(61d00a474) v0.9.7.1

This commit is contained in:
Regalis
2020-03-04 13:04:10 +01:00
parent 3c50efa5c9
commit 3c09ebe02f
5086 changed files with 786063 additions and 295871 deletions
@@ -0,0 +1,36 @@
using Microsoft.Xna.Framework;
using Barotrauma.Networking;
using System;
namespace Barotrauma.Items.Components
{
partial class Door
{
partial void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage, bool forcedOpen)
{
if (IsStuck || isOpen == open)
{
return;
}
isOpen = open;
//opening a partially stuck door makes it less stuck
if (isOpen) stuck = MathHelper.Clamp(stuck - 30.0f, 0.0f, 100.0f);
if (sendNetworkMessage)
{
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.GetComponentIndex(this), forcedOpen });
}
}
public override void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
base.ServerWrite(msg, c, extraData);
msg.Write(isOpen);
msg.Write(extraData.Length == 3 ? (bool)extraData[2] : false); //forced open
msg.WriteRangedSingle(stuck, 0.0f, 100.0f, 8);
msg.Write(lastUser == null ? (UInt16)0 : lastUser.ID);
}
}
}
@@ -0,0 +1,36 @@
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
namespace Barotrauma.Items.Components
{
partial class Holdable : Pickable, IServerSerializable, IClientSerializable
{
public override void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
base.ServerWrite(msg, c, extraData);
if (!attachable || body == null) { return; }
msg.Write(Attached);
msg.Write(body.SimPosition.X);
msg.Write(body.SimPosition.Y);
}
public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
Vector2 simPosition = new Vector2(msg.ReadSingle(), msg.ReadSingle());
if (!item.CanClientAccess(c) || !Attachable || attached || !MathUtils.IsValid(simPosition)) { return; }
Vector2 offset = simPosition - c.Character.SimPosition;
offset = offset.ClampLength(MaxAttachDistance * 1.5f);
simPosition = c.Character.SimPosition + offset;
Drop(false, null);
item.SetTransform(simPosition, 0.0f);
AttachToWall();
item.CreateServerEvent(this);
GameServer.Log(c.Character.LogName + " attached " + item.Name + " to a wall", ServerLog.MessageType.ItemInteraction);
}
}
}
@@ -0,0 +1,14 @@
using Barotrauma.Networking;
namespace Barotrauma.Items.Components
{
partial class LevelResource : ItemComponent, IServerSerializable
{
private float lastSentDeattachTimer;
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
msg.Write(deattachTimer);
}
}
}
@@ -0,0 +1,22 @@
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class ItemComponent : ISerializableEntity
{
private bool LoadElemProjSpecific(XElement subElement)
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "guiframe":
break;
case "sound":
break;
default:
return false; //unknown element
}
return true; //element processed
}
}
}
@@ -0,0 +1,39 @@
using Microsoft.Xna.Framework;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class ItemLabel : ItemComponent, IDrawableComponent
{
[Serialize("", true, description: "The text to display on the label."), Editable(100)]
public string Text
{
get;
set;
}
[Editable, Serialize("0,0,0,255", true, description: "The color of the text displayed on the label.")]
public Color TextColor
{
get;
set;
}
[Editable, Serialize(1.0f, true, description: "The scale of the text displayed on the label.")]
