Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode
# Conflicts: # Subsurface/Source/Characters/Character.cs
This commit is contained in:
@@ -25,23 +25,12 @@ namespace Barotrauma
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{
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get { return netStateID; }
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}
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private enum InputNetFlags : UInt16
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{
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None = 0x0,
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Left = 0x1,
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Right = 0x2,
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Up = 0x4,
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Down = 0x8,
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FacingLeft = 0x10,
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Run = 0x20,
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Select = 0x40,
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}
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private InputNetFlags dequeuedInput = 0;
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private InputNetFlags prevDequeuedInput = 0;
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private byte dequeuedInput = 0;
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private byte prevDequeuedInput = 0;
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private int isStillCountdown = 5;
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private List<InputNetFlags> memInput = new List<InputNetFlags>();
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private List<byte> memInput = new List<byte>();
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private List<Vector2> memMousePos = new List<Vector2>();
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private List<PosInfo> memPos = new List<PosInfo>();
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@@ -634,7 +623,7 @@ namespace Barotrauma
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if (item == null) continue;
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item.Pick(this, true, true, true);
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inventory.TryPutItem(item, i, false);
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inventory.TryPutItem(item, i, false, false);
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}
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}
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}
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@@ -676,22 +665,22 @@ namespace Barotrauma
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switch (inputType)
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{
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case InputType.Left:
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return (dequeuedInput.HasFlag(InputNetFlags.Left)) && !(prevDequeuedInput.HasFlag(InputNetFlags.Left));
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return ((dequeuedInput & 0x1) > 0) && !((prevDequeuedInput & 0x1) > 0);
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//break;
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case InputType.Right:
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return (dequeuedInput.HasFlag(InputNetFlags.Right)) && !(prevDequeuedInput.HasFlag(InputNetFlags.Right));
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return ((dequeuedInput & 0x2) > 0) && !((prevDequeuedInput & 0x2) > 0);
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//break;
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case InputType.Up:
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return (dequeuedInput.HasFlag(InputNetFlags.Up)) && !(prevDequeuedInput.HasFlag(InputNetFlags.Up));
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return ((dequeuedInput & 0x4) > 0) && !((prevDequeuedInput & 0x4) > 0);
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//break;
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case InputType.Down:
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return (dequeuedInput.HasFlag(InputNetFlags.Down)) && !(prevDequeuedInput.HasFlag(InputNetFlags.Down));
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return ((dequeuedInput & 0x8) > 0) && !((prevDequeuedInput & 0x8) > 0);
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//break;
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case InputType.Run:
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return (dequeuedInput.HasFlag(InputNetFlags.Run)) && !(prevDequeuedInput.HasFlag(InputNetFlags.Run));
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return ((dequeuedInput & 0x20) > 0) && !((prevDequeuedInput & 0x20) > 0);
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//break;
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case InputType.Select:
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return (dequeuedInput.HasFlag(InputNetFlags.Select)) && !(prevDequeuedInput.HasFlag(InputNetFlags.Select));
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return ((dequeuedInput & 0x40) > 0) && !((prevDequeuedInput & 0x40) > 0);
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//break;
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default:
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return false;
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@@ -710,22 +699,22 @@ namespace Barotrauma
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switch (inputType)
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{
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case InputType.Left:
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retVal = dequeuedInput.HasFlag(InputNetFlags.Left);
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retVal = (dequeuedInput & 0x1) > 0;
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break;
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case InputType.Right:
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retVal = dequeuedInput.HasFlag(InputNetFlags.Right);
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retVal = (dequeuedInput & 0x2) > 0;
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break;
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case InputType.Up:
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retVal = dequeuedInput.HasFlag(InputNetFlags.Up);
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retVal = (dequeuedInput & 0x4) > 0;
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break;
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case InputType.Down:
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retVal = dequeuedInput.HasFlag(InputNetFlags.Down);
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retVal = (dequeuedInput & 0x8) > 0;
