Fabricator & deconstructor syncing
This commit is contained in:
@@ -1,4 +1,6 @@
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using Microsoft.Xna.Framework;
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using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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@@ -8,7 +10,7 @@ using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class Deconstructor : Powered
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class Deconstructor : Powered, IServerSerializable, IClientSerializable
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{
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GUIProgressBar progressBar;
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GUIButton activateButton;
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@@ -16,9 +18,7 @@ namespace Barotrauma.Items.Components
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float progressTimer;
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ItemContainer container;
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private float lastNetworkUpdate;
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public Deconstructor(Item item, XElement element)
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: base(item, element)
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{
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@@ -100,6 +100,15 @@ namespace Barotrauma.Items.Components
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SetActive(!IsActive);
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currPowerConsumption = IsActive ? powerConsumption : 0.0f;
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if (GameMain.Server != null)
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{
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item.CreateServerEvent<Deconstructor>(this);
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}
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else if (GameMain.Client != null)
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{
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item.CreateClientEvent<Deconstructor>(this);
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}
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return true;
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}
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@@ -129,8 +138,35 @@ namespace Barotrauma.Items.Components
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activateButton.Text = "Cancel";
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}
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container.Inventory.Locked = IsActive;
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container.Inventory.Locked = IsActive;
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}
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public void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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msg.Write(IsActive);
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}
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public void ServerRead(ClientNetObject type, NetIncomingMessage msg, Client c)
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{
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bool active = msg.ReadBoolean();
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item.CreateServerEvent<Deconstructor>(this);
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if (item.CanClientAccess(c))
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{
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SetActive(active);
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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(IsActive);
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}
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public void ClientRead(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
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{
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SetActive(msg.ReadBoolean());
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}
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}
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@@ -1,4 +1,6 @@
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using Microsoft.Xna.Framework;
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using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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@@ -77,7 +79,7 @@ namespace Barotrauma.Items.Components
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}
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}
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class Fabricator : Powered
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class Fabricator : Powered, IServerSerializable, IClientSerializable
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{
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private List<FabricableItem> fabricableItems;
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@@ -94,9 +96,7 @@ namespace Barotrauma.Items.Components
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//used for checking if contained items have changed
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//(in which case we need to recheck which items can be fabricated)
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private Item[] prevContainedItems;
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private float lastNetworkUpdate;
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public Fabricator(Item item, XElement element)
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: base(item, element)
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{
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@@ -288,6 +288,15 @@ namespace Barotrauma.Items.Components
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{
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CancelFabricating();
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}
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if (GameMain.Server != null)
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{
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item.CreateServerEvent<Fabricator>(this);
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}
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else if (GameMain.Client != null)
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{
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item.CreateClientEvent<Fabricator>(this);
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}
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return true;
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}
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@@ -437,6 +446,60 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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int itemIndex = fabricatedItem == null ? -1 : fabricableItems.IndexOf(fabricatedItem);
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msg.WriteRangedInteger(-1, fabricableItems.Count - 1, itemIndex);
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}
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public void ServerRead(ClientNetObject type, NetIncomingMessage msg, Client c)
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{
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int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);
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item.CreateServerEvent<Fabricator>(this);
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if (!item.CanClientAccess(c)) return;
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if (itemIndex == -1)
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{
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CancelFabricating();
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}
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else
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{
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//if already fabricating the selected item, return
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if (fabricatedItem != null && fabricableItems.IndexOf(fabricatedItem) == itemIndex) return;
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if (itemIndex < 0 || itemIndex >= fabricableItems.Count) return;
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SelectItem(null, fabricableItems[itemIndex]);
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StartFabricating(fabricableItems[itemIndex]);
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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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int itemIndex = fabricatedItem == null ? -1 : fabricableItems.IndexOf(fabricatedItem);
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msg.WriteRangedInteger(-1, fabricableItems.Count - 1, itemIndex);
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}
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public void ClientRead(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
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{
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int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);
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if (itemIndex == -1)
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{
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CancelFabricating();
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}
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else
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{
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//if already fabricating the selected item, return
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if (fabricatedItem != null && fabricableItems.IndexOf(fabricatedItem) == itemIndex) return;
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if (itemIndex < 0 || itemIndex >= fabricableItems.Count) return;
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SelectItem(null, fabricableItems[itemIndex]);
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StartFabricating(fabricableItems[itemIndex]);
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}
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}
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}
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}
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