(61d00a474) v0.9.7.1
This commit is contained in:
@@ -0,0 +1,546 @@
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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partial class Character
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{
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public string OwnerClientEndPoint;
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public string OwnerClientName;
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public bool ClientDisconnected;
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public float KillDisconnectedTimer;
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private bool networkUpdateSent;
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private double LastInputTime;
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public float GetPositionUpdateInterval(Client recipient)
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{
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if (!Enabled) { return 1000.0f; }
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Vector2 comparePosition = recipient.SpectatePos == null ? recipient.Character.WorldPosition : recipient.SpectatePos.Value;
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float distance = Vector2.Distance(comparePosition, WorldPosition);
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float priority = 1.0f - MathUtils.InverseLerp(
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NetConfig.HighPrioCharacterPositionUpdateDistance,
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NetConfig.LowPrioCharacterPositionUpdateDistance,
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distance);
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float interval = MathHelper.Lerp(
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NetConfig.LowPrioCharacterPositionUpdateInterval,
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NetConfig.HighPrioCharacterPositionUpdateInterval,
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priority);
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if (IsDead)
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{
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interval = Math.Max(interval * 2, 0.1f);
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}
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return interval;
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}
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partial void UpdateNetInput()
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{
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if (!(this is AICharacter) || IsRemotePlayer)
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{
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if (!CanMove)
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{
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AnimController.Frozen = false;
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if (memInput.Count > 0)
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{
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prevDequeuedInput = dequeuedInput;
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dequeuedInput = memInput[memInput.Count - 1].states;
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memInput.RemoveAt(memInput.Count - 1);
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}
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}
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else if (memInput.Count == 0)
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{
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AnimController.Frozen = true;
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if (Timing.TotalTime > LastInputTime + 0.5)
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{
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//no inputs have been received in 0.5 seconds, reset input
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//(if there's a temporary network hiccup that prevents us from receiving inputs, we assume the inputs haven't changed,
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//but if it takes too long, for example due to a client crashing/disconnecting, we don't want to keep the character
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//firing a welding tool or whatever else they were doing until the kill disconnect timer kicks in)
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prevDequeuedInput = dequeuedInput =
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dequeuedInput.HasFlag(InputNetFlags.FacingLeft) ? InputNetFlags.FacingLeft : InputNetFlags.None;
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}
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}
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else
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{
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AnimController.Frozen = false;
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prevDequeuedInput = dequeuedInput;
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LastProcessedID = memInput[memInput.Count - 1].networkUpdateID;
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dequeuedInput = memInput[memInput.Count - 1].states;
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double aimAngle = ((double)memInput[memInput.Count - 1].intAim / 65535.0) * 2.0 * Math.PI;
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cursorPosition = AimRefPosition + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 500.0f;
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//reset focus when attempting to use/select something
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if (memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Use) ||
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memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Select) ||
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memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Deselect) ||
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memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Health) ||
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memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Grab))
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{
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focusedItem = null;
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FocusedCharacter = null;
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}
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var closestEntity = FindEntityByID(memInput[memInput.Count - 1].interact);
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if (closestEntity is Item)
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{
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if (CanInteractWith((Item)closestEntity))
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{
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focusedItem = (Item)closestEntity;
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FocusedCharacter = null;
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}
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}
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else if (closestEntity is Character)
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{
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if (CanInteractWith((Character)closestEntity))
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{
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FocusedCharacter = (Character)closestEntity;
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focusedItem = null;
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}
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}
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memInput.RemoveAt(memInput.Count - 1);
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TransformCursorPos();
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if ((dequeuedInput == InputNetFlags.None || dequeuedInput == InputNetFlags.FacingLeft) && Math.Abs(AnimController.Collider.LinearVelocity.X) < 0.005f && Math.Abs(AnimController.Collider.LinearVelocity.Y) < 0.2f)
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{
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while (memInput.Count > 5 && memInput[memInput.Count - 1].states == dequeuedInput)
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{
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//remove inputs where the player is not moving at all
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//helps the server catch up, shouldn't affect final position
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LastProcessedID = memInput[memInput.Count - 1].networkUpdateID;
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memInput.RemoveAt(memInput.Count - 1);
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}
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}
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}
