EntityEvent fixes:
- Clients wait for midround syncing to finish before applying the remote state to connection panels and inventories (because the wires connected to the connection panel or items in the inventory may not exist before the EntitySpawner events have been received). - Server writes 0 as the projectile ID if the projectile doesn't exist anymore when a Turret event is sent. - More info in networkevent error messages.
This commit is contained in:
+13
-2
@@ -23,6 +23,11 @@ namespace Barotrauma.Networking
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private UInt16 lastReceivedID;
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public bool MidRoundSyncing
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{
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get { return firstNewID.HasValue; }
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}
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public ClientEntityEventManager(GameClient client)
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{
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events = new List<ClientEntityEvent>();
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@@ -195,13 +200,19 @@ namespace Barotrauma.Networking
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catch (Exception e)
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{
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string errorMsg = "Failed to read event for entity \"" + entity.ToString() + "\"! (MidRoundSyncing: " + thisClient.MidRoundSyncing + ")\n" + e.StackTrace;
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errorMsg += "\nPrevious entities:";
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for (int j = entities.Count - 2; j >= 0; j--)
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{
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errorMsg += "\n" + (entities[j] == null ? "NULL" : entities[j].ToString());
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}
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if (GameSettings.VerboseLogging)
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{
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DebugConsole.ThrowError("Failed to read event for entity \"" + entity.ToString() + "\"!", e);
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}
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GameAnalyticsManager.AddErrorEventOnce("ClientEntityEventManager.Read:ReadFailed" + entity.ToString(),
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Failed to read event for entity \"" + entity.ToString() + "\"!\n" + e.StackTrace);
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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msg.Position = msgPosition + msgLength * 8;
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}
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}
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