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break;
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case InputType.Run:
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retVal = dequeuedInput.HasFlag(InputNetFlags.Run);
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retVal = (dequeuedInput & 0x20) > 0;
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break;
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case InputType.Select:
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retVal = dequeuedInput.HasFlag(InputNetFlags.Select);
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retVal = (dequeuedInput & 0x40) > 0;
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break;
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}
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return retVal;
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@@ -846,7 +835,7 @@ namespace Barotrauma
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if (GameMain.Server != null && Character.Controlled != this)
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{
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if (dequeuedInput.HasFlag(InputNetFlags.FacingLeft))
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if ((dequeuedInput & 0x10) > 0)
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{
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AnimController.TargetDir = Direction.Left;
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}
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@@ -1318,7 +1307,7 @@ namespace Barotrauma
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cursorPosition = memMousePos[memMousePos.Count - 1];
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memInput.RemoveAt(memInput.Count - 1);
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memMousePos.RemoveAt(memMousePos.Count - 1);
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if (dequeuedInput == InputNetFlags.None)
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if (dequeuedInput == 0)
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{
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if (isStillCountdown<=0)
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{
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@@ -1339,7 +1328,7 @@ namespace Barotrauma
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{
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isStillCountdown = 15;
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}
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DebugConsole.NewMessage(Convert.ToString(memInput.Count), Color.Lime);
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//DebugConsole.NewMessage(Convert.ToString(memInput.Count), Color.Lime);
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}
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else
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{
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@@ -1355,14 +1344,14 @@ namespace Barotrauma
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{
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memLocalPos.Add(new PosInfo(SimPosition, AnimController.TargetDir, LastNetworkUpdateID));
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InputNetFlags newInput = InputNetFlags.None;
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if (IsKeyDown(InputType.Left)) newInput |= InputNetFlags.Left;
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if (IsKeyDown(InputType.Right)) newInput |= InputNetFlags.Right;
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if (IsKeyDown(InputType.Up)) newInput |= InputNetFlags.Up;
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if (IsKeyDown(InputType.Down)) newInput |= InputNetFlags.Down;
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if (AnimController.TargetDir == Direction.Left) newInput |= InputNetFlags.FacingLeft;
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if (IsKeyDown(InputType.Run)) newInput |= InputNetFlags.Run;
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if (IsKeyDown(InputType.Select)) newInput |= InputNetFlags.Select;
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byte newInput = 0;
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newInput |= IsKeyDown(InputType.Left) ? (byte)0x1 : (byte)0;
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newInput |= IsKeyDown(InputType.Right) ? (byte)0x2 : (byte)0;
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newInput |= IsKeyDown(InputType.Up) ? (byte)0x4 : (byte)0;
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newInput |= IsKeyDown(InputType.Down) ? (byte)0x8 : (byte)0;
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newInput |= (AnimController.TargetDir == Direction.Left) ? (byte)0x10 : (byte)0;
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newInput |= IsKeyDown(InputType.Run) ? (byte)0x20 : (byte)0;
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newInput |= IsKeyHit(InputType.Select) ? (byte)0x40 : (byte)0;
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memInput.Insert(0, newInput);
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memMousePos.Insert(0, closestItem!=null ? closestItem.Position : cursorPosition);
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LastNetworkUpdateID++;
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@@ -1937,60 +1926,77 @@ namespace Barotrauma
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{
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if (GameMain.Server != null) return;
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msg.Write((byte)ClientNetObject.CHARACTER_INPUT);
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if (memInput.Count > 60)
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if (extraData != null && (NetEntityEvent.Type)extraData[0] == NetEntityEvent.Type.InventoryState)
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{
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memInput.RemoveRange(60,memInput.Count - 60);
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memMousePos.RemoveRange(60,memMousePos.Count - 60);
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inventory.ClientWrite(msg, extraData);
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}
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msg.Write(LastNetworkUpdateID);
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byte inputCount = Math.Min((byte)memInput.Count, (byte)60);
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msg.Write(inputCount);
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for (int i = 0; i < inputCount; i++)
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else
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{
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msg.Write((byte)memInput[i]);
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if (memInput[i].HasFlag(InputNetFlags.Select))