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}
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AnimController.Frozen = false;
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if (networkUpdateSent)
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{
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foreach (Key key in keys)
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{
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key.DequeueHit();
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key.DequeueHeld();
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}
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networkUpdateSent = false;
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}
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}
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public virtual void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
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{
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if (GameMain.Server == null) return;
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switch (type)
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{
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case ClientNetObject.CHARACTER_INPUT:
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if (c.Character != this)
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{
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#if DEBUG
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DebugConsole.Log("Received a character update message from a client who's not controlling the character");
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#endif
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return;
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}
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UInt16 networkUpdateID = msg.ReadUInt16();
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byte inputCount = msg.ReadByte();
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if (AllowInput) { Enabled = true; }
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for (int i = 0; i < inputCount; i++)
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{
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InputNetFlags newInput = (InputNetFlags)msg.ReadRangedInteger(0, (int)InputNetFlags.MaxVal);
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UInt16 newAim = 0;
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UInt16 newInteract = 0;
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if (newInput != InputNetFlags.None && newInput != InputNetFlags.FacingLeft)
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{
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c.KickAFKTimer = 0.0f;
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}
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else if (AnimController.Dir < 0.0f != newInput.HasFlag(InputNetFlags.FacingLeft))
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{
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//character changed the direction they're facing
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c.KickAFKTimer = 0.0f;
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}
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newAim = msg.ReadUInt16();
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if (newInput.HasFlag(InputNetFlags.Select) ||
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newInput.HasFlag(InputNetFlags.Deselect) ||
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newInput.HasFlag(InputNetFlags.Use) ||
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newInput.HasFlag(InputNetFlags.Health) ||
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newInput.HasFlag(InputNetFlags.Grab))
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{
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newInteract = msg.ReadUInt16();
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}
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if (NetIdUtils.IdMoreRecent((ushort)(networkUpdateID - i), LastNetworkUpdateID) && (i < 60))
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{
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if ((i > 0 && memInput[i - 1].intAim != newAim))
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{
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c.KickAFKTimer = 0.0f;
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}
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NetInputMem newMem = new NetInputMem
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{
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states = newInput,
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intAim = newAim,
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interact = newInteract,
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networkUpdateID = (ushort)(networkUpdateID - i)
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};
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memInput.Insert(i, newMem);
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LastInputTime = Timing.TotalTime;
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}
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}
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if (NetIdUtils.IdMoreRecent(networkUpdateID, LastNetworkUpdateID))
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{
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LastNetworkUpdateID = networkUpdateID;
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}
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if (memInput.Count > 60)
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{
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//deleting inputs from the queue here means the server is way behind and data needs to be dropped
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//we'll make the server drop down to 30 inputs for good measure
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memInput.RemoveRange(30, memInput.Count - 30);
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}
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break;
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case ClientNetObject.ENTITY_STATE:
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int eventType = msg.ReadRangedInteger(0, 3);
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switch (eventType)
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{
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case 0:
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Inventory.ServerRead(type, msg, c);
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break;
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case 1:
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bool doingCPR = msg.ReadBoolean();
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if (c.Character != this)
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{
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#if DEBUG
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DebugConsole.Log("Received a character update message from a client who's not controlling the character");
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#endif
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return;
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}
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AnimController.Anim = doingCPR ? AnimController.Animation.CPR : AnimController.Animation.None;
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break;
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case 2:
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if (c.Character != this)
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{
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#if DEBUG
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DebugConsole.Log("Received a character update message from a client who's not controlling the character");
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#endif
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return;
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}
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if (IsUnconscious)
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{
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var causeOfDeath = CharacterHealth.GetCauseOfDeath();
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Kill(causeOfDeath.First, causeOfDeath.Second);
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}
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break;
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}
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break;
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}
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msg.ReadPadBits();
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}
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public virtual void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
