Reimplemented chat range & radio messages. Each client now has their own chatMsgQueue, so all chat messages don't have to be sent to all clients.

This commit is contained in:
Regalis
2017-01-07 19:22:48 +02:00
parent 44cbd0d9bf
commit 402c745fc3
6 changed files with 182 additions and 77 deletions

View File

@@ -45,9 +45,14 @@ namespace Barotrauma.Items.Components
list.Add(this);
}
public bool CanTransmit()
{
return HasRequiredContainedItems(true);
}
public void Transmit(string signal)
{
if (!HasRequiredContainedItems(true)) return;
if (!CanTransmit()) return;
var receivers = GetReceiversInRange();
foreach (WifiComponent w in receivers)
@@ -60,14 +65,22 @@ namespace Barotrauma.Items.Components
private List<WifiComponent> GetReceiversInRange()
{
return list.FindAll(w =>
w != this && w.channel == channel &&
Vector2.Distance(item.WorldPosition, w.item.WorldPosition) <= Range);
return list.FindAll(w => w != this && w.CanReceive(this));
}
public bool CanReceive(WifiComponent sender)
{
if (!HasRequiredContainedItems(false)) return false;
if (sender == null || sender.channel != channel) return false;
return Vector2.Distance(item.WorldPosition, sender.item.WorldPosition) <= sender.Range;
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
{
if (!HasRequiredContainedItems(false)) return;
var senderComponent = sender.GetComponent<WifiComponent>();
if (senderComponent != null && !CanReceive(senderComponent)) return;
if (LinkToChat)
{
@@ -76,7 +89,10 @@ namespace Barotrauma.Items.Components
item.ParentInventory.Owner == Character.Controlled &&
GameMain.NetworkMember != null)
{
signal = ChatMessage.ApplyDistanceEffect(item, sender, signal, range);
if (senderComponent != null)
{
signal = ChatMessage.ApplyDistanceEffect(item, sender, signal, senderComponent.range);
}
GameMain.NetworkMember.AddChatMessage(signal, ChatMessageType.Radio);
}

View File

@@ -40,10 +40,11 @@ namespace Barotrauma.Networking
}
public static UInt32 LastID = 0;
public UInt32 netStateID = 0;
public UInt32 NetStateID
{
get { return netStateID; }
get;
set;
}
private ChatMessage(string senderName, string text, ChatMessageType type, Character sender)
@@ -56,12 +57,6 @@ namespace Barotrauma.Networking
SenderName = senderName;
TextWithSender = string.IsNullOrWhiteSpace(senderName) ? text : senderName + ": " + text;
if (GameMain.Server != null)
{
LastID++;
netStateID = LastID;
}
}
public static ChatMessage Create(string senderName, string text, ChatMessageType type, Character sender)
@@ -140,7 +135,8 @@ namespace Barotrauma.Networking
if (c.lastSentChatMsgID < ID)
{
//this chat message is new to the server
GameMain.Server.AddChatMessage(txt, ChatMessageType.Default, c.name);
GameMain.Server.SendChatMessage(txt, null, c);
//GameMain.Server.AddChatMessage(txt, ChatMessageType.Default, c.name);
c.lastSentChatMsgID = ID;
}
}

View File

@@ -41,7 +41,7 @@ namespace Barotrauma.Networking
public UInt32 lastRecvEntitySpawnID = 0;
public List<string> ChatMessages = new List<string>();
public List<ChatMessage> chatMsgQueue = new List<ChatMessage>();
public float ChatSpamSpeed;
public float ChatSpamTimer;
public int ChatSpamCount;

View File

@@ -847,18 +847,18 @@ namespace Barotrauma.Networking
client.SendMessage(outmsg, NetDeliveryMethod.Unreliable);
}
public override void SendChatMessage(string message, ChatMessageType? type = null)
public void SendChatMessage(string message)
{
if (client.ServerConnection == null) return;
type = ChatMessageType.Default;
ChatMessage chatMessage = ChatMessage.Create(
gameStarted && myCharacter != null ? myCharacter.Name : name,
message, (ChatMessageType)type, gameStarted ? myCharacter : null);
message,
ChatMessageType.Default,
gameStarted ? myCharacter : null);
lastQueueChatMsgID++;
chatMessage.netStateID = lastQueueChatMsgID;
chatMessage.NetStateID = lastQueueChatMsgID;
chatMsgQueue.Add(chatMessage);
}

View File

@@ -542,7 +542,7 @@ namespace Barotrauma.Networking
// }
//}
foreach (Character c in Character.CharacterList)
/*foreach (Character c in Character.CharacterList)
{
if (c.IsDead) continue;
@@ -554,7 +554,7 @@ namespace Barotrauma.Networking
//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
}
}
}*/
sparseUpdateTimer = DateTime.Now + sparseUpdateInterval;
}
@@ -658,17 +658,11 @@ namespace Barotrauma.Networking
outmsg.Write(c.lastSentChatMsgID); //send this to client so they know which chat messages weren't received by the server
outmsg.Write(c.lastSentEntityEventID);
foreach (GUIComponent gc in GameMain.NetLobbyScreen.ChatBox.children)
c.chatMsgQueue.RemoveAll(cMsg => cMsg.NetStateID <= c.lastRecvChatMsgID);
foreach (ChatMessage cMsg in c.chatMsgQueue)
{
if (gc is GUITextBlock && gc.UserData is ChatMessage)
{
ChatMessage cMsg = (ChatMessage)gc.UserData;
if (cMsg.NetStateID > c.lastRecvChatMsgID)
{
cMsg.ServerWrite(outmsg, c);
}
}
}
cMsg.ServerWrite(outmsg, c);
}
if (Item.Spawner.NetStateID > c.lastRecvEntitySpawnID)
{
@@ -681,7 +675,7 @@ namespace Barotrauma.Networking
{
if (character is AICharacter)
{
//TODO: don't send if the ai character is far from the client
//TODO: don't send if the ai character is far from the client
//(some sort of distance-based culling might be a good idea for player-controlled characters as well)
outmsg.Write((byte)ServerNetObject.ENTITY_POSITION);
character.ServerWrite(outmsg, c);
@@ -766,20 +760,12 @@ namespace Barotrauma.Networking
outmsg.Write(c.lastSentChatMsgID); //send this to client so they know which chat messages weren't received by the server
foreach (GUIComponent gc in GameMain.NetLobbyScreen.ChatBox.children)
c.chatMsgQueue.RemoveAll(cMsg => cMsg.NetStateID <= c.lastRecvChatMsgID);
foreach (ChatMessage cMsg in c.chatMsgQueue)
{
if (gc is GUITextBlock)
{
if (gc.UserData is ChatMessage)
{
ChatMessage cMsg = (ChatMessage)gc.UserData;
if (cMsg.NetStateID > c.lastRecvChatMsgID)
{
cMsg.ServerWrite(outmsg,c);
}
}
}
}
cMsg.ServerWrite(outmsg, c);
}
outmsg.Write((byte)ServerNetObject.END_OF_MESSAGE);
server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.Unreliable);
}
@@ -1214,16 +1200,139 @@ namespace Barotrauma.Networking
}
}
public override void SendChatMessage(string message, ChatMessageType? type = null)
/// <summary>
/// Add the message to the chatbox and pass it to all clients who can receive it
/// </summary>
public void SendChatMessage(string message, ChatMessageType? type = null, Client senderClient = null)
{
type = ChatMessageType.Default;
Character senderCharacter = null;
string senderName = "";
if (type==null)
{
string tempStr;
string command = ChatMessage.GetChatMessageCommand(message, out tempStr);
switch (command)
{
case "r":
case "radio":
type = ChatMessageType.Radio;
break;
case "d":
case "dead":
type = ChatMessageType.Dead;
break;
default:
type = ChatMessageType.Default;
break;
}
}
ChatMessage chatMessage = ChatMessage.Create(
gameStarted && myCharacter != null ? myCharacter.Name : name,
message, (ChatMessageType)type, gameStarted ? myCharacter : null);
if (gameStarted)
{
//msg sent by the server
if (senderClient == null)
{
senderCharacter = myCharacter;
senderName = myCharacter == null ? name : myCharacter.Name;
}
//msg sent by a client
else
{
senderCharacter = senderClient.Character;
senderName = senderCharacter == null ? senderClient.name : senderCharacter.Name;
//sender doesn't have an alive character -> only ChatMessageType.Dead allowed
if (senderCharacter == null || senderCharacter.IsDead)
{
type = ChatMessageType.Dead;
}
}
}
else
{
//game not started -> clients can only send normal chatmessages
if (senderClient != null)
{
type = ChatMessageType.Default;
}
}
AddChatMessage(chatMessage);
//check if the client is allowed to send the message
WifiComponent senderRadio = null;
switch (type)
{
case ChatMessageType.Radio:
if (senderCharacter == null) return;
//return if senderCharacter doesn't have a working radio
var radio = senderCharacter.Inventory.Items.First(i => i != null && i.GetComponent<WifiComponent>() != null);
if (radio == null) return;
senderRadio = radio.GetComponent<WifiComponent>();
if (!senderRadio.CanTransmit()) return;
break;
case ChatMessageType.Dead:
//character still alive -> not allowed
if (senderClient != null && senderCharacter != null && !senderCharacter.IsDead)
{
return;
}
break;
}
//check which clients can receive the message and apply distance effects
foreach (Client client in ConnectedClients)
{
string modifiedMessage = message;
switch (type)
{
case ChatMessageType.Default:
if (senderCharacter != null &&
client.Character != null && !client.Character.IsDead)
{
modifiedMessage = ChatMessage.ApplyDistanceEffect(client.Character, senderCharacter, message, ChatMessage.SpeakRange);
//too far to hear the msg -> don't send
if (string.IsNullOrWhiteSpace(modifiedMessage)) continue;
}
break;
case ChatMessageType.Radio:
if (client.Character != null && !client.Character.IsDead)
{
var radio = client.Character.Inventory.Items.First(i => i != null && i.GetComponent<WifiComponent>() != null);
//client doesn't have a radio -> don't send
if (radio == null) return;
var radioComponent = radio.GetComponent<WifiComponent>();
if (!radioComponent.CanReceive(senderRadio)) return;
modifiedMessage = ChatMessage.ApplyDistanceEffect(radio, senderRadio.Item, message, senderRadio.Range);
//too far to hear the msg -> don't send
if (string.IsNullOrWhiteSpace(modifiedMessage)) continue;
}
break;
case ChatMessageType.Dead:
if (client.Character != null && !client.Character.IsDead) return;
break;
}
var chatMsg = ChatMessage.Create(
senderName,
modifiedMessage,
(ChatMessageType)type,
senderCharacter);
chatMsg.NetStateID = client.chatMsgQueue.Count > 0 ?
client.chatMsgQueue.Last().NetStateID + 1 :
client.lastRecvChatMsgID+1;
client.chatMsgQueue.Add(chatMsg);
}
AddChatMessage(message, (ChatMessageType)type, senderName);
}
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)

View File

@@ -195,7 +195,14 @@ namespace Barotrauma.Networking
if (string.IsNullOrWhiteSpace(message)) return false;
SendChatMessage(message);
if (this == GameMain.Server)
{
GameMain.Server.SendChatMessage(message, null, null);
}
else if (this == GameMain.Client)
{
GameMain.Client.SendChatMessage(message);
}
if (textBox == chatMsgBox) textBox.Deselect();
@@ -209,33 +216,12 @@ namespace Barotrauma.Networking
public void AddChatMessage(ChatMessage message)
{
if (message.Type == ChatMessageType.Radio &&
Character.Controlled != null &&
message.Sender != null && message.Sender != myCharacter)
{
var radio = message.Sender.Inventory.Items.First(i => i != null && i.GetComponent<WifiComponent>() != null);
if (radio == null) return;
message.Sender.ShowSpeechBubble(2.0f, ChatMessage.MessageColor[(int)ChatMessageType.Radio]);
var radioComponent = radio.GetComponent<WifiComponent>();
radioComponent.Transmit(message.TextWithSender);
return;
}
GameServer.Log(message.TextWithSender, message.Color);
string displayedText = message.Text;
if (message.Sender != null)
{
if (message.Type == ChatMessageType.Default && Character.Controlled != null)
{
displayedText = message.ApplyDistanceEffect(Character.Controlled);
if (string.IsNullOrWhiteSpace(displayedText)) return;
}
message.Sender.ShowSpeechBubble(2.0f, ChatMessage.MessageColor[(int)ChatMessageType.Default]);
}
@@ -279,8 +265,6 @@ namespace Barotrauma.Networking
GUI.PlayUISound(soundType);
}
public virtual void SendChatMessage(string message, ChatMessageType? type = null) { }
public virtual void KickPlayer(string kickedName, bool ban, bool range = false) { }
public virtual void AddToGUIUpdateList()