public float TextScale
{
get;
set;
}
public override void Move(Vector2 amount)
{
//do nothing
}
public ItemLabel(Item item, XElement element)
: base(item, element)
{
}
}
}
@@ -0,0 +1,13 @@
using Barotrauma.Networking;
namespace Barotrauma.Items.Components
{
partial class Controller : ItemComponent, IServerSerializable
{
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
msg.Write(state);
msg.Write(user == null ? (ushort)0 : user.ID);
}
}
}
@@ -0,0 +1,27 @@
using Barotrauma.Networking;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Deconstructor : Powered, IServerSerializable, IClientSerializable
{
public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
bool active = msg.ReadBoolean();
item.CreateServerEvent(this);
if (item.CanClientAccess(c))
{
SetActive(active, c.Character);
}
}
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
msg.Write(IsActive);
msg.Write(progressTimer);
}
}
}
@@ -0,0 +1,32 @@
using Barotrauma.Networking;
using System;
namespace Barotrauma.Items.Components
{
partial class Engine : Powered, IServerSerializable, IClientSerializable
{
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
//force can only be adjusted at 10% intervals -> no need for more accuracy than this
msg.WriteRangedInteger((int)(targetForce / 10.0f), -10, 10);
}
public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
float newTargetForce = msg.ReadRangedInteger(-10, 10) * 10.0f;
if (item.CanClientAccess(c))
{
if (Math.Abs(newTargetForce - targetForce) > 0.01f)
{
GameServer.Log(c.Character.LogName + " set the force of " + item.Name + " to " + (int)(newTargetForce) + " %", ServerLog.MessageType.ItemInteraction);
}
targetForce = newTargetForce;
}
//notify all clients of the changed state
item.CreateServerEvent(this);
}
}
}
@@ -0,0 +1,42 @@
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Fabricator : Powered, IServerSerializable, IClientSerializable
{
public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
int itemIndex = msg.ReadRangedInteger(-1, fabricationRecipes.Count - 1);
item.CreateServerEvent(this);
if (!item.CanClientAccess(c)) return;
if (itemIndex == -1)
{
CancelFabricating(c.Character);
}
else
{
//if already fabricating the selected item, return
if (fabricatedItem != null && fabricationRecipes.IndexOf(fabricatedItem) == itemIndex) return;
if (itemIndex < 0 || itemIndex >= fabricationRecipes.Count) return;
StartFabricating(fabricationRecipes[itemIndex], c.Character);
}
}
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
int itemIndex = fabricatedItem == null ? -1 : fabricationRecipes.IndexOf(fabricatedItem);
msg.WriteRangedInteger(itemIndex, -1, fabricationRecipes.Count - 1);
UInt16 userID = fabricatedItem == null || user == null ? (UInt16)0 : user.ID;
msg.Write(userID);
}
}
}
@@ -0,0 +1,42 @@
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Globalization;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Pump : Powered, IServerSerializable, IClientSerializable
{
public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
float newFlowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
bool newIsActive = msg.ReadBoolean();
if (item.CanClientAccess(c))
{
if (newFlowPercentage != FlowPercentage)
{
GameServer.Log(c.Character.LogName + " set the pumping speed of " + item.Name + " to " + (int)(newFlowPercentage) + " %", ServerLog.MessageType.ItemInteraction);
}
if (newIsActive != IsActive)
{
GameServer.Log(c.Character.LogName + (newIsActive ? " turned on " : " turned off ") + item.Name, ServerLog.MessageType.ItemInteraction);
}
FlowPercentage = newFlowPercentage;
IsActive = newIsActive;
}
//notify all clients of the changed state
item.CreateServerEvent(this);
}
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
//flowpercentage can only be adjusted at 10% intervals -> no need for more accuracy than this
msg.WriteRangedInteger((int)(flowPercentage / 10.0f), -10, 10);
msg.Write(IsActive);
}
}
}
@@ -0,0 +1,54 @@