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{
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if (GameMain.Server == null) return;
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if (extraData != null)
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{
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switch ((NetEntityEvent.Type)extraData[0])
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{
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case NetEntityEvent.Type.InventoryState:
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msg.WriteRangedInteger(0, 0, 3);
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msg.Write(GameMain.Server.EntityEventManager.Events.Last()?.ID ?? (ushort)0);
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Inventory.ServerWrite(msg, c);
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break;
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case NetEntityEvent.Type.Control:
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msg.WriteRangedInteger(1, 0, 3);
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Client owner = (Client)extraData[1];
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msg.Write(owner != null && owner.Character == this && GameMain.Server.ConnectedClients.Contains(owner) ? owner.ID : (byte)0);
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break;
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case NetEntityEvent.Type.Status:
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msg.WriteRangedInteger(2, 0, 3);
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WriteStatus(msg);
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break;
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case NetEntityEvent.Type.UpdateSkills:
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msg.WriteRangedInteger(3, 0, 3);
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if (Info?.Job == null)
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{
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msg.Write((byte)0);
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}
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else
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{
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msg.Write((byte)Info.Job.Skills.Count);
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foreach (Skill skill in Info.Job.Skills)
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{
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msg.Write(skill.Identifier);
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msg.Write(skill.Level);
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}
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}
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break;
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default:
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DebugConsole.ThrowError("Invalid NetworkEvent type for entity " + ToString() + " (" + (NetEntityEvent.Type)extraData[0] + ")");
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break;
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}
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msg.WritePadBits();
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}
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else
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{
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msg.Write(ID);
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IWriteMessage tempBuffer = new WriteOnlyMessage();
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if (this == c.Character)
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{
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tempBuffer.Write(true);
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if (LastNetworkUpdateID < memInput.Count + 1)
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{
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tempBuffer.Write((UInt16)0);
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}
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else
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{
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tempBuffer.Write((UInt16)(LastNetworkUpdateID - memInput.Count - 1));
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}
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}
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else
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{
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tempBuffer.Write(false);
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bool aiming = false;
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bool use = false;
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bool attack = false;
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bool shoot = false;
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if (IsRemotePlayer)
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{
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aiming = dequeuedInput.HasFlag(InputNetFlags.Aim);
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use = dequeuedInput.HasFlag(InputNetFlags.Use);
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attack = dequeuedInput.HasFlag(InputNetFlags.Attack);
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shoot = dequeuedInput.HasFlag(InputNetFlags.Shoot);
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}
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else if (keys != null)
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{
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aiming = keys[(int)InputType.Aim].GetHeldQueue;
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use = keys[(int)InputType.Use].GetHeldQueue;
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attack = keys[(int)InputType.Attack].GetHeldQueue;
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shoot = keys[(int)InputType.Shoot].GetHeldQueue;
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networkUpdateSent = true;
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}
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tempBuffer.Write(aiming);
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tempBuffer.Write(shoot);
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tempBuffer.Write(use);
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if (AnimController is HumanoidAnimController)
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{
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tempBuffer.Write(((HumanoidAnimController)AnimController).Crouching);
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}
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tempBuffer.Write(attack);
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Vector2 relativeCursorPos = cursorPosition - AimRefPosition;
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tempBuffer.Write((UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)));
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tempBuffer.Write(IsRagdolled || IsUnconscious || Stun > 0.0f || IsDead);
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tempBuffer.Write(AnimController.Dir > 0.0f);
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}
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if (SelectedCharacter != null || SelectedConstruction != null)
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{
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tempBuffer.Write(true);
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tempBuffer.Write(SelectedCharacter != null ? SelectedCharacter.ID : NullEntityID);
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tempBuffer.Write(SelectedConstruction != null ? SelectedConstruction.ID : NullEntityID);
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if (SelectedCharacter != null)
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{
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tempBuffer.Write(AnimController.Anim == AnimController.Animation.CPR);
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}
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}
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else
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{
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tempBuffer.Write(false);
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}
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tempBuffer.Write(SimPosition.X);
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tempBuffer.Write(SimPosition.Y);
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float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
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AnimController.Collider.LinearVelocity = new Vector2(
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MathHelper.Clamp(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel),
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MathHelper.Clamp(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel));
