Merge branch 'master' of https://github.com/Regalis11/Barotrauma
This commit is contained in:
@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.8.1.10")]
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[assembly: AssemblyFileVersion("0.8.1.10")]
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[assembly: AssemblyVersion("0.8.1.11")]
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[assembly: AssemblyFileVersion("0.8.1.11")]
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@@ -31,5 +31,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.8.1.10")]
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[assembly: AssemblyFileVersion("0.8.1.10")]
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[assembly: AssemblyVersion("0.8.1.11")]
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[assembly: AssemblyFileVersion("0.8.1.11")]
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@@ -2044,6 +2044,9 @@ namespace Barotrauma
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base.Remove();
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if (selectedItems[0] != null) selectedItems[0].Drop(this);
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if (selectedItems[1] != null) selectedItems[1].Drop(this);
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if (info != null) info.Remove();
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CharacterList.Remove(this);
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@@ -2054,9 +2057,6 @@ namespace Barotrauma
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if (AnimController != null) AnimController.Remove();
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if (selectedItems[0] != null) selectedItems[0].Drop(this);
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if (selectedItems[1] != null) selectedItems[1].Drop(this);
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foreach (Character c in CharacterList)
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{
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if (c.focusedCharacter == this) c.focusedCharacter = null;
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@@ -30,6 +30,9 @@ namespace Barotrauma.Items.Components
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const float nodeDistance = 32.0f;
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const float heightFromFloor = 128.0f;
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const int MaxNodeCount = 255;
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const int MaxNodesPerNetworkEvent = 30;
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private List<Vector2> nodes;
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private List<WireSection> sections;
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@@ -179,7 +182,7 @@ namespace Barotrauma.Items.Components
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{
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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CreateNetworkEvent();
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}
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//the wire is active if only one end has been connected
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IsActive = connections[0] == null ^ connections[1] == null;
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@@ -262,9 +265,10 @@ namespace Barotrauma.Items.Components
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Vector2 pullBackDir = diff == Vector2.Zero ? Vector2.Zero : Vector2.Normalize(diff);
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user.AnimController.Collider.ApplyForce(pullBackDir * user.Mass * 50.0f);
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user.AnimController.UpdateUseItem(true, user.SimPosition + pullBackDir * 2.0f);
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if (currLength > MaxLength * 1.5f)
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if (currLength > MaxLength * 1.5f && GameMain.Client == null)
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{
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ClearConnections();
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CreateNetworkEvent();
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return;
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}
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}
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@@ -284,14 +288,20 @@ namespace Barotrauma.Items.Components
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if (newNodePos != Vector2.Zero && canPlaceNode && nodes.Count > 0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance)
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{
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if (nodes.Count >= MaxNodeCount)
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{
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nodes.RemoveAt(nodes.Count - 1);
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}
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nodes.Add(newNodePos);
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CleanNodes();
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UpdateSections();
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Drawable = true;
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newNodePos = Vector2.Zero;
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if (GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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CreateNetworkEvent();
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}
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}
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return true;
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@@ -434,26 +444,20 @@ namespace Barotrauma.Items.Components
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private void CleanNodes()
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{
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for (int i = nodes.Count - 2; i > 0; i--)
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{
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if ((nodes[i - 1].X == nodes[i].X || nodes[i - 1].Y == nodes[i].Y) &&
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(nodes[i + 1].X == nodes[i].X || nodes[i + 1].Y == nodes[i].Y))
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{
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if (Vector2.Distance(nodes[i - 1], nodes[i]) == Vector2.Distance(nodes[i + 1], nodes[i]))
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{
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nodes.RemoveAt(i);
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}
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}
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}
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bool removed;
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do
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{
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removed = false;
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for (int i = nodes.Count - 2; i > 0; i--)
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{
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if ((nodes[i - 1].X == nodes[i].X && nodes[i + 1].X == nodes[i].X)
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|| (nodes[i - 1].Y == nodes[i].Y && nodes[i + 1].Y == nodes[i].Y))
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if (Math.Abs(nodes[i - 1].X - nodes[i].X) < 1.0f && Math.Abs(nodes[i + 1].X - nodes[i].X) < 1.0f &&
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Math.Sign(nodes[i - 1].Y - nodes[i].Y) != Math.Sign(nodes[i + 1].Y - nodes[i].Y))
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{
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nodes.RemoveAt(i);
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removed = true;
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}
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else if (Math.Abs(nodes[i - 1].Y - nodes[i].Y) < 1.0f && Math.Abs(nodes[i + 1].Y - nodes[i].Y) < 1.0f &&
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Math.Sign(nodes[i - 1].X - nodes[i].X) != Math.Sign(nodes[i + 1].X - nodes[i].X))
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{
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nodes.RemoveAt(i);
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removed = true;
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@@ -585,11 +589,28 @@ namespace Barotrauma.Items.Components
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base.RemoveComponentSpecific();
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}
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private void CreateNetworkEvent()
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{
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if (GameMain.Server == null) return;
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//split into multiple events because one might not be enough to fit all the nodes
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int eventCount = Math.Max((int)Math.Ceiling(nodes.Count / (float)MaxNodesPerNetworkEvent), 1);
