Removed more networking code

This commit is contained in:
juanjp600
2016-08-30 21:30:31 -03:00
parent 7bdcc51bae
commit 55a2db7c70
5 changed files with 10 additions and 629 deletions

View File

@@ -717,153 +717,6 @@ namespace Barotrauma.Networking
return true;
}
public override void SendChatMessage(string message, ChatMessageType? type = null)
{
List<Client> recipients = new List<Client>();
Client targetClient = null;
if (type == null)
{
type = gameStarted && myCharacter != null ? ChatMessageType.Default : ChatMessageType.Server;
}
string command = ChatMessage.GetChatMessageCommand(message, out message).ToLowerInvariant();
if (command=="dead" || command=="d")
{
type = ChatMessageType.Dead;
}
else if (command=="radio" || command=="r")
{
if (CanUseRadio(Character.Controlled)) type = ChatMessageType.Radio;
}
else if (command != "")
{
targetClient = connectedClients.Find(c =>
command == c.name.ToLowerInvariant() ||
(c.Character != null && command == c.Character.Name.ToLowerInvariant()));
if (targetClient == null)
{
AddChatMessage("Player ''" + command + "'' not found!", ChatMessageType.Error);
return;
}
}
if (targetClient != null)
{
recipients.Add(targetClient);
}
else
{
foreach (Client c in connectedClients)
{
if (type != ChatMessageType.Dead || (c.Character == null || c.Character.IsDead)) recipients.Add(c);
}
}
var chatMessage = ChatMessage.Create(
gameStarted && myCharacter != null ? myCharacter.Name : name,
message, (ChatMessageType)type, gameStarted ? myCharacter : null);
AddChatMessage(chatMessage);
if (!server.Connections.Any()) return;
SendChatMessage(chatMessage, recipients);
}
public void SendChatMessage(ChatMessage chatMessage, Client recipient)
{
}
public void SendChatMessage(ChatMessage chatMessage, List<Client> recipients)
{
}
private void ReadCharacterData(NetIncomingMessage message)
{
Client sender = connectedClients.Find(c => c.Connection == message.SenderConnection);
if (sender == null) return;
string name = "";
Gender gender = Gender.Male;
int headSpriteId = 0;
try
{
name = message.ReadString();
gender = message.ReadBoolean() ? Gender.Male : Gender.Female;
headSpriteId = message.ReadByte();
}
catch
{
name = "";
gender = Gender.Male;
headSpriteId = 0;
}
if (sender.characterInfo != null)
{
//clients can't change their character's name once it's been set
name = sender.characterInfo.Name;
}
List<JobPrefab> jobPreferences = new List<JobPrefab>();
int count = message.ReadByte();
for (int i = 0; i < Math.Min(count, 3); i++)
{
string jobName = message.ReadString();
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
if (jobPrefab != null) jobPreferences.Add(jobPrefab);
}
sender.characterInfo = new CharacterInfo(Character.HumanConfigFile, name, gender);
sender.characterInfo.HeadSpriteId = headSpriteId;
sender.jobPreferences = jobPreferences;
}
public void WriteCharacterData(NetOutgoingMessage msg, string name, Character c)
{
msg.Write(c.Info == null);
msg.Write(c.ID);
msg.Write(c.ConfigPath);
msg.Write(c.WorldPosition.X);
msg.Write(c.WorldPosition.Y);
msg.Write(c.Enabled);
if (c.Info != null)
{
Client client = connectedClients.Find(cl => cl.Character == c);
if (client != null)
{
msg.Write(true);
msg.Write(client.ID);
}
else if (myCharacter == c)
{
msg.Write(true);
msg.Write((byte)0);
}
else
{
msg.Write(false);
}
msg.Write(name);
msg.Write(c is AICharacter);
msg.Write(c.Info.Gender == Gender.Female);
msg.Write((byte)c.Info.HeadSpriteId);
msg.Write(c.Info.Job == null ? "" : c.Info.Job.Name);
}
}
public void AssignJobs(List<Client> unassigned)
{