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tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel, 12);
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tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel, 12);
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bool fixedRotation = AnimController.Collider.FarseerBody.FixedRotation || !AnimController.Collider.PhysEnabled;
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tempBuffer.Write(fixedRotation);
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if (!fixedRotation)
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{
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tempBuffer.Write(AnimController.Collider.Rotation);
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float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
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AnimController.Collider.AngularVelocity = NetConfig.Quantize(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel, 8);
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tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel), -MaxAngularVel, MaxAngularVel, 8);
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}
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bool writeStatus = healthUpdateTimer <= 0.0f;
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tempBuffer.Write(writeStatus);
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if (writeStatus)
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{
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WriteStatus(tempBuffer);
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}
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tempBuffer.WritePadBits();
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msg.WriteVariableUInt32((uint)tempBuffer.LengthBytes);
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msg.Write(tempBuffer.Buffer, 0, tempBuffer.LengthBytes);
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}
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}
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private void WriteStatus(IWriteMessage msg)
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{
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msg.Write(IsDead);
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if (IsDead)
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{
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msg.WriteRangedInteger((int)CauseOfDeath.Type, 0, Enum.GetValues(typeof(CauseOfDeathType)).Length - 1);
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if (CauseOfDeath.Type == CauseOfDeathType.Affliction)
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{
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msg.Write(CauseOfDeath.Affliction.Identifier);
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}
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if (AnimController?.LimbJoints == null)
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{
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//0 limbs severed
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msg.Write((byte)0);
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}
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else
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{
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List<int> severedJointIndices = new List<int>();
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for (int i = 0; i < AnimController.LimbJoints.Length; i++)
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{
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if (AnimController.LimbJoints[i] != null && AnimController.LimbJoints[i].IsSevered)
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{
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severedJointIndices.Add(i);
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}
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}
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msg.Write((byte)severedJointIndices.Count);
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foreach (int jointIndex in severedJointIndices)
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{
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msg.Write((byte)jointIndex);
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}
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}
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}
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else
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{
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CharacterHealth.ServerWrite(msg);
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}
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}
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public void WriteSpawnData(IWriteMessage msg, UInt16 entityId, bool restrictMessageSize)
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{
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if (GameMain.Server == null) return;
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int msgLength = msg.LengthBytes;
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msg.Write(Info == null);
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msg.Write(entityId);
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msg.Write(SpeciesName);
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msg.Write(seed);
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if (Removed)
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{
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msg.Write(0.0f);
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msg.Write(0.0f);
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}
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else
|
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{
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msg.Write(WorldPosition.X);
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msg.Write(WorldPosition.Y);
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}
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msg.Write(Enabled);
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//character with no characterinfo (e.g. some monster)
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if (Info == null)
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{
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TryWriteStatus(msg);
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return;
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||||
}
|
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|
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Client ownerClient = GameMain.Server.ConnectedClients.Find(c => c.Character == this);
|
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if (ownerClient != null)
|
||||
{
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||||
msg.Write(true);
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msg.Write(ownerClient.ID);
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}
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else if (GameMain.Server.Character == this)
|
||||
{
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msg.Write(true);
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||||
msg.Write((byte)0);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(false);
|
||||
}
|
||||
|
||||
msg.Write((byte)TeamID);
|
||||
msg.Write(this is AICharacter);
|
||||
msg.Write(info.SpeciesName);
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||||
info.ServerWrite(msg);
|
||||
|
||||
// Current order
|
||||
if (info.CurrentOrder != null)
|
||||
{
|
||||
msg.Write(true);
|
||||
msg.Write((byte)Order.PrefabList.IndexOf(info.CurrentOrder.Prefab));
|
||||
msg.Write(info.CurrentOrder.TargetEntity == null ? (UInt16)0 :
|
||||
info.CurrentOrder.TargetEntity.ID);
|
||||
if (info.CurrentOrder.OrderGiver != null)
|
||||
{
|
||||
msg.Write(true);
|
||||
msg.Write(info.CurrentOrder.OrderGiver.ID);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(false);
|
||||
}
|
||||
msg.Write((byte)(string.IsNullOrWhiteSpace(info.CurrentOrderOption) ? 0 :
|
||||
Array.IndexOf(info.CurrentOrder.Prefab.Options, info.CurrentOrderOption)));
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(false);
|
||||
}
|
||||
|
||||
TryWriteStatus(msg);
|
||||
|
||||
void TryWriteStatus(IWriteMessage msg)
|
||||
{
|
||||
var tempBuffer = new ReadWriteMessage();
|
||||
WriteStatus(tempBuffer);
|
||||
if (msg.LengthBytes + tempBuffer.LengthBytes >= 255 && restrictMessageSize)
|
||||
{
|
||||
msg.Write(false);
|
||||
DebugConsole.ThrowError($"Error when writing character spawn data: status data caused the length of the message to exceed 255 bytes ({msg.LengthBytes} + {tempBuffer.LengthBytes})");
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(true);
|
||||
WriteStatus(msg);
|
||||
}
|
||||
}
|
||||
|
||||
DebugConsole.Log("Character spawn message length: " + (msg.LengthBytes - msgLength));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user