- 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
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@@ -52,7 +52,7 @@ namespace Barotrauma
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if (!spawnQueue.Any()) return;
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List<Item> items = new List<Item>();
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List<Inventory> inventories = new List<Inventory>();
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//List<Inventory> inventories = new List<Inventory>();
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while (spawnQueue.Count>0)
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{
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@@ -71,20 +71,25 @@ namespace Barotrauma
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if (itemInfo.Second is Inventory)
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{
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var item = new Item(itemInfo.First, Vector2.Zero, null);
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spawnItems.Add(item);
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AddToSpawnedList(item);
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var inventory = (Inventory)itemInfo.Second;
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inventory.TryPutItem(item, null, false);
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items.Add(item);
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inventories.Add(inventory);
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//inventories.Add(inventory);
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}
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}
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if (GameMain.Server != null) GameMain.Server.SendItemSpawnMessage(items, inventories);
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if (GameMain.Server != null) GameMain.Server.SendItemSpawnMessage(items);
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}
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public void FillNetworkData(Lidgren.Network.NetBuffer message, List<Item> items, List<Inventory> inventories)
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public void AddToSpawnedList(Item item)
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{
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spawnItems.Add(item);
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}
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public void FillNetworkData(Lidgren.Network.NetBuffer message, List<Item> items)
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{
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message.Write((byte)items.Count);
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@@ -93,7 +98,25 @@ namespace Barotrauma
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message.Write(items[i].Prefab.Name);
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message.Write(items[i].ID);
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message.Write((inventories == null || inventories[i] == null || inventories[i].Owner == null) ? (ushort)0 : inventories[i].Owner.ID);
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if (items[i].ParentInventory == null || items[i].ParentInventory.Owner == null)
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{
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message.Write((ushort)0);
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message.Write(items[i].Position.X);
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message.Write(items[i].Position.Y);
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}
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else
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{
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message.Write(items[i].ParentInventory.Owner.ID);
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int index = items[i].ParentInventory.FindIndex(items[i]);
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message.Write(index < 0 ? (byte)255 : (byte)index);
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}
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if (items[i].Name == "ID Card")
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{
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message.Write(items[i].Tags);
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}
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}
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}
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@@ -103,10 +126,29 @@ namespace Barotrauma
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for (int i = 0; i < itemCount; i++)
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{
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string itemName = message.ReadString();
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ushort itemId = message.ReadUInt16();
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ushort itemId = message.ReadUInt16();
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Vector2 pos = Vector2.Zero;
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ushort inventoryId = message.ReadUInt16();
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Submarine sub = null;
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int inventorySlotIndex = -1;
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if (inventoryId > 0)
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{
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inventorySlotIndex = message.ReadByte();
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}
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else
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{
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pos = new Vector2(message.ReadSingle(), message.ReadSingle());
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}
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string tags = "";
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if (itemName == "ID Card")
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{
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tags = message.ReadString();
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}
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var prefab = MapEntityPrefab.list.Find(me => me.Name == itemName);
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if (prefab == null) continue;
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@@ -133,9 +175,23 @@ namespace Barotrauma
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}
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}
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var item = new Item(itemPrefab, Vector2.Zero, null);
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var item = new Item(itemPrefab, pos, null);
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item.ID = itemId;
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if (inventory != null) inventory.TryPutItem(item, null, false);
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item.CurrentHull = Hull.FindHull(pos, null, false);
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item.Submarine = item.CurrentHull == null ? null : item.CurrentHull.Submarine;
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if (!string.IsNullOrEmpty(tags)) item.Tags = tags;
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if (inventory != null)
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{
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if (inventorySlotIndex >= 0 && inventorySlotIndex < 255 &&
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inventory.TryPutItem(item, inventorySlotIndex, false, false))
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{
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continue;
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}
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inventory.TryPutItem(item, item.AllowedSlots, false);
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}
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}
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}
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@@ -204,8 +260,8 @@ namespace Barotrauma
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{
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ushort itemId = message.ReadUInt16();
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var item = MapEntity.FindEntityByID(itemId);
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if (item == null || !(item is Item)) continue;
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var item = MapEntity.FindEntityByID(itemId) as Item;
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if (item == null) continue;
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item.Remove();
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}
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