Unstable v0.19.3.0

This commit is contained in:
Juan Pablo Arce
2022-09-02 15:10:56 -03:00
parent 28789616bd
commit 3f2c843247
336 changed files with 7152 additions and 7739 deletions
@@ -17,26 +17,26 @@ namespace Barotrauma
if (client != null && !client.Spectating)
{
IWriteMessage msg = new WriteOnlyMessage();
msg.Write((byte) ServerPacketHeader.READY_CHECK);
msg.Write((byte) ReadyCheckState.Start);
msg.Write(new DateTimeOffset(startTime).ToUnixTimeSeconds());
msg.Write(new DateTimeOffset(endTime).ToUnixTimeSeconds());
msg.Write(author);
msg.WriteByte((byte)ServerPacketHeader.READY_CHECK);
msg.WriteByte((byte)ReadyCheckState.Start);
msg.WriteInt64(new DateTimeOffset(startTime).ToUnixTimeSeconds());
msg.WriteInt64(new DateTimeOffset(endTime).ToUnixTimeSeconds());
msg.WriteString(author);
if (sender != null)
{
msg.Write(true);
msg.Write(sender.SessionId);
msg.WriteBoolean(true);
msg.WriteByte(sender.SessionId);
}
else
{
msg.Write(false);
msg.WriteBoolean(false);
}
msg.Write((ushort) ActivePlayers.Count);
msg.WriteUInt16((ushort)ActivePlayers.Count);
foreach (byte clientId in Clients.Keys)
{
msg.Write(clientId);
msg.WriteByte(clientId);
}
GameMain.Server.ServerPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
@@ -55,10 +55,10 @@ namespace Barotrauma
foreach (Client client in ActivePlayers)
{
IWriteMessage msg = new WriteOnlyMessage();
msg.Write((byte)ServerPacketHeader.READY_CHECK);
msg.Write((byte)ReadyCheckState.Update);
msg.Write((byte)state);
msg.Write(otherClient);
msg.WriteByte((byte)ServerPacketHeader.READY_CHECK);
msg.WriteByte((byte)ReadyCheckState.Update);
msg.WriteByte((byte)state);
msg.WriteByte(otherClient);
GameMain.Server.ServerPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
}
@@ -72,13 +72,13 @@ namespace Barotrauma
if (client != null && !client.Spectating)
{
IWriteMessage msg = new WriteOnlyMessage();
msg.Write((byte) ServerPacketHeader.READY_CHECK);
msg.Write((byte) ReadyCheckState.End);
msg.Write((ushort) Clients.Count);
msg.WriteByte((byte)ServerPacketHeader.READY_CHECK);
msg.WriteByte((byte)ReadyCheckState.End);
msg.WriteUInt16((ushort)Clients.Count);
foreach (var (id, state) in Clients)
{
msg.Write(id);
msg.Write((byte) state);
msg.WriteByte(id);
msg.WriteByte((byte)state);
}
GameMain.Server.ServerPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
@@ -88,7 +88,7 @@ namespace Barotrauma
public static void ServerRead(IReadMessage inc, Client client)
{
ReadyCheckState state = (ReadyCheckState) inc.ReadByte();
ReadyCheckState state = (ReadyCheckState)inc.ReadByte();
ReadyCheck? readyCheck = GameMain.GameSession?.CrewManager?.ActiveReadyCheck;
switch (state)
@@ -98,7 +98,7 @@ namespace Barotrauma
break;
case ReadyCheckState.Update when readyCheck != null:
ReadyStatus status = (ReadyStatus) inc.ReadByte();
ReadyStatus status = (ReadyStatus)inc.ReadByte();
if (!readyCheck.Clients.ContainsKey(client.SessionId)) { return; }
readyCheck.Clients[client.SessionId] = status;