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msg.Write((byte)ClientNetObject.CHARACTER_INPUT);
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if (memInput.Count > 60)
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{
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msg.Write(memMousePos[i].X);
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msg.Write(memMousePos[i].Y);
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memInput.RemoveRange(60,memInput.Count - 60);
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memMousePos.RemoveRange(60,memMousePos.Count - 60);
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}
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msg.Write(LastNetworkUpdateID);
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byte inputCount = Math.Min((byte)memInput.Count, (byte)60);
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msg.Write(inputCount);
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for (int i = 0; i < inputCount; i++)
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{
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msg.Write(memInput[i]);
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if ((memInput[i] & 0x40) > 0)
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{
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msg.Write(memMousePos[i].X);
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msg.Write(memMousePos[i].Y);
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}
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}
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}
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}
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public virtual void ServerRead(NetIncomingMessage msg, Client c)
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public virtual void ServerRead(ClientNetObject type, NetIncomingMessage msg, Client c)
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{
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if (GameMain.Server == null) return;
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UInt32 networkUpdateID = msg.ReadUInt32();
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byte inputCount = msg.ReadByte();
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switch (type)
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{
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case ClientNetObject.CHARACTER_INPUT:
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UInt32 networkUpdateID = msg.ReadUInt32();
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byte inputCount = msg.ReadByte();
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for (int i = 0; i < inputCount; i++)
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{
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byte newInput = msg.ReadByte();
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Vector2 newMousePos = Position;
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if ((newInput & 0x40) > 0)
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{
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newMousePos.X = msg.ReadSingle();
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newMousePos.Y = msg.ReadSingle();
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}
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if ((i < ((long)networkUpdateID - (long)LastNetworkUpdateID)) && (i < 60))
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{
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memInput.Insert(i, newInput);
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memMousePos.Insert(i, newMousePos);
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}
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}
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for (int i = 0; i < inputCount; i++)
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{
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InputNetFlags newInput = (InputNetFlags)msg.ReadByte();
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Vector2 newMousePos = Position;
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if (newInput.HasFlag(InputNetFlags.Select))
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{
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newMousePos.X = msg.ReadSingle();
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newMousePos.Y = msg.ReadSingle();
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}
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if ((i < ((long)networkUpdateID - (long)LastNetworkUpdateID)) && (i < 60))
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{
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memInput.Insert(i, newInput);
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memMousePos.Insert(i, newMousePos);
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}
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}
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if (networkUpdateID > LastNetworkUpdateID)
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{
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LastNetworkUpdateID = networkUpdateID;
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}
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if (memInput.Count > 60)
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{
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//deleting inputs from the queue here means the server is way behind and data needs to be dropped
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//we'll make the server drop down to 30 inputs for good measure
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memInput.RemoveRange(30, memInput.Count - 30);
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memMousePos.RemoveRange(30, memMousePos.Count - 30);
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if (networkUpdateID > LastNetworkUpdateID)
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{
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LastNetworkUpdateID = networkUpdateID;
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}
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if (memInput.Count > 60)
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{
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//deleting inputs from the queue here means the server is way behind and data needs to be dropped
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//we'll make the server drop down to 30 inputs for good measure
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memInput.RemoveRange(30, memInput.Count - 30);
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memMousePos.RemoveRange(30, memMousePos.Count - 30);
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}
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break;