using Barotrauma.Networking;
using System;
namespace Barotrauma.Items.Components
{
partial class Reactor
{
private Client blameOnBroken;
private float? nextServerLogWriteTime;
private float lastServerLogWriteTime;
public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
bool autoTemp = msg.ReadBoolean();
bool powerOn = msg.ReadBoolean();
float fissionRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
float turbineOutput = msg.ReadRangedSingle(0.0f, 100.0f, 8);
if (!item.CanClientAccess(c)) return;
IsActive = true;
if (!autoTemp && AutoTemp) blameOnBroken = c;
if (turbineOutput < targetTurbineOutput) blameOnBroken = c;
if (fissionRate > targetFissionRate) blameOnBroken = c;
if (!_powerOn && powerOn) blameOnBroken = c;
AutoTemp = autoTemp;
_powerOn = powerOn;
targetFissionRate = fissionRate;
targetTurbineOutput = turbineOutput;
LastUser = c.Character;
if (nextServerLogWriteTime == null)
{
nextServerLogWriteTime = Math.Max(lastServerLogWriteTime + 1.0f, (float)Timing.TotalTime);
}
//need to create a server event to notify all clients of the changed state
unsentChanges = true;
}
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
msg.Write(autoTemp);
msg.Write(_powerOn);
msg.WriteRangedSingle(temperature, 0.0f, 100.0f, 8);
msg.WriteRangedSingle(targetFissionRate, 0.0f, 100.0f, 8);
msg.WriteRangedSingle(targetTurbineOutput, 0.0f, 100.0f, 8);
msg.WriteRangedSingle(degreeOfSuccess, 0.0f, 1.0f, 8);
}
}
}
@@ -0,0 +1,115 @@
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
namespace Barotrauma.Items.Components
{
partial class Steering : Powered, IServerSerializable, IClientSerializable
{
// TODO: an enumeration would be much cleaner
public bool MaintainPos;
public bool LevelStartSelected;
public bool LevelEndSelected;
public bool UnsentChanges
{
get { return unsentChanges; }
set { unsentChanges = value; }
}
public void ServerRead(ClientNetObject type, IReadMessage msg, Barotrauma.Networking.Client c)
{
bool autoPilot = msg.ReadBoolean();
bool dockingButtonClicked = msg.ReadBoolean();
Vector2 newSteeringInput = targetVelocity;
bool maintainPos = false;
Vector2? newPosToMaintain = null;
bool headingToStart = false;
if (autoPilot)
{
maintainPos = msg.ReadBoolean();
if (maintainPos)
{
newPosToMaintain = new Vector2(
msg.ReadSingle(),
msg.ReadSingle());
}
else
{
headingToStart = msg.ReadBoolean();
}
}
else
{
newSteeringInput = new Vector2(msg.ReadSingle(), msg.ReadSingle());
}
if (!item.CanClientAccess(c)) return;
user = c.Character;
AutoPilot = autoPilot;
if (dockingButtonClicked)
{
item.SendSignal(0, "1", "toggle_docking", sender: null);
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.GetComponentIndex(this), true });
}
if (!AutoPilot)
{
steeringInput = newSteeringInput;
steeringAdjustSpeed = MathHelper.Lerp(0.2f, 1.0f, c.Character.GetSkillLevel("helm") / 100.0f);
}
else
{
MaintainPos = newPosToMaintain != null;
posToMaintain = newPosToMaintain;
if (posToMaintain == null)
{
LevelStartSelected = headingToStart;
LevelEndSelected = !headingToStart;
UpdatePath();
}
else
{
LevelStartSelected = false;
LevelEndSelected = false;
}
}
//notify all clients of the changed state
unsentChanges = true;
}
public void ServerWrite(IWriteMessage msg, Barotrauma.Networking.Client c, object[] extraData = null)
{
msg.Write(autoPilot);
msg.Write(extraData.Length > 2 && extraData[2] is bool && (bool)extraData[2]);
if (!autoPilot)
{
//no need to write steering info if autopilot is controlling
msg.Write(steeringInput.X);
msg.Write(steeringInput.Y);
msg.Write(targetVelocity.X);
msg.Write(targetVelocity.Y);
msg.Write(steeringAdjustSpeed);
}
else
{
msg.Write(posToMaintain != null);
if (posToMaintain != null)
{
msg.Write(((Vector2)posToMaintain).X);
msg.Write(((Vector2)posToMaintain).Y);
}
else
{
msg.Write(LevelStartSelected);
}
}
}
}
}
@@ -0,0 +1,31 @@
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class PowerContainer : Powered, IDrawableComponent, IServerSerializable, IClientSerializable
