Unstable 0.1500.0.0

This commit is contained in:
Markus Isberg
2021-08-26 21:08:21 +09:00
parent 265a2e7ab3
commit 501e02c026
245 changed files with 9775 additions and 2034 deletions
@@ -46,5 +46,10 @@ namespace Barotrauma
}
}
}
partial void OnMoneyChanged(int prevAmount, int newAmount)
{
GameMain.NetworkMember.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.UpdateMoney });
}
}
}
@@ -2,6 +2,7 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
@@ -22,6 +23,14 @@ namespace Barotrauma
}
}
partial void OnExperienceChanged(int prevAmount, int newAmount, Vector2 textPopupPos)
{
if (Math.Abs(prevAmount - newAmount) > 0)
{
GameMain.NetworkMember.CreateEntityEvent(Character, new object[] { NetEntityEvent.Type.UpdateExperience });
}
}
public void ServerWrite(IWriteMessage msg)
{
msg.Write(ID);
@@ -53,6 +62,17 @@ namespace Barotrauma
msg.Write((byte)0);
}
// TODO: animations
msg.Write((byte)savedStatValues.SelectMany(s => s.Value).Count());
foreach (var savedStatValuePair in savedStatValues)
{
foreach (var savedStatValue in savedStatValuePair.Value)
{
msg.Write((byte)savedStatValuePair.Key);
msg.Write(savedStatValue.StatIdentifier);
msg.Write(savedStatValue.StatValue);
msg.Write(savedStatValue.RemoveOnDeath);
}
}
}
}
}
@@ -238,7 +238,7 @@ namespace Barotrauma
break;
case ClientNetObject.ENTITY_STATE:
int eventType = msg.ReadRangedInteger(0, 3);
int eventType = msg.ReadRangedInteger(0, 4);
switch (eventType)
{
case 0:
@@ -268,8 +268,35 @@ namespace Barotrauma
if (IsIncapacitated)
{
var causeOfDeath = CharacterHealth.GetCauseOfDeath();
Kill(causeOfDeath.First, causeOfDeath.Second);
Kill(causeOfDeath.type, causeOfDeath.affliction);
}
break;
case 3: // NetEntityEvent.Type.UpdateTalents
if (c.Character != this)
{
#if DEBUG
DebugConsole.Log("Received a character update message from a client who's not controlling the character");
#endif
return;
}
// get the full list of talents from the player, only give the ones
// that are not already given (or otherwise not viable)
ushort talentCount = msg.ReadUInt16();
List<string> talentSelection = new List<string>();
for (int i = 0; i < talentCount; i++)
{
UInt32 talentIdentifier = msg.ReadUInt32();
var prefab = TalentPrefab.TalentPrefabs.Find(p => p.UIntIdentifier == talentIdentifier);
if (prefab != null) { talentSelection.Add(prefab.Identifier); }
}
talentSelection = TalentTree.CheckTalentSelection(this, talentSelection);
foreach (string talent in talentSelection)
{
GiveTalent(talent);
}
break;
}
break;
@@ -283,7 +310,7 @@ namespace Barotrauma
if (extraData != null)
{
const int min = 0, max = 9;
const int min = 0, max = 12;
switch ((NetEntityEvent.Type)extraData[0])
{
case NetEntityEvent.Type.InventoryState:
@@ -394,6 +421,22 @@ namespace Barotrauma
msg.Write(inventoryItemIDs[i]);
}
break;
case NetEntityEvent.Type.UpdateExperience:
msg.WriteRangedInteger(10, min, max);
msg.Write(Info.ExperiencePoints);
break;
case NetEntityEvent.Type.UpdateTalents:
msg.WriteRangedInteger(11, min, max);
msg.Write((ushort)characterTalents.Count);
foreach (var unlockedTalent in characterTalents)
{
msg.Write(unlockedTalent.Prefab.UIntIdentifier);
}
break;
case NetEntityEvent.Type.UpdateMoney:
msg.WriteRangedInteger(12, min, max);
msg.Write(GameMain.GameSession.Campaign.Money);
break;
default:
DebugConsole.ThrowError("Invalid NetworkEvent type for entity " + ToString() + " (" + (NetEntityEvent.Type)extraData[0] + ")");
break;
@@ -499,7 +542,7 @@ namespace Barotrauma
if (writeStatus)
{
WriteStatus(tempBuffer);
(AIController as EnemyAIController)?.PetBehavior?.ServerWrite(tempBuffer);
AIController?.ServerWrite(tempBuffer);
HealthUpdatePending = false;
}
@@ -1187,6 +1187,7 @@ namespace Barotrauma
NewMessage("*****************", Color.Lime);