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case ClientNetObject.ENTITY_STATE:
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inventory.ServerRead(type, msg, c);
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break;
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}
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}
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@@ -1998,65 +2004,80 @@ namespace Barotrauma
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{
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if (GameMain.Server == null) return;
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msg.Write(ID);
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if (this == c.Character)
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if (extraData != null && (NetEntityEvent.Type)extraData[0] == NetEntityEvent.Type.InventoryState)
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{
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//length of the message
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msg.Write((byte)(4+4+4+1));
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msg.Write(true);
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msg.Write((UInt32)(LastNetworkUpdateID - memInput.Count));
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inventory.ServerWrite(msg, c, extraData);
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}
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else
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{
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//length of the message
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msg.Write((byte)(4+4+1));
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msg.Write(false);
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msg.Write(ID);
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if (this == c.Character)
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{
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//length of the message
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msg.Write((byte)(4+4+4+1));
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msg.Write(true);
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msg.Write((UInt32)(LastNetworkUpdateID - memInput.Count));
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}
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else
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{
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//length of the message
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msg.Write((byte)(4+4+1));
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msg.Write(false);
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}
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msg.Write(AnimController.TargetDir == Direction.Right);
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msg.Write(SimPosition.X);
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msg.Write(SimPosition.Y);
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msg.WritePadBits();
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}
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msg.Write(AnimController.TargetDir == Direction.Right);
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msg.Write(SimPosition.X);
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msg.Write(SimPosition.Y);
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msg.WritePadBits();
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}
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public virtual void ClientRead(NetIncomingMessage msg, float sendingTime)
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public virtual void ClientRead(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
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{
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if (GameMain.Server != null) return;
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UInt32 networkUpdateID = 0;
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if (msg.ReadBoolean())
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switch (type)
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{
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networkUpdateID = msg.ReadUInt32();
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}
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case ServerNetObject.ENTITY_POSITION:
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UInt32 networkUpdateID = 0;
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if (msg.ReadBoolean())
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{
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networkUpdateID = msg.ReadUInt32();
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}
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bool facingRight = msg.ReadBoolean();
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Vector2 pos = new Vector2(msg.ReadFloat(), msg.ReadFloat());
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bool facingRight = msg.ReadBoolean();
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Vector2 pos = new Vector2(msg.ReadFloat(), msg.ReadFloat());
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var posInfo =
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GameMain.NetworkMember.Character == this ?
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new PosInfo(pos, facingRight ? Direction.Right : Direction.Left, networkUpdateID) :
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new PosInfo(pos, facingRight ? Direction.Right : Direction.Left, sendingTime);
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var posInfo =
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GameMain.NetworkMember.Character == this ?
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new PosInfo(pos, facingRight ? Direction.Right : Direction.Left, networkUpdateID) :
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new PosInfo(pos, facingRight ? Direction.Right : Direction.Left, sendingTime);
|
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|
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int index = 0;
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if (GameMain.NetworkMember.Character == this)
|
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{
|
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while (index < memPos.Count && posInfo.ID > memPos[index].ID)
|
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{
|
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index++;
|
||||
}
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}
|
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else
|
||||
{
|
||||
while (index < memPos.Count && posInfo.Timestamp > memPos[index].Timestamp)
|
||||
{
|
||||
index++;
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}
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}
