- clients don't spawn character jobitems themselves (item data is written in the StartGame network message)

- after receiving a StartGame message, clients will wait until the game is loaded before reading new messages from the server
- the Item(prefab, position, submarine) constructor uses the position as the center of the item, not as top-left corner
This commit is contained in:
Regalis
2016-07-29 18:38:42 +03:00
parent c773320a55
commit 4252f4b9d0
12 changed files with 146 additions and 110 deletions
+8 -3
View File
@@ -301,7 +301,12 @@ namespace Barotrauma
}
public Item(ItemPrefab itemPrefab, Vector2 position, Submarine submarine)
: this(new Rectangle((int)position.X, (int)position.Y, (int)itemPrefab.sprite.size.X, (int)itemPrefab.sprite.size.Y), itemPrefab, submarine)
: this(new Rectangle(
(int)(position.X - itemPrefab.sprite.size.X / 2),
(int)(position.Y + itemPrefab.sprite.size.Y / 2),
(int)itemPrefab.sprite.size.X,
(int)itemPrefab.sprite.size.Y),
itemPrefab, submarine)
{
}
@@ -511,6 +516,7 @@ namespace Barotrauma
return CurrentHull;
}
CurrentHull = Hull.FindHull(WorldPosition, CurrentHull);
if (body != null && body.Enabled)
{
@@ -689,8 +695,7 @@ namespace Barotrauma
ic.UpdateBroken(deltaTime, cam);
}
}
inWater = IsInWater();
if (inWater) ApplyStatusEffects(ActionType.InWater, deltaTime);
+67 -11
View File
@@ -52,7 +52,7 @@ namespace Barotrauma
if (!spawnQueue.Any()) return;
List<Item> items = new List<Item>();
List<Inventory> inventories = new List<Inventory>();
//List<Inventory> inventories = new List<Inventory>();
while (spawnQueue.Count>0)
{
@@ -71,20 +71,25 @@ namespace Barotrauma
if (itemInfo.Second is Inventory)
{
var item = new Item(itemInfo.First, Vector2.Zero, null);
spawnItems.Add(item);
AddToSpawnedList(item);
var inventory = (Inventory)itemInfo.Second;
inventory.TryPutItem(item, null, false);
items.Add(item);
inventories.Add(inventory);
//inventories.Add(inventory);
}
}
if (GameMain.Server != null) GameMain.Server.SendItemSpawnMessage(items, inventories);
if (GameMain.Server != null) GameMain.Server.SendItemSpawnMessage(items);
}
public void FillNetworkData(Lidgren.Network.NetBuffer message, List<Item> items, List<Inventory> inventories)
public void AddToSpawnedList(Item item)
{
spawnItems.Add(item);
}
public void FillNetworkData(Lidgren.Network.NetBuffer message, List<Item> items)
{
message.Write((byte)items.Count);
@@ -93,7 +98,25 @@ namespace Barotrauma
message.Write(items[i].Prefab.Name);
message.Write(items[i].ID);
message.Write((inventories == null || inventories[i] == null || inventories[i].Owner == null) ? (ushort)0 : inventories[i].Owner.ID);
if (items[i].ParentInventory == null || items[i].ParentInventory.Owner == null)
{
message.Write((ushort)0);
message.Write(items[i].Position.X);
message.Write(items[i].Position.Y);
}
else
{
message.Write(items[i].ParentInventory.Owner.ID);
int index = items[i].ParentInventory.FindIndex(items[i]);
message.Write(index < 0 ? (byte)255 : (byte)index);
}
if (items[i].Name == "ID Card")
{
message.Write(items[i].Tags);
}
}
}
@@ -103,10 +126,29 @@ namespace Barotrauma
for (int i = 0; i < itemCount; i++)
{
string itemName = message.ReadString();
ushort itemId = message.ReadUInt16();
ushort itemId = message.ReadUInt16();
Vector2 pos = Vector2.Zero;
ushort inventoryId = message.ReadUInt16();
Submarine sub = null;
int inventorySlotIndex = -1;
if (inventoryId > 0)
{
inventorySlotIndex = message.ReadByte();
}
else
{
pos = new Vector2(message.ReadSingle(), message.ReadSingle());
}
string tags = "";
if (itemName == "ID Card")
{
tags = message.ReadString();
}
var prefab = MapEntityPrefab.list.Find(me => me.Name == itemName);
if (prefab == null) continue;
@@ -133,9 +175,23 @@ namespace Barotrauma
}
}
var item = new Item(itemPrefab, Vector2.Zero, null);
var item = new Item(itemPrefab, pos, null);
item.ID = itemId;
if (inventory != null) inventory.TryPutItem(item, null, false);
item.CurrentHull = Hull.FindHull(pos, null, false);
item.Submarine = item.CurrentHull == null ? null : item.CurrentHull.Submarine;
if (!string.IsNullOrEmpty(tags)) item.Tags = tags;
if (inventory != null)
{
if (inventorySlotIndex >= 0 && inventorySlotIndex < 255 &&
inventory.TryPutItem(item, inventorySlotIndex, false, false))
{
continue;
}
inventory.TryPutItem(item, item.AllowedSlots, false);
}
}
}
@@ -204,8 +260,8 @@ namespace Barotrauma
{
ushort itemId = message.ReadUInt16();
var item = MapEntity.FindEntityByID(itemId);
if (item == null || !(item is Item)) continue;
var item = MapEntity.FindEntityByID(itemId) as Item;
if (item == null) continue;
item.Remove();
}