GameServer.Log("Console command \"restart\" executed: closing the server...", ServerLog.MessageType.ServerMessage);
GameMain.Instance.CloseServer();
GameMain.Instance.TryStartChildServerRelay();
GameMain.Instance.StartServer();
}));
@@ -18,7 +18,17 @@ namespace Barotrauma
{
public static readonly Version Version = Assembly.GetEntryAssembly().GetName().Version;
public static World World;
private static World world;
public static World World
{
get
{
if (world == null) { world = new World(new Vector2(0, -9.82f)); }
return world;
}
set { world = value; }
}
public static GameSettings Config;
public static GameServer Server;
@@ -123,6 +133,8 @@ namespace Barotrauma
ItemAssemblyPrefab.LoadAll();
LevelObjectPrefab.LoadAll();
BallastFloraPrefab.LoadAll(GetFilesOfType(ContentType.MapCreature));
TalentPrefab.LoadAll(GetFilesOfType(ContentType.Talents));
TalentTree.LoadAll(GetFilesOfType(ContentType.TalentTrees));
GameModePreset.Init();
DecalManager = new DecalManager();
@@ -179,6 +191,20 @@ namespace Barotrauma
}
}
public bool TryStartChildServerRelay()
{
for (int i = 0; i < CommandLineArgs.Length; i++)
{
switch (CommandLineArgs[i].Trim())
{
case "-pipes":
ChildServerRelay.Start(CommandLineArgs[i + 2], CommandLineArgs[i + 1]);
return true;
}
}
return false;
}
public void StartServer()
{
string name = "Server";
@@ -264,7 +290,7 @@ namespace Barotrauma
i++;
break;
case "-pipes":
ChildServerRelay.Start(CommandLineArgs[i + 2], CommandLineArgs[i + 1]);
//handled in TryStartChildServerRelay
i += 2;
break;
}
@@ -323,6 +349,7 @@ namespace Barotrauma
Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Items.Components.ItemComponent));
Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Hull));
TryStartChildServerRelay();
Init();
StartServer();
@@ -56,6 +56,6 @@ namespace Barotrauma
public void ApplyOrderData(Character character)
{
CharacterInfo.ApplyOrderData(character, OrderData);
}
}
}
}
@@ -16,6 +16,12 @@ namespace Barotrauma.Items.Components
set { unsentChanges = value; }
}
protected override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
pathFinder = null;
}
public void ServerRead(ClientNetObject type, IReadMessage msg, Barotrauma.Networking.Client c)
{
@@ -289,6 +289,14 @@ namespace Barotrauma
teamID = (byte)wifiComponent.TeamID;
break;
}
if (teamID == 0)
{
foreach (IdCard idCard in GetComponents<IdCard>())
{
teamID = (byte)idCard.TeamID;
break;
}
}
msg.Write(teamID);
bool tagsChanged = tags.Count != prefab.Tags.Count || !tags.All(t => prefab.Tags.Contains(t));
@@ -1,12 +1,4 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using Barotrauma.IO;
using System.IO.Pipes;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Microsoft.Win32.SafeHandles;
using System.IO.Pipes;
namespace Barotrauma.Networking
{
@@ -2354,6 +2354,8 @@ namespace Barotrauma.Networking
characterData.ApplyHealthData(spawnedCharacter);
characterData.ApplyOrderData(spawnedCharacter);
spawnedCharacter.GiveIdCardTags(mainSubWaypoints[i]);
spawnedCharacter.LoadTalents();
characterData.HasSpawned = true;
}
spawnedCharacter.OwnerClientEndPoint = teamClients[i].Connection.EndPointString;
@@ -2366,6 +2368,8 @@ namespace Barotrauma.Networking
spawnedCharacter.TeamID = teamID;
spawnedCharacter.GiveJobItems(mainSubWaypoints[i]);
spawnedCharacter.GiveIdCardTags(mainSubWaypoints[i]);
// talents are only avilable for players in online sessions, but modders or someone else might want to have them loaded anyway
spawnedCharacter.LoadTalents();
}
}
@@ -2431,6 +2435,7 @@ namespace Barotrauma.Networking
roundStartTime = DateTime.Now;
startGameCoroutine = null;
yield return CoroutineStatus.Success;
}
@@ -2619,8 +2624,8 @@ namespace Barotrauma.Networking
}
}
Submarine.Unload();
entityEventManager.Clear();
Submarine.Unload();
GameMain.NetLobbyScreen.Select();
Log("Round ended.", ServerLog.MessageType.ServerMessage);
@@ -3145,28 +3150,19 @@ namespace Barotrauma.Networking
public void SendOrderChatMessage(OrderChatMessage message)
{
if (message.Sender == null || message.Sender.SpeechImpediment >= 100.0f) { return; }
//ChatMessageType messageType = ChatMessage.CanUseRadio(message.Sender) ? ChatMessageType.Radio : ChatMessageType.Default;
//check which clients can receive the message and apply distance effects
foreach (Client client in ConnectedClients)
{
string modifiedMessage = message.Text;
if (message.Sender != null &&
client.Character != null && !client.Character.IsDead)
if (message.Sender != null && client.Character != null && !client.Character.IsDead)
{
//too far to hear the msg -> don't send
if (!client.Character.CanHearCharacter(message.Sender)) { continue; }
}
SendDirectChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.OrderPriority, message.TargetEntity, message.TargetCharacter, message.Sender), client);
}
string myReceivedMessage = message.Text;
if (!string.IsNullOrWhiteSpace(myReceivedMessage))
if (!string.IsNullOrWhiteSpace(message.Text))
{
AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.OrderPriority, myReceivedMessage, message.TargetEntity, message.TargetCharacter, message.Sender));
AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.OrderPriority, message.Text, message.TargetEntity, message.TargetCharacter, message.Sender));
}
}
@@ -44,11 +44,11 @@ namespace Barotrauma.Networking
class ServerEntityEventManager : NetEntityEventManager
{
private List<ServerEntityEvent> events;
private readonly List<ServerEntityEvent> events;
//list of unique events (i.e. !IsDuplicate) created during the round
//used for syncing clients who join mid-round
private List<ServerEntityEvent> uniqueEvents;
private readonly List<ServerEntityEvent> uniqueEvents;
private UInt16 lastSentToAll;
private UInt16 lastSentToAnyone;
@@ -90,11 +90,11 @@ namespace Barotrauma.Networking
}
}
private List<BufferedEvent> bufferedEvents;
private readonly List<BufferedEvent> bufferedEvents;
private UInt16 ID;
private GameServer server;
private readonly GameServer server;
private double lastEventCountHighWarning;
@@ -284,6 +284,8 @@ namespace Barotrauma.Networking
partial void RespawnCharactersProjSpecific(Vector2? shuttlePos)
{
respawnedCharacters.Clear();
var respawnSub = RespawnShuttle ?? Submarine.MainSub;
MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
@@ -300,7 +302,7 @@ namespace Barotrauma.Networking
if (matchingData != null && !matchingData.HasSpawned)
{
c.CharacterInfo = matchingData.CharacterInfo;
}
}
//all characters are in Team 1 in game modes/missions with only one team.
//if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked
@@ -355,8 +357,21 @@ namespace Barotrauma.Networking
characterInfos[i].ClearCurrentOrders();
var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, characterInfos[i].Name, isRemotePlayer: !bot, hasAi: bot);
bool forceSpawnInMainSub = false;
if (!bot && campaign != null)
{
var matchingData = campaign?.GetClientCharacterData(clients[i]);
if (matchingData != null && !matchingData.HasSpawned)
{
forceSpawnInMainSub = true;
}
}
var character = Character.Create(characterInfos[i], (forceSpawnInMainSub ? mainSubSpawnPoints[i] : shuttleSpawnPoints[i]).WorldPosition, characterInfos[i].Name, isRemotePlayer: !bot, hasAi: bot);
character.TeamID = CharacterTeamType.Team1;
character.LoadTalents();
respawnedCharacters.Add(character);
if (bot)
{
@@ -185,7 +185,10 @@ namespace Barotrauma
{
existingItems.Add(item);
}
Entity.Spawner.AddToSpawnQueue(targetPrefab, targetContainer.OwnInventory);
Entity.Spawner.AddToSpawnQueue(targetPrefab, targetContainer.OwnInventory, null, item =>
{
item.AddTag("traitormissionitem");
});
target = null;
}
else if (allowExisting)