{
public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
float newRechargeSpeed = msg.ReadRangedInteger(0, 10) / 10.0f * maxRechargeSpeed;
if (item.CanClientAccess(c))
{
RechargeSpeed = newRechargeSpeed;
GameServer.Log(c.Character.LogName + " set the recharge speed of " + item.Name + " to " + (int)((rechargeSpeed / maxRechargeSpeed) * 100.0f) + " %", ServerLog.MessageType.ItemInteraction);
}
item.CreateServerEvent(this);
}
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
msg.WriteRangedInteger((int)(rechargeSpeed / MaxRechargeSpeed * 10), 0, 10);
float chargeRatio = MathHelper.Clamp(charge / capacity, 0.0f, 1.0f);
msg.WriteRangedSingle(chargeRatio, 0.0f, 1.0f, 8);
}
}
}
@@ -0,0 +1,45 @@
using Barotrauma.Networking;
namespace Barotrauma.Items.Components
{
partial class Repairable : ItemComponent, IServerSerializable, IClientSerializable
{
void InitProjSpecific()
{
//let the clients know the initial deterioration delay
item.CreateServerEvent(this);
}
public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
if (c.Character == null) { return; }
var requestedFixAction = (FixActions)msg.ReadRangedInteger(0, 2);
if (requestedFixAction != FixActions.None)
{
if (!c.Character.IsTraitor && requestedFixAction == FixActions.Sabotage)
{
if (GameSettings.VerboseLogging)
{
DebugConsole.Log($"Non traitor \"{c.Character.Name}\" attempted to sabotage item.");
}
requestedFixAction = FixActions.Repair;
}
if (CurrentFixer == null || CurrentFixer == c.Character && requestedFixAction != currentFixerAction)
{
StartRepairing(c.Character, requestedFixAction);
item.CreateServerEvent(this);
}
}
}
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
msg.Write(deteriorationTimer);
msg.Write(deteriorateAlwaysResetTimer);
msg.Write(DeteriorateAlways);
msg.Write(CurrentFixer == null ? (ushort)0 : CurrentFixer.ID);
msg.WriteRangedInteger((int)currentFixerAction, 0, 2);
}
}
}
@@ -0,0 +1,201 @@
using Barotrauma.Networking;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class ConnectionPanel : ItemComponent, IServerSerializable, IClientSerializable
{
public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
List<Wire>[] wires = new List<Wire>[Connections.Count];
//read wire IDs for each connection
for (int i = 0; i < Connections.Count; i++)
{
wires[i] = new List<Wire>();
for (int j = 0; j < Connection.MaxLinked; j++)
{
ushort wireId = msg.ReadUInt16();
if (!(Entity.FindEntityByID(wireId) is Item wireItem)) { continue; }
Wire wireComponent = wireItem.GetComponent<Wire>();
if (wireComponent != null)
{
wires[i].Add(wireComponent);
}
}
}
List<Wire> clientSideDisconnectedWires = new List<Wire>();
ushort disconnectedWireCount = msg.ReadUInt16();
for (int i = 0; i < disconnectedWireCount; i++)
{
ushort wireId = msg.ReadUInt16();
if (!(Entity.FindEntityByID(wireId) is Item wireItem)) { continue; }
Wire wireComponent = wireItem.GetComponent<Wire>();
if (wireComponent == null) { continue; }
clientSideDisconnectedWires.Add(wireComponent);
}
//don't allow rewiring locked panels
if (Locked || !GameMain.NetworkMember.ServerSettings.AllowRewiring) { return; }
item.CreateServerEvent(this);
//check if the character can access this connectionpanel
//and all the wires they're trying to connect
if (!item.CanClientAccess(c)) { return; }
for (int i = 0; i < Connections.Count; i++)
{
foreach (Wire wire in wires[i])
{
//wire not found in any of the connections yet (client is trying to connect a new wire)
// -> we need to check if the client has access to it
if (!Connections.Any(connection => connection.Wires.Contains(wire)) && !DisconnectedWires.Contains(wire))
{
if (!wire.Item.CanClientAccess(c)) { return; }
}
}
}
if (!CheckCharacterSuccess(c.Character))
{
GameMain.Server?.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFailure, this, c.Character.ID });
return;
}
//go through existing wire links
for (int i = 0; i < Connections.Count; i++)
{
int j = -1;
foreach (Wire existingWire in Connections[i].Wires)
