrauma/BarotraumaShared/Source/GameSettings.cs index 9c026094d..9a3654bc8 100644 --- a/Barotrauma/BarotraumaShared/Source/GameSettings.cs +++ b/Barotrauma/BarotraumaShared/Source/GameSettings.cs @@ -821,6 +821,54 @@ namespace Barotrauma VoiceSetting = voiceSetting; } } + if (!SelectedContentPackages.Any()) + { + var availablePackage = ContentPackage.List.FirstOrDefault(cp => cp.IsCompatible() && cp.CorePackage); + if (availablePackage != null) + { + SelectedContentPackages.Add(availablePackage); + } + } + + //save to get rid of the invalid selected packages in the config file + if (missingPackagePaths.Count > 0 || incompatiblePackages.Count > 0) { SaveNewPlayerConfig(); } + } + #endregion + + #region Save DefaultConfig + private void SaveNewDefaultConfig() + { + XDocument doc = new XDocument(); + + if (doc.Root == null) + { + doc.Add(new XElement("config")); + } + + doc.Root.Add( + new XAttribute("language", TextManager.Language), + new XAttribute("masterserverurl", MasterServerUrl), + new XAttribute("autocheckupdates", AutoCheckUpdates), + new XAttribute("musicvolume", musicVolume), + new XAttribute("soundvolume", soundVolume), + new XAttribute("voicechatvolume", voiceChatVolume), + new XAttribute("verboselogging", VerboseLogging), + new XAttribute("savedebugconsolelogs", SaveDebugConsoleLogs), + new XAttribute("enablesplashscreen", EnableSplashScreen), + new XAttribute("usesteammatchmaking", useSteamMatchmaking), + new XAttribute("quickstartsub", QuickStartSubmarineName), + new XAttribute("requiresteamauthentication", requireSteamAuthentication), + new XAttribute("aimassistamount", aimAssistAmount)); + + if (!ShowUserStatisticsPrompt) + { + doc.Root.Add(new XAttribute("senduserstatistics", sendUserStatistics)); + } + + if (WasGameUpdated) + { + doc.Root.Add(new XAttribute("wasgameupdated", true)); + } useSteamMatchmaking = doc.Root.GetAttributeBool("usesteammatchmaking", useSteamMatchmaking); requireSteamAuthentication = doc.Root.GetAttributeBool("requiresteamauthentication", requireSteamAuthentication); diff --git a/Barotrauma/BarotraumaShared/Source/Map/Structure.cs b/Barotrauma/BarotraumaShared/Source/Map/Structure.cs index ea5fb139f..b73eb5e65 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Structure.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Structure.cs @@ -301,10 +301,6 @@ namespace Barotrauma #endif spriteColor = prefab.SpriteColor; if (sp.IsHorizontal.HasValue) - { - IsHorizontal = sp.IsHorizontal.Value; - } - else if (ResizeHorizontal && !ResizeVertical) { IsHorizontal = true; } @@ -349,7 +345,7 @@ namespace Barotrauma } // Only add ai targets automatically to submarine/outpost walls - if (aiTarget == null && HasBody && Tags.Contains("wall") && submarine != null && !Prefab.NoAITarget) + if (aiTarget == null && HasBody && Tags.Contains("wall") && submarine != null) { aiTarget = new AITarget(this); } diff --git a/Barotrauma/BarotraumaShared/Source/Map/StructurePrefab.cs b/Barotrauma/BarotraumaShared/Source/Map/StructurePrefab.cs index b43be342f..b049e8d8e 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/StructurePrefab.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/StructurePrefab.cs @@ -184,11 +184,6 @@ namespace Barotrauma sp.Tags.Add(tag.Trim().ToLowerInvariant()); } - if (element.Attribute("ishorizontal") != null) - { - sp.IsHorizontal = element.GetAttributeBool("ishorizontal", false); - } - foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString())