Changed ItemSpawner to EntitySpawner, used for syncing both item and character spawning
This commit is contained in:
269
Subsurface/Source/Networking/EntitySpawner.cs
Normal file
269
Subsurface/Source/Networking/EntitySpawner.cs
Normal file
@@ -0,0 +1,269 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Barotrauma.Networking;
|
||||
using System;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
class EntitySpawner : IServerSerializable
|
||||
{
|
||||
private enum SpawnableType { Item, Character };
|
||||
|
||||
public UInt32 NetStateID
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
interface IEntitySpawnInfo
|
||||
{
|
||||
Entity Spawn();
|
||||
}
|
||||
|
||||
class ItemSpawnInfo : IEntitySpawnInfo
|
||||
{
|
||||
public readonly ItemPrefab Prefab;
|
||||
|
||||
public readonly Vector2 Position;
|
||||
public readonly Inventory Inventory;
|
||||
public readonly Submarine Submarine;
|
||||
|
||||
public ItemSpawnInfo(ItemPrefab prefab, Vector2 worldPosition)
|
||||
{
|
||||
Prefab = prefab;
|
||||
Position = worldPosition;
|
||||
}
|
||||
|
||||
public ItemSpawnInfo(ItemPrefab prefab, Vector2 position, Submarine sub)
|
||||
{
|
||||
Prefab = prefab;
|
||||
Position = position;
|
||||
Submarine = sub;
|
||||
}
|
||||
|
||||
public ItemSpawnInfo(ItemPrefab prefab, Inventory inventory)
|
||||
{
|
||||
Prefab = prefab;
|
||||
Inventory = inventory;
|
||||
}
|
||||
|
||||
public Entity Spawn()
|
||||
{
|
||||
Item spawnedItem = null;
|
||||
|
||||
if (Inventory != null)
|
||||
{
|
||||
spawnedItem = new Item(Prefab, Vector2.Zero, null);
|
||||
Inventory.TryPutItem(spawnedItem, spawnedItem.AllowedSlots);
|
||||
}
|
||||
else
|
||||
{
|
||||
spawnedItem = new Item(Prefab, Position, Submarine);
|
||||
}
|
||||
|
||||
return spawnedItem;
|
||||
}
|
||||
}
|
||||
|
||||
private readonly Queue<IEntitySpawnInfo> spawnQueue;
|
||||
|
||||
private List<Entity> spawnedEntities = new List<Entity>();
|
||||
|
||||
public EntitySpawner()
|
||||
{
|
||||
spawnQueue = new Queue<IEntitySpawnInfo>();
|
||||
}
|
||||
|
||||
public void QueueItem(ItemPrefab itemPrefab, Vector2 worldPosition, bool isNetworkMessage = false)
|
||||
{
|
||||
//clients aren't allowed to spawn new items unless the server says so
|
||||
if (!isNetworkMessage && GameMain.Client != null) return;
|
||||
|
||||
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition));
|
||||
}
|
||||
|
||||
public void QueueItem(ItemPrefab itemPrefab, Vector2 position, Submarine sub, bool isNetworkMessage = false)
|
||||
{
|
||||
//clients aren't allowed to spawn new items unless the server says so
|
||||
if (!isNetworkMessage && GameMain.Client != null) return;
|
||||
|
||||
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub));
|
||||
}
|
||||
|
||||
public void QueueItem(ItemPrefab itemPrefab, Inventory inventory, bool isNetworkMessage = false)
|
||||
{
|
||||
//clients aren't allowed to spawn new items unless the server says so
|
||||
if (!isNetworkMessage && GameMain.Client != null) return;
|
||||
|
||||
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, inventory));
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (!spawnQueue.Any()) return;
|
||||
//List<Inventory> inventories = new List<Inventory>();
|
||||
|
||||
while (spawnQueue.Count>0)
|
||||
{
|
||||
var entitySpawnInfo = spawnQueue.Dequeue();
|
||||
|
||||
var spawnedEntity = entitySpawnInfo.Spawn();
|
||||
|
||||
if (spawnedEntity!= null) AddToSpawnedList(spawnedEntity);
|
||||
}
|
||||
|
||||
//if (GameMain.Server != null) GameMain.Server.SendItemSpawnMessage(items);
|
||||
}
|
||||
|
||||
public void AddToSpawnedList(Entity entity)
|
||||
{
|
||||
if (GameMain.Server == null) return;
|
||||
if (entity == null) return;
|
||||
|
||||
spawnedEntities.Add(entity);
|
||||
NetStateID = (UInt32)spawnedEntities.Count;
|
||||
}
|
||||
|
||||
public void ServerWrite(Lidgren.Network.NetOutgoingMessage message, Client client)
|
||||
{
|
||||
if (GameMain.Server == null) return;
|
||||
|
||||
//skip items that the client already knows about
|
||||
List<Entity> entities = spawnedEntities.Skip((int)client.lastRecvEntitySpawnID).ToList();
|
||||
|
||||
message.Write((UInt32)spawnedEntities.Count);
|
||||
|
||||
message.Write((byte)entities.Count);
|
||||
for (int i = 0; i < entities.Count; i++)
|
||||
{
|
||||
if (entities[i] is Item)
|
||||
{
|
||||
message.Write((byte)SpawnableType.Item);
|
||||
((Item)entities[i]).WriteSpawnData(message);
|
||||
}
|
||||
else if (entities[i] is Character)
|
||||
{
|
||||
message.Write((byte)SpawnableType.Character);
|
||||
((Character)entities[i]).WriteSpawnData(message);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(Lidgren.Network.NetIncomingMessage message)
|
||||
{
|
||||
if (GameMain.Server != null) return;
|
||||
|
||||
UInt32 ID = message.ReadUInt32();
|
||||
|
||||
var entityCount = message.ReadByte();
|
||||
for (int i = 0; i < entityCount; i++)
|
||||
{
|
||||
switch (message.ReadByte())
|
||||
{
|
||||
case (byte)SpawnableType.Item:
|
||||
Item.ReadSpawnData(message, ID - entityCount + i >= NetStateID);
|
||||
break;
|
||||
case (byte)SpawnableType.Character:
|
||||
Character.ReadSpawnData(message, ID - entityCount + i >= NetStateID);
|
||||
break;
|
||||
default:
|
||||
DebugConsole.ThrowError("Received invalid entity spawn message (unknown spawnable type)");
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
NetStateID = Math.Max(ID, NetStateID);
|
||||
}
|
||||
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
NetStateID = 0;
|
||||
|
||||
spawnQueue.Clear();
|
||||
spawnedEntities.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
//todo: turn into a generic EntityRemover class + sync
|
||||
class ItemRemover : IServerSerializable
|
||||
{
|
||||
public UInt32 NetStateID
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
private readonly Queue<Item> removeQueue;
|
||||
|
||||
public List<Item> removedItems = new List<Item>();
|
||||
|
||||
public ItemRemover()
|
||||
{
|
||||
removeQueue = new Queue<Item>();
|
||||
}
|
||||
|
||||
public void QueueItem(Item item, bool isNetworkMessage = false)
|
||||
{
|
||||
if (!isNetworkMessage && GameMain.Client != null)
|
||||
{
|
||||
//clients aren't allowed to remove items unless the server says so
|
||||
return;
|
||||
}
|
||||
|
||||
removeQueue.Enqueue(item);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (!removeQueue.Any()) return;
|
||||
|
||||
List<Item> items = new List<Item>();
|
||||
|
||||
while (removeQueue.Count > 0)
|
||||
{
|
||||
var item = removeQueue.Dequeue();
|
||||
removedItems.Add(item);
|
||||
|
||||
item.Remove();
|
||||
|
||||
items.Add(item);
|
||||
}
|
||||
|
||||
//if (GameMain.Server != null) GameMain.Server.SendItemRemoveMessage(items);
|
||||
}
|
||||
|
||||
public void ServerWrite(Lidgren.Network.NetOutgoingMessage message, Client client)
|
||||
{
|
||||
//message.Write((byte)items.Count);
|
||||
//foreach (Item item in items)
|
||||
//{
|
||||
// message.Write(item.ID);
|
||||
//}
|
||||
}
|
||||
|
||||
public void ClientRead(Lidgren.Network.NetIncomingMessage message)
|
||||
{
|
||||
var itemCount = message.ReadByte();
|
||||
for (int i = 0; i<itemCount; i++)
|
||||
{
|
||||
ushort itemId = message.ReadUInt16();
|
||||
|
||||
var item = MapEntity.FindEntityByID(itemId) as Item;
|
||||
if (item == null) continue;
|
||||
|
||||
item.Remove();
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
NetStateID = 0;
|
||||
|
||||
removeQueue.Clear();
|
||||
removedItems.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user