{
j++;
if (existingWire == null) { continue; }
//existing wire not in the list of new wires -> disconnect it
if (!wires[i].Contains(existingWire))
{
if (existingWire.Locked)
{
//this should not be possible unless the client is running a modified version of the game
GameServer.Log(c.Character.LogName + " attempted to disconnect a locked wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.Error);
continue;
}
existingWire.RemoveConnection(item);
if (existingWire.Item.ParentInventory == null)
{
item.GetComponent<ConnectionPanel>()?.DisconnectedWires.Add(existingWire);
}
if (!wires.Any(w => w.Contains(existingWire)))
{
GameMain.Server.KarmaManager.OnWireDisconnected(c.Character, existingWire);
}
if (existingWire.Connections[0] == null && existingWire.Connections[1] == null)
{
GameServer.Log(c.Character.LogName + " disconnected a wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.Wiring);
if (existingWire.Item.ParentInventory != null)
{
//in an inventory and not connected to anything -> the wire cannot have any nodes
existingWire.ClearConnections();
}
else if (!clientSideDisconnectedWires.Contains(existingWire))
{
//not in an inventory, not connected to anything, not hanging loose from any panel -> must be dropped
existingWire.Item.Drop(c.Character);
}
}
else if (existingWire.Connections[0] != null)
{
GameServer.Log(c.Character.LogName + " disconnected a wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[0].Item.Name + " (" + existingWire.Connections[0].Name + ")", ServerLog.MessageType.Wiring);
//wires that are not in anyone's inventory (i.e. not currently being rewired)
//can never be connected to only one connection
// -> the client must have dropped the wire from the connection panel
/*if (existingWire.Item.ParentInventory == null && !wires.Any(w => w.Contains(existingWire)))
{
//let other clients know the item was also disconnected from the other connection
existingWire.Connections[0].Item.CreateServerEvent(existingWire.Connections[0].Item.GetComponent<ConnectionPanel>());
existingWire.Item.Drop(c.Character);
}*/
}
else if (existingWire.Connections[1] != null)
{
GameServer.Log(c.Character.LogName + " disconnected a wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[1].Item.Name + " (" + existingWire.Connections[1].Name + ")", ServerLog.MessageType.Wiring);
/*if (existingWire.Item.ParentInventory == null && !wires.Any(w => w.Contains(existingWire)))
{
//let other clients know the item was also disconnected from the other connection
existingWire.Connections[1].Item.CreateServerEvent(existingWire.Connections[1].Item.GetComponent<ConnectionPanel>());
existingWire.Item.Drop(c.Character);
}*/
}
Connections[i].SetWire(j, null);
}
}
}
foreach (Wire disconnectedWire in DisconnectedWires.ToList())
{
if (disconnectedWire.Connections[0] == null &&
disconnectedWire.Connections[1] == null &&
!clientSideDisconnectedWires.Contains(disconnectedWire) &&
disconnectedWire.Item.ParentInventory == null)
{
disconnectedWire.Item.Drop(c.Character);
GameServer.Log(c.Character.LogName + " dropped " + disconnectedWire.Name, ServerLog.MessageType.Inventory);
}
}
//go through new wires
for (int i = 0; i < Connections.Count; i++)
{
foreach (Wire newWire in wires[i])
{
//already connected, no need to do anything
if (Connections[i].Wires.Contains(newWire)) { continue; }
Connections[i].TryAddLink(newWire);
newWire.Connect(Connections[i], true, true);
var otherConnection = newWire.OtherConnection(Connections[i]);
if (otherConnection == null)
{
GameServer.Log(c.Character.LogName + " connected a wire to " +
Connections[i].Item.Name + " (" + Connections[i].Name + ")",
ServerLog.MessageType.Wiring);
}
else
{
GameServer.Log(c.Character.LogName + " connected a wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " +
(otherConnection == null ? "none" : otherConnection.Item.Name + " (" + (otherConnection.Name) + ")"),
ServerLog.MessageType.Wiring);
}
}
}
}