|
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int index = 0;
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if (GameMain.NetworkMember.Character == this)
|
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{
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while (index < memPos.Count && posInfo.ID > memPos[index].ID)
|
||||
{
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index++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
while (index < memPos.Count && posInfo.Timestamp > memPos[index].Timestamp)
|
||||
{
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
memPos.Insert(index, posInfo);
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memPos.Insert(index, posInfo);
|
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break;
|
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case ServerNetObject.ENTITY_STATE:
|
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inventory.ClientRead(type, msg, sendingTime);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void WriteSpawnData(NetBuffer msg)
|
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|
||||
@@ -141,7 +141,7 @@ namespace Barotrauma
|
||||
/// <summary>
|
||||
/// If there is room, puts the item in the inventory and returns true, otherwise returns false
|
||||
/// </summary>
|
||||
public override bool TryPutItem(Item item, List<InvSlotType> allowedSlots = null)
|
||||
public override bool TryPutItem(Item item, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
|
||||
{
|
||||
if (allowedSlots == null || ! allowedSlots.Any()) return false;
|
||||
|
||||
@@ -152,7 +152,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (Items[i] != null || limbSlots[i] != InvSlotType.Any) continue;
|
||||
|
||||
PutItem(item, i);
|
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PutItem(item, i, true, createNetworkEvent);
|
||||
item.Unequip(character);
|
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return true;
|
||||
}
|
||||
@@ -178,7 +178,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (allowedSlot.HasFlag(limbSlots[i]) && Items[i] == null)
|
||||
{
|
||||
PutItem(item, i, !placed);
|
||||
PutItem(item, i, !placed, createNetworkEvent);
|
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item.Equip(character);
|
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placed = true;
|
||||
}
|
||||
@@ -194,7 +194,7 @@ namespace Barotrauma
|
||||
return placed;
|
||||
}
|
||||
|
||||
public override bool TryPutItem(Item item, int index, bool allowSwapping)
|
||||
public override bool TryPutItem(Item item, int index, bool allowSwapping, bool createNetworkEvent = true)
|
||||
{
|
||||
//there's already an item in the slot
|
||||
if (Items[index] != null)
|
||||
@@ -224,8 +224,8 @@ namespace Barotrauma
|
||||
Items[currentIndex] = null;
|
||||
Items[index] = null;
|
||||
//if the item in the slot can be moved to the slot of the moved item
|
||||
if (TryPutItem(existingItem, currentIndex, false) &&
|
||||
TryPutItem(item, index, false))
|
||||
if (TryPutItem(existingItem, currentIndex, false, createNetworkEvent) &&
|
||||
TryPutItem(item, index, false, createNetworkEvent))
|
||||
{
|
||||
|
||||
}
|
||||
@@ -235,8 +235,8 @@ namespace Barotrauma
|
||||
Items[index] = null;
|
||||
|
||||
//swapping the items failed -> move them back to where they were
|
||||
TryPutItem(item, currentIndex, false);
|
||||
TryPutItem(existingItem, index, false);
|
||||
TryPutItem(item, currentIndex, false, createNetworkEvent);
|
||||
TryPutItem(existingItem, index, false, createNetworkEvent);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -248,7 +248,7 @@ namespace Barotrauma
|
||||
if (!item.AllowedSlots.Contains(InvSlotType.Any)) return false;
|
||||
if (Items[index] != null) return Items[index] == item;
|
||||
|
||||
PutItem(item, index, true);
|
||||
PutItem(item, index, true, createNetworkEvent);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -274,12 +274,12 @@ namespace Barotrauma
|
||||
|
||||
if (!slotsFree) return false;
|
||||
|
||||
return TryPutItem(item, new List<InvSlotType>() {placeToSlots});
|
||||
return TryPutItem(item, new List<InvSlotType>() {placeToSlots}, createNetworkEvent);
|
||||
}
|
||||
|
||||
protected override void PutItem(Item item, int i, bool removeItem = true)
|
||||
protected override void PutItem(Item item, int i, bool removeItem = true, bool createNetworkEvent = true)
|
||||
{
|
||||
base.PutItem(item, i, removeItem);
|
||||
base.PutItem(item, i, removeItem, createNetworkEvent);
|
||||
CreateSlots();
|
||||
}
|
||||
|
||||
@@ -321,7 +321,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (doubleClickedItem.ParentInventory != this)
|
||||
{
|
||||
TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots);
|
||||
TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -330,24 +330,24 @@ namespace Barotrauma
|
||||
var selectedContainer = character.SelectedConstruction.GetComponent<ItemContainer>();
|
||||
if (selectedContainer != null && selectedContainer.Inventory != null)
|
||||
{
|
||||
selectedContainer.Inventory.TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots);
|
||||
selectedContainer.Inventory.TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots, true);
|
||||
}
|
||||
}
|
||||
else if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
|
||||
{
|
||||
character.SelectedCharacter.Inventory.TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots);
|
||||
character.SelectedCharacter.Inventory.TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots, true);
|
||||
}
|
||||
else //doubleclicked and no other inventory is selected
|
||||
{
|
||||
//not equipped -> attempt to equip
|
||||
if (IsInLimbSlot(doubleClickedItem, InvSlotType.Any))
|
||||
{
|
||||
TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots.FindAll(i => i != InvSlotType.Any));
|
||||
TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots.FindAll(i => i != InvSlotType.Any), true);
|
||||
}
|
||||
//equipped -> attempt to unequip
|
||||
else if (doubleClickedItem.AllowedSlots.Contains(InvSlotType.Any))
|
||||
{
|
||||
TryPutItem(doubleClickedItem, new List<InvSlotType>() { InvSlotType.Any });
|
||||
TryPutItem(doubleClickedItem, new List<InvSlotType>() { InvSlotType.Any }, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -505,7 +505,7 @@ namespace Barotrauma.Items.Components
|
||||
msg.WriteRangedSingle(stuck, 0.0f, 100.0f, 8);
|
||||
}
|
||||
|
||||
public void ClientRead(Lidgren.Network.NetIncomingMessage msg, float sendingTime)
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetIncomingMessage msg, float sendingTime)
|
||||
{
|
||||
SetState(msg.ReadBoolean(), true);
|
||||
Stuck = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
|
||||
@@ -263,7 +263,7 @@ namespace Barotrauma.Items.Components
|
||||
Item item = MapEntity.FindEntityByID(itemIds[i]) as Item;
|
||||
if (item == null) continue;
|
||||
|
||||
Inventory.TryPutItem(item, i, false);
|
||||
