(fd1ee0c02) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
This commit is contained in:
@@ -1,14 +1,13 @@
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using Barotrauma.Networking;
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using Barotrauma.Particles;
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using Barotrauma.Sounds;
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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 Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework.Input;
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using System.Linq;
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using Lidgren.Network;
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namespace Barotrauma
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{
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@@ -19,6 +18,8 @@ namespace Barotrauma
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private List<Decal> decals = new List<Decal>();
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private float serverUpdateDelay;
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private float remoteWaterVolume, remoteOxygenPercentage;
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private List<Vector3> remoteFireSources;
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private bool networkUpdatePending;
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private float networkUpdateTimer;
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@@ -139,6 +140,10 @@ namespace Barotrauma
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partial void UpdateProjSpecific(float deltaTime, Camera cam)
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{
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serverUpdateDelay -= deltaTime;
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if (serverUpdateDelay <= 0.0f)
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{
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ApplyRemoteState();
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}
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if (networkUpdatePending)
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{
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@@ -547,18 +552,18 @@ namespace Barotrauma
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public void ClientRead(ServerNetObject type, NetBuffer message, float sendingTime)
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{
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float newWaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume;
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float newOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
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remoteWaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume;
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remoteOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
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bool hasFireSources = message.ReadBoolean();
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int fireSourceCount = 0;
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List<Vector3> newFireSources = new List<Vector3>();
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remoteFireSources = new List<Vector3>();
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if (hasFireSources)
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{
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fireSourceCount = message.ReadRangedInteger(0, 16);
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for (int i = 0; i < fireSourceCount; i++)
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{
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newFireSources.Add(new Vector3(
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remoteFireSources.Add(new Vector3(
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MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f),
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MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f),
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message.ReadRangedSingle(0.0f, 1.0f, 8)));
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@@ -567,41 +572,6 @@ namespace Barotrauma
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if (serverUpdateDelay > 0.0f) { return; }
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WaterVolume = newWaterVolume;
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OxygenPercentage = newOxygenPercentage;
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for (int i = 0; i < fireSourceCount; i++)
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{
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Vector2 pos = new Vector2(
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rect.X + rect.Width * newFireSources[i].X,
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rect.Y - rect.Height + (rect.Height * newFireSources[i].Y));
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float size = newFireSources[i].Z * rect.Width;
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var newFire = i < FireSources.Count ?
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FireSources[i] :
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new FireSource(Submarine == null ? pos : pos + Submarine.Position, null, true);
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newFire.Position = pos;
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newFire.Size = new Vector2(size, newFire.Size.Y);
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//ignore if the fire wasn't added to this room (invalid position)?
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if (!FireSources.Contains(newFire))
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{
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newFire.Remove();
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continue;
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}
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}
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for (int i = FireSources.Count - 1; i >= fireSourceCount; i--)
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{
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FireSources[i].Remove();
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if (i < FireSources.Count)
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{
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FireSources.RemoveAt(i);
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}
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}
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if (serverUpdateDelay > 0.0f) { return; }
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ApplyRemoteState();
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}
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@@ -31,8 +31,8 @@ namespace Barotrauma
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GameMain.NetworkMember.CreateEntityEvent(this);
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lastSentVolume = waterVolume;
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lastSentOxygen = OxygenPercentage;
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sendUpdateTimer = NetworkUpdateInterval;
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}
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sendUpdateTimer = NetConfig.HullUpdateInterval;
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}
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}
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}
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@@ -175,12 +175,11 @@ namespace Barotrauma
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LimitSize();
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UpdateProjSpecific(growModifier);
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#if CLIENT
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if (GameMain.Client != null) return;
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#endif
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if (size.X < 1.0f) Remove();
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if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
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{
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Remove();
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}
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}
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partial void UpdateProjSpecific(float growModifier);
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@@ -293,10 +292,6 @@ namespace Barotrauma
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//evaporate some of the water
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hull.WaterVolume -= extinguishAmount;
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#if CLIENT
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if (GameMain.Client != null) return;
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#endif
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if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
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{
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Remove();
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@@ -325,12 +320,11 @@ namespace Barotrauma
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size.X -= extinguishAmount;
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hull.WaterVolume -= extinguishAmount;
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#if CLIENT
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if (GameMain.Client != null) return;
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#endif
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if (size.X < 1.0f) Remove();
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if (size.X < 1.0f && (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer))
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{
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Remove();
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}
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}
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public void Extinguish(float deltaTime, float amount, Vector2 worldPosition)
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@@ -35,8 +35,8 @@ namespace Barotrauma.Networking
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public const float DeleteDisconnectedTime = 20.0f;
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public const float ItemConditionUpdateInterval = 0.15f;
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public const float LevelObjectUpdateInterval = 0.5f;
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public const float HullUpdateInterval = 0.5f;
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public const int MaxEventPacketsPerUpdate = 4;
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