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for (int i = 0; i < eventCount; i++)
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{
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GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.components.IndexOf(this), i });
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}
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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msg.Write((byte)Math.Min(nodes.Count, 255));
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for (int i = 0; i < Math.Min(nodes.Count, 255); i++)
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int eventIndex = (int)extraData[2];
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int nodeStartIndex = eventIndex * MaxNodesPerNetworkEvent;
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int nodeCount = MathHelper.Clamp(nodes.Count - nodeStartIndex, 0, MaxNodesPerNetworkEvent);
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msg.WriteRangedInteger(0, (int)Math.Ceiling(MaxNodeCount / (float)MaxNodesPerNetworkEvent), eventIndex);
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msg.WriteRangedInteger(0, MaxNodesPerNetworkEvent, nodeCount);
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for (int i = nodeStartIndex; i < nodeStartIndex + nodeCount; i++)
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{
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msg.Write(nodes[i].X);
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msg.Write(nodes[i].Y);
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@@ -598,20 +619,28 @@ namespace Barotrauma.Items.Components
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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nodes.Clear();
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int eventIndex = msg.ReadRangedInteger(0, (int)Math.Ceiling(MaxNodeCount / (float)MaxNodesPerNetworkEvent));
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int nodeCount = msg.ReadRangedInteger(0, MaxNodesPerNetworkEvent);
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int nodeStartIndex = eventIndex * MaxNodesPerNetworkEvent;
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int nodeCount = msg.ReadByte();
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Vector2[] nodePositions = new Vector2[nodeCount];
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Vector2[] nodePositions = new Vector2[nodeStartIndex + nodeCount];
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for (int i = 0; i < nodes.Count && i < nodePositions.Length; i++)
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{
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nodePositions[i] = nodes[i];
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}
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for (int i = 0; i < nodeCount; i++)
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{
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nodePositions[i] = new Vector2(msg.ReadFloat(), msg.ReadFloat());
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nodePositions[nodeStartIndex + i] = new Vector2(msg.ReadFloat(), msg.ReadFloat());
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}
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if (nodePositions.Any(n => !MathUtils.IsValid(n)))
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{
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nodes.Clear();
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return;
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}
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if (nodePositions.Any(n => !MathUtils.IsValid(n))) return;
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nodes = nodePositions.ToList();
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UpdateSections();
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Drawable = nodes.Any();
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}
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@@ -55,6 +55,13 @@ namespace Barotrauma.Networking
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GameAnalyticsManager.AddErrorEventOnce("NetEntityEventManager.Write:TooLong" + e.Entity.ToString(),
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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"Too much data in network event for entity \"" + e.Entity.ToString() + "\" (" + tempEventBuffer.LengthBytes + " bytes");
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//write an empty event breaking the event syncing
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tempBuffer.Write((UInt16)0);
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tempBuffer.WritePadBits();
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eventCount++;
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continue;
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}
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//the ID has been taken by another entity (the original entity has been removed) -> write an empty event
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@@ -1,3 +1,35 @@
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---------------------------------------------------------------------------------------------------------
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v0.8.1.11
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---------------------------------------------------------------------------------------------------------
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Networking fixes:
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- More error logging to diagnose "unknown object header" errors.
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- Fixed output inventory of fabricators and deconstructors not being synced between clients.
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- Fixed servers failing to write network events for wires with an excessive number of nodes, causing
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clients to get kicked due to desync.
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- Fixed client-side error messages when respawning without a respawn shuttle.
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- Fixed some issues in inventory and connection panel syncing when joining mid-round.
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- Fixed fabricated items always appearing to be in full condition client-side (e.g. oxygen tanks which
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should be empty after being fabricated).
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- Fixed attachable items dropping on the ground client-side when deattaching them (but still staying
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in the inventory of the character detaching them).
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- Fixed items occasionally dropping instead of being moved to another inventory client-side.
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- The "traitorlist" command is usable by clients who have the permission to use it.
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Misc bugfixes:
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- Fixed characters occasionally going inside/through obstacle when leaving a submarine that's right
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next to another submarine or a level wall.
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- More physics error checks and logging.
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- Railgun controllers can be used over wifi components.
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- Characters attach items to the walls at the position of their hand, not at the center of the body.
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- Wifi components can't communicate with the enemy sub in combat missions.
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- Fixed the previously selected location staying selected but start button staying disabled when
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returning to the lobby screen in the single player campaign. Made it impossible to progress without
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restarting if there were no other selectable locations.
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- Fixed holdable components reverting their RequiredItems back to the prefab values during loading.
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- Fixed wall-attached sections of a wire not rendering when the item is being rewired outside the sub.
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- Fixed artifacts occasionally spawning under the sea floor.
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---------------------------------------------------------------------------------------------------------
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v0.8.1.10
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---------------------------------------------------------------------------------------------------------
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Reference in New Issue
Block a user