Inventory.TryPutItem(item, i, false, false);
|
||||
}
|
||||
|
||||
itemIds = null;
|
||||
|
||||
@@ -234,10 +234,15 @@ namespace Barotrauma.Items.Components
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ServerRead(Lidgren.Network.NetIncomingMessage msg, Barotrauma.Networking.Client c)
|
||||
public void ServerRead(ClientNetObject type, Lidgren.Network.NetIncomingMessage msg, Barotrauma.Networking.Client c)
|
||||
{
|
||||
FlowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
|
||||
IsActive = msg.ReadBoolean();
|
||||
float flowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
|
||||
bool isActive = msg.ReadBoolean();
|
||||
|
||||
if (!item.CanClientAccess(c)) return;
|
||||
|
||||
FlowPercentage = flowPercentage;
|
||||
IsActive = isActive;
|
||||
}
|
||||
|
||||
public void ServerWrite(Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c, object[] extraData = null)
|
||||
@@ -247,7 +252,7 @@ namespace Barotrauma.Items.Components
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ClientRead(Lidgren.Network.NetIncomingMessage msg, float sendingTime)
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetIncomingMessage msg, float sendingTime)
|
||||
{
|
||||
FlowPercentage = msg.ReadRangedInteger(-10, 10) * 10.0f;
|
||||
IsActive = msg.ReadBoolean();
|
||||
|
||||
@@ -431,9 +431,13 @@ namespace Barotrauma.Items.Components
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ServerRead(Lidgren.Network.NetIncomingMessage msg, Barotrauma.Networking.Client c)
|
||||
public void ServerRead(ClientNetObject type, Lidgren.Network.NetIncomingMessage msg, Barotrauma.Networking.Client c)
|
||||
{
|
||||
IsActive = msg.ReadBoolean();
|
||||
bool isActive = msg.ReadBoolean();
|
||||
|
||||
if (!item.CanClientAccess(c)) return;
|
||||
|
||||
IsActive = isActive;
|
||||
isActiveTickBox.Selected = IsActive;
|
||||
|
||||
item.CreateServerEvent(this);
|
||||
@@ -444,7 +448,7 @@ namespace Barotrauma.Items.Components
|
||||
msg.Write(IsActive);
|
||||
}
|
||||
|
||||
public void ClientRead(Lidgren.Network.NetIncomingMessage msg, float sendingTime)
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetIncomingMessage msg, float sendingTime)
|
||||
{
|
||||
IsActive = msg.ReadBoolean();
|
||||
isActiveTickBox.Selected = IsActive;
|
||||
|
||||
@@ -561,13 +561,20 @@ namespace Barotrauma.Items.Components
|
||||
msg.WriteRangedSingle(fissionRate, 0.0f, 100.0f, 8);
|
||||
}
|
||||
|
||||
public void ServerRead(NetIncomingMessage msg, Client c)
|
||||
public void ServerRead(ClientNetObject type, NetIncomingMessage msg, Client c)
|
||||
{
|
||||
AutoTemp = msg.ReadBoolean();
|
||||
ShutDownTemp = msg.ReadRangedSingle(0.0f, 10000.0f, 8);
|
||||
bool autoTemp = msg.ReadBoolean();
|
||||
float shutDownTemp = msg.ReadRangedSingle(0.0f, 10000.0f, 8);
|
||||
float coolingRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
float fissionRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
|
||||
CoolingRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
FissionRate = msg.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
if (!item.CanClientAccess(c)) return;
|
||||
|
||||
AutoTemp = autoTemp;
|
||||
ShutDownTemp = shutDownTemp;
|
||||
|
||||
CoolingRate = coolingRate;
|
||||
FissionRate = fissionRate;
|
||||
|
||||
//need to create a server event to notify all clients of the changed state
|
||||
unsentChanges = true;
|
||||
@@ -584,7 +591,7 @@ namespace Barotrauma.Items.Components
|
||||
msg.WriteRangedSingle(fissionRate, 0.0f, 100.0f, 8);
|
||||
}
|
||||
|
||||
public void ClientRead(NetIncomingMessage msg, float sendingTime)
|
||||
public void ClientRead(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
|
||||
{
|
||||
Temperature = msg.ReadRangedSingle(0.0f, 10000.0f, 16);
|
||||
|
||||
|
||||
@@ -486,37 +486,57 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerRead(Lidgren.Network.NetIncomingMessage msg, Barotrauma.Networking.Client c)
|
||||
public void ServerRead(ClientNetObject type, Lidgren.Network.NetIncomingMessage msg, Barotrauma.Networking.Client c)
|
||||
{
|
||||
AutoPilot = msg.ReadBoolean();
|
||||
bool autoPilot = msg.ReadBoolean();
|
||||
Vector2 newTargetVelocity = targetVelocity;
|
||||
bool maintainPos = false;
|
||||
Vector2? newPosToMaintain = null;
|
||||
bool headingToStart = false;
|
||||
|
||||
if (!AutoPilot)
|
||||
if (autoPilot)
|
||||
{
|
||||
targetVelocity = new Vector2(msg.ReadFloat(), msg.ReadFloat());
|
||||
}
|
||||
else
|
||||
{
|
||||
bool maintainPos = msg.ReadBoolean();
|
||||
if (posToMaintain == null && maintainPos)
|
||||
maintainPos = msg.ReadBoolean();
|
||||
if (maintainPos)
|
||||
{
|
||||
posToMaintain = item.Submarine.WorldPosition;
|
||||
maintainPosTickBox.Selected = true;
|
||||
newPosToMaintain = new Vector2(
|
||||
msg.ReadFloat(),
|
||||
msg.ReadFloat());
|
||||
}
|
||||
else
|
||||
{
|
||||
posToMaintain = null;
|
||||
maintainPosTickBox.Selected = false;
|
||||
bool maintainPoss = msg.ReadBoolean();
|
||||
if (maintainPoss)
|
||||
{
|
||||
Vector2 newPosToMaintain = new Vector2(
|
||||
msg.ReadFloat(),
|
||||
msg.ReadFloat());
|
||||
}
|
||||
else
|
||||
{
|
||||
bool headingToStart = msg.ReadBoolean();
|
||||
}
|
||||
headingToStart = msg.ReadBoolean();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
newTargetVelocity = new Vector2(msg.ReadFloat(), msg.ReadFloat());
|
||||
}
|
||||
|
||||
if (!item.CanClientAccess(c)) return;
|
||||
|
||||
AutoPilot = autoPilot;
|
||||
|
||||
if (!AutoPilot)
|
||||
{
|
||||
targetVelocity = newTargetVelocity;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
maintainPosTickBox.Selected = newPosToMaintain != null;
|
||||
posToMaintain = newPosToMaintain;
|
||||
|
||||
if (posToMaintain == null)
|
||||
{
|
||||
levelStartTickBox.Selected = headingToStart;
|
||||
levelEndTickBox.Selected = !headingToStart;
|
||||
UpdatePath();
|
||||
}
|
||||
else
|
||||
{
|
||||
levelStartTickBox.Selected = false;
|
||||
levelEndTickBox.Selected = false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -542,47 +562,64 @@ namespace Barotrauma.Items.Components
|
||||
msg.Write(((Vector2)posToMaintain).X);
|
||||
msg.Write(((Vector2)posToMaintain).Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(levelStartTickBox.Selected);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(Lidgren.Network.NetIncomingMessage msg, float sendingTime)
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetIncomingMessage msg, float sendingTime)
|
||||
{
|
||||
AutoPilot = msg.ReadBoolean();
|
||||
bool autoPilot = msg.ReadBoolean();
|
||||
Vector2 newTargetVelocity = targetVelocity;
|
||||
bool maintainPos = false;
|
||||
Vector2? newPosToMaintain = null;
|
||||
bool headingToStart = false;
|
||||
|
||||
if (!AutoPilot)
|
||||
if (autoPilot)
|
||||
{
|
||||
targetVelocity = new Vector2(msg.ReadFloat(), msg.ReadFloat());
|
||||
}
|
||||
else
|
||||
{
|
||||
bool maintainPos = msg.ReadBoolean();
|
||||
maintainPos = msg.ReadBoolean();
|
||||
if (maintainPos)
|
||||