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
msg.Write(user == null ? (ushort)0 : user.ID);
ClientWrite(msg, extraData);
}
}
}
@@ -0,0 +1,62 @@
using Barotrauma.Networking;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class CustomInterface : ItemComponent, IClientSerializable, IServerSerializable
{
public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
bool[] elementStates = new bool[customInterfaceElementList.Count];
for (int i = 0; i < customInterfaceElementList.Count; i++)
{
elementStates[i] = msg.ReadBoolean();
}
CustomInterfaceElement clickedButton = null;
if (item.CanClientAccess(c))
{
for (int i = 0; i < customInterfaceElementList.Count; i++)
{
if (customInterfaceElementList[i].ContinuousSignal)
{
TickBoxToggled(customInterfaceElementList[i], elementStates[i]);
}
else if (elementStates[i])
{
clickedButton = customInterfaceElementList[i];
ButtonClicked(customInterfaceElementList[i]);
}
}
}
//notify all clients of the new state
GameMain.Server.CreateEntityEvent(item, new object[]
{
NetEntityEvent.Type.ComponentState,
item.GetComponentIndex(this),
clickedButton
});
item.CreateServerEvent(this);
}
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
//extradata contains an array of buttons clicked by a client (or nothing if nothing was clicked)
for (int i = 0; i < customInterfaceElementList.Count; i++)
{
if (customInterfaceElementList[i].ContinuousSignal)
{
msg.Write(customInterfaceElementList[i].State);
}
else
{
msg.Write(extraData != null && extraData.Any(d => d as CustomInterfaceElement == customInterfaceElementList[i]));
}
}
}
}
}
@@ -0,0 +1,31 @@
using Barotrauma.Networking;
namespace Barotrauma.Items.Components
{
partial class Terminal : ItemComponent, IClientSerializable, IServerSerializable
{
public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
string newOutputValue = msg.ReadString();
if (item.CanClientAccess(c))
{
if (newOutputValue.Length > MaxMessageLength)
{
newOutputValue = newOutputValue.Substring(0, MaxMessageLength);
}
GameServer.Log(c.Character.LogName + " entered \"" + newOutputValue + "\" on " + item.Name,
ServerLog.MessageType.ItemInteraction);
OutputValue = newOutputValue;
item.SendSignal(0, newOutputValue, "signal_out", null);
item.CreateServerEvent(this);
}
}
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
msg.Write(OutputValue);
}
}
}
@@ -0,0 +1,64 @@
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
namespace Barotrauma.Items.Components
{
partial class Wire : ItemComponent, IDrawableComponent, IServerSerializable
{
private void CreateNetworkEvent()
{
if (GameMain.Server == null) return;
//split into multiple events because one might not be enough to fit all the nodes
int eventCount = Math.Max((int)Math.Ceiling(nodes.Count / (float)MaxNodesPerNetworkEvent), 1);
for (int i = 0; i < eventCount; i++)
{
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.GetComponentIndex(this), i });
}
}
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
int eventIndex = (int)extraData[2];
int nodeStartIndex = eventIndex * MaxNodesPerNetworkEvent;
int nodeCount = MathHelper.Clamp(nodes.Count - nodeStartIndex, 0, MaxNodesPerNetworkEvent);
msg.WriteRangedInteger(eventIndex, 0, (int)Math.Ceiling(MaxNodeCount / (float)MaxNodesPerNetworkEvent));
msg.WriteRangedInteger(nodeCount, 0, MaxNodesPerNetworkEvent);
for (int i = nodeStartIndex; i < nodeStartIndex + nodeCount; i++)
{
msg.Write(nodes[i].X);
msg.Write(nodes[i].Y);
}
}
public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
int nodeCount = msg.ReadByte();
Vector2 lastNodePos = Vector2.Zero;
if (nodeCount > 0)
{
lastNodePos = new Vector2(msg.ReadSingle(), msg.ReadSingle());
}
if (!item.CanClientAccess(c)) { return; }
if (nodes.Count > nodeCount)
{
nodes.RemoveRange(nodeCount, nodes.Count - nodeCount);
}
if (nodeCount > 0)
{
if (nodeCount > nodes.Count)
{
nodes.Add(lastNodePos);
}
else
{
nodes[nodes.Count - 1] = lastNodePos;
}
}
CreateNetworkEvent();
}
}
}