{
|
||||
posToMaintain = new Vector2(msg.ReadSingle(), msg.ReadSingle());
|
||||
maintainPosTickBox.Selected = true;
|
||||
newPosToMaintain = new Vector2(
|
||||
msg.ReadFloat(),
|
||||
msg.ReadFloat());
|
||||
}
|
||||
else
|
||||
{
|
||||
posToMaintain = null;
|
||||
maintainPosTickBox.Selected = false;
|
||||
headingToStart = msg.ReadBoolean();
|
||||
}
|
||||
}
|
||||
maintainPosTickBox.Selected = posToMaintain != null;
|
||||
//posToMaintain = newPosToMaintain;
|
||||
|
||||
if (posToMaintain == null && autoPilot)
|
||||
{
|
||||
levelStartTickBox.Selected = false;//headingToStart;
|
||||
levelEndTickBox.Selected = true;//!headingToStart;
|
||||
|
||||
UpdatePath();
|
||||
}
|
||||
else
|
||||
{
|
||||
levelStartTickBox.Selected = false;
|
||||
levelEndTickBox.Selected = false;
|
||||
newTargetVelocity = new Vector2(msg.ReadFloat(), msg.ReadFloat());
|
||||
}
|
||||
|
||||
AutoPilot = autoPilot;
|
||||
|
||||
if (!AutoPilot)
|
||||
{
|
||||
targetVelocity = newTargetVelocity;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
maintainPosTickBox.Selected = newPosToMaintain != null;
|
||||
posToMaintain = newPosToMaintain;
|
||||
|
||||
if (posToMaintain == null)
|
||||
{
|
||||
levelStartTickBox.Selected = headingToStart;
|
||||
levelEndTickBox.Selected = !headingToStart;
|
||||
UpdatePath();
|
||||
}
|
||||
else
|
||||
{
|
||||
levelStartTickBox.Selected = false;
|
||||
levelEndTickBox.Selected = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -68,7 +68,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
class Inventory
|
||||
class Inventory : IServerSerializable, IClientSerializable
|
||||
{
|
||||
public static InventorySlot draggingSlot;
|
||||
public static Item draggingItem;
|
||||
@@ -76,9 +76,7 @@ namespace Barotrauma
|
||||
public static Item doubleClickedItem;
|
||||
|
||||
public readonly Entity Owner;
|
||||
|
||||
protected float lastUpdate;
|
||||
|
||||
|
||||
private int slotsPerRow;
|
||||
|
||||
public int SlotsPerRow
|
||||
@@ -174,31 +172,31 @@ namespace Barotrauma
|
||||
/// <summary>
|
||||
/// If there is room, puts the item in the inventory and returns true, otherwise returns false
|
||||
/// </summary>
|
||||
public virtual bool TryPutItem(Item item, List<InvSlotType> allowedSlots = null)
|
||||
public virtual bool TryPutItem(Item item, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
|
||||
{
|
||||
int slot = FindAllowedSlot(item);
|
||||
if (slot < 0) return false;
|
||||
|
||||
PutItem(item, slot);
|
||||
PutItem(item, slot, true, createNetworkEvent);
|
||||
return true;
|
||||
}
|
||||
|
||||
public virtual bool TryPutItem(Item item, int i, bool allowSwapping)
|
||||
public virtual bool TryPutItem(Item item, int i, bool allowSwapping, bool createNetworkEvent = true)
|
||||
{
|
||||
if (Owner == null) return false;
|
||||
if (CanBePut(item,i))
|
||||
{
|
||||
PutItem(item, i);
|
||||
PutItem(item, i, true, createNetworkEvent);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (slots != null) slots[i].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
|
||||
if (slots != null && createNetworkEvent) slots[i].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void PutItem(Item item, int i, bool removeItem = true)
|
||||
protected virtual void PutItem(Item item, int i, bool removeItem = true, bool createNetworkEvent = true)
|
||||
{
|
||||
if (Owner == null) return;
|
||||
|
||||
@@ -217,6 +215,23 @@ namespace Barotrauma
|
||||
{
|
||||
item.body.Enabled = false;
|
||||
}
|
||||
|
||||
if (createNetworkEvent)
|
||||
{
|
||||
CreateNetworkEvent();
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateNetworkEvent()
|
||||
{
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(Owner as IServerSerializable, new object[] { NetEntityEvent.Type.InventoryState });
|
||||
}
|
||||
else if (GameMain.Client != null)
|
||||
{
|
||||
GameMain.Client.CreateEntityEvent(Owner as IClientSerializable, new object[] { NetEntityEvent.Type.InventoryState });
|
||||
}
|
||||
}
|
||||
|
||||
public Item FindItem(string itemName)
|
||||
@@ -234,8 +249,9 @@ namespace Barotrauma
|
||||
for (int n = 0; n < capacity; n++)
|
||||
{
|
||||
if (Items[n] != item) continue;
|
||||
|
||||
Items[n] = null;
|
||||
item.ParentInventory = null;
|
||||
item.ParentInventory = null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -287,10 +303,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (!PlayerInput.LeftButtonHeld())
|
||||
{
|
||||
if (Owner != null)
|
||||
{
|
||||
|
||||
}
|
||||
CreateNetworkEvent();
|
||||
|
||||
DropItem(draggingItem);
|
||||
}
|
||||
@@ -525,6 +538,97 @@ namespace Barotrauma
|
||||
|
||||
item.Sprite.Draw(spriteBatch, new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height / 2), item.Color);
|
||||
}
|
||||
|
||||
|
||||
public void ClientWrite(Lidgren.Network.NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
ServerWrite(msg, null);
|
||||
}
|
||||
|
||||
public void ServerRead(ClientNetObject type, Lidgren.Network.NetIncomingMessage msg, Barotrauma.Networking.Client c)
|
||||
{
|
||||
List<Item> prevItems = new List<Item>(Items);
|
||||
ushort[] newItemIDs = new ushort[capacity];
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
newItemIDs[i] = msg.ReadUInt16();
|
||||
}
|
||||
|
||||
if (c == null || c.Character == null || !c.Character.CanAccessInventory(this))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (newItemIDs[i] == 0)
|
||||
{
|
||||
if (Items[i] != null) Items[i].Drop();
|
||||
}
|
||||
else
|
||||
{
|
||||
var item = Entity.FindEntityByID(newItemIDs[i]) as Item;
|
||||
if (item == null) continue;
|
||||
|
||||
if (GameMain.Server != null)
|
||||
{
|
||||
if (!c.Character.CanAccessItem(item)) continue;
|
||||
}
|
||||
TryPutItem(item, i, true, false);
|
||||
}
|
||||
}
|
||||
|
||||
GameMain.Server.CreateEntityEvent(Owner as IServerSerializable, new object[] { NetEntityEvent.Type.InventoryState });
|
||||
|
||||
foreach (Item item in Items)
|
||||
{
|
||||
if (item == null) continue;
|
||||
if (!prevItems.Contains(item))
|
||||
{
|
||||
GameServer.Log(c.Character + " placed " + item.Name + " in " + Owner, Color.Orange);
|
||||
}
|
||||
}
|
||||
foreach (Item item in prevItems)
|
||||
{
|
||||
if (item == null) continue;
|
||||
if (!Items.Contains(item))
|
||||
{
|
||||
GameServer.Log(c.Character + " removed " + item.Name + " from " + Owner.ToString(), Color.Orange);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerWrite(Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c, object[] extraData = null)
|
||||
{
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
msg.Write((ushort)(Items[i] == null ? 0 : Items[i].ID));
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetIncomingMessage msg, float sendingTime)
|
||||
{
|
||||
ushort[] newItemIDs = new ushort[capacity];
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
newItemIDs[i] = msg.ReadUInt16();
|
||||
}
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (newItemIDs[i] == 0)
|
||||
{
|
||||
if (Items[i] != null) Items[i].Drop();
|
||||
}
|
||||
else
|
||||
{
|
||||
var item = Entity.FindEntityByID(newItemIDs[i]) as Item;
|
||||
if (item == null) continue;
|
||||
|
||||
TryPutItem(item, i, true, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1356,6 +1356,11 @@ namespace Barotrauma
|
||||
return Vector2.Distance(WorldPosition, worldPosition) < PickDistance;
|
||||
}
|
||||
|
||||
public bool CanClientAccess(Client c)
|
||||
{
|
||||
return c != null && c.Character != null && c.Character.CanAccessItem(this);
|
||||
}
|
||||
|
||||
public bool Pick(Character picker, bool ignoreRequiredItems=false, bool forceSelectKey=false, bool forceActionKey=false)
|
||||
{
|
||||
bool hasRequiredSkills = true;
|
||||
@@ -1633,36 +1638,78 @@ namespace Barotrauma
|
||||
|
||||
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
||||
{
|
||||
if (extraData == null) return;
|
||||
if (extraData == null || extraData.Length == 0 || !(extraData[0] is NetEntityEvent.Type))
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if ((NetEntityEvent.Type)extraData[0] == NetEntityEvent.Type.ComponentState)
|
||||
{
|
||||
msg.Write(true);
|
||||
|
||||
int componentIndex = (int)extraData[0];
|
||||
msg.Write((byte)componentIndex);
|
||||
int componentIndex = (int)extraData[1];
|
||||
msg.Write((byte)componentIndex);
|
||||
|
||||
(components[componentIndex] as IServerSerializable).ServerWrite(msg, c, extraData);
|
||||
(components[componentIndex] as IServerSerializable).ServerWrite(msg, c, extraData);
|
||||
}
|
||||
else if ((NetEntityEvent.Type)extraData[0] == NetEntityEvent.Type.InventoryState)
|
||||
{
|
||||
msg.Write(false);
|
||||
|
||||
ownInventory.ServerWrite(msg, c, extraData);
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(NetIncomingMessage msg, float sendingTime)
|
||||
public void ClientRead(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
|
||||
{
|
||||
int componentIndex = msg.ReadByte();
|
||||
bool isComponentUpdate = msg.ReadBoolean();
|
||||
|
||||
(components[componentIndex] as IServerSerializable).ClientRead(msg, sendingTime);
|
||||
if (isComponentUpdate)
|
||||
{
|
||||
int componentIndex = msg.ReadByte();
|
||||
(components[componentIndex] as IServerSerializable).ClientRead(type, msg, sendingTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
ownInventory.ClientRead(type, msg, sendingTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientWrite(NetBuffer msg, object[] extraData = null)
|
||||
{
|
||||
if (extraData == null) return;
|
||||
if (extraData == null || extraData.Length == 0 || !(extraData[0] is NetEntityEvent.Type))
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if ((NetEntityEvent.Type)extraData[0] == NetEntityEvent.Type.ComponentState)
|
||||
{
|
||||
msg.Write(true);
|
||||
|
||||
int componentIndex = (int)extraData[0];
|
||||
msg.Write((byte)componentIndex);
|
||||
int componentIndex = (int)extraData[1];
|
||||
msg.Write((byte)componentIndex);
|
||||
|
||||
(components[componentIndex] as IClientSerializable).ClientWrite(msg, extraData);
|
||||
(components[componentIndex] as IClientSerializable).ClientWrite(msg, extraData);
|
||||
}
|
||||
else if ((NetEntityEvent.Type)extraData[0] == NetEntityEvent.Type.InventoryState)
|
||||
{
|
||||
msg.Write(false);
|
||||
|
||||
ownInventory.ClientWrite(msg, extraData);
|
||||
}
|
||||
}
|
||||
|
||||
public void ServerRead(NetIncomingMessage msg, Client c)
|
||||
public void ServerRead(ClientNetObject type, NetIncomingMessage msg, Client c)
|
||||
{
|
||||
int componentIndex = msg.ReadByte();
|
||||
|
||||
(components[componentIndex] as IClientSerializable).ServerRead(msg, c);
|
||||
bool isComponentUpdate = msg.ReadBoolean();
|
||||
|
||||
if (isComponentUpdate)
|
||||
{
|
||||
int componentIndex = msg.ReadByte();
|
||||
(components[componentIndex] as IClientSerializable).ServerRead(type, msg, c);
|
||||
}
|
||||
else
|
||||
{
|
||||
ownInventory.ServerRead(type, msg, c);
|
||||
}
|
||||
}
|
||||
|
||||
public void WriteSpawnData(NetBuffer msg)
|
||||
@@ -1768,11 +1815,11 @@ namespace Barotrauma
|
||||
if (inventory != null)
|
||||
{
|
||||
if (inventorySlotIndex >= 0 && inventorySlotIndex < 255 &&
|
||||
inventory.TryPutItem(item, inventorySlotIndex, false))
|
||||
inventory.TryPutItem(item, inventorySlotIndex, false, false))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
inventory.TryPutItem(item, item.AllowedSlots);
|
||||
inventory.TryPutItem(item, item.AllowedSlots, false);
|
||||
}
|
||||
|
||||
return item;
|
||||
@@ -1891,7 +1938,7 @@ namespace Barotrauma
|
||||
if (GameMain.Server == null) return;
|
||||
|
||||
int index = components.IndexOf(ic);
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { index });
|
||||
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.ComponentState, index });
|
||||
}
|
||||
|
||||
public void CreateClientEvent<T>(T ic) where T : ItemComponent, IClientSerializable
|
||||
@@ -1899,7 +1946,7 @@ namespace Barotrauma
|
||||
if (GameMain.Client == null) return;
|
||||
|
||||
int index = components.IndexOf(ic);
|
||||
GameMain.Client.CreateEntityEvent(this, new object[] { index });
|
||||
GameMain.Client.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.ComponentState, index });
|
||||
}
|
||||
|
||||
public override void ShallowRemove()
|
||||
|
||||
@@ -45,9 +45,9 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
|
||||
public override bool TryPutItem(Item item, System.Collections.Generic.List<InvSlotType> allowedSlots = null)
|
||||
public override bool TryPutItem(Item item, System.Collections.Generic.List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
|
||||
{
|
||||
bool wasPut = base.TryPutItem(item, allowedSlots);
|
||||
bool wasPut = base.TryPutItem(item, allowedSlots, createNetworkEvent);
|
||||
|
||||
if (wasPut)
|
||||
{
|
||||
@@ -66,9 +66,9 @@ namespace Barotrauma
|
||||
return wasPut;
|
||||
}
|
||||
|
||||
public override bool TryPutItem(Item item, int i, bool allowSwapping)
|
||||
public override bool TryPutItem(Item item, int i, bool allowSwapping, bool createNetworkEvent = true)
|
||||
{
|
||||
bool wasPut = base.TryPutItem(item, i, allowSwapping);
|
||||
bool wasPut = base.TryPutItem(item, i, allowSwapping, createNetworkEvent);
|
||||
|
||||
if (wasPut)
|
||||
{
|
||||
|
||||
@@ -843,7 +843,7 @@ namespace Barotrauma
|
||||
lastSentOxygen = OxygenPercentage;
|
||||
}
|
||||
|
||||
public void ClientRead(NetIncomingMessage message, float sendingTime)
|
||||
public void ClientRead(ServerNetObject type, NetIncomingMessage message, float sendingTime)
|
||||
{
|
||||
Volume = message.ReadRangedSingle(0.0f, 1.5f, 8) * FullVolume;
|
||||
OxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
|
||||
|
||||
@@ -733,10 +733,10 @@ namespace Barotrauma
|
||||
|
||||
if (!MathUtils.IsValid(damage)) return;
|
||||
|
||||
//if (damage != sections[sectionIndex].damage && Math.Abs(sections[sectionIndex].lastSentDamage - damage) > 5.0f)
|
||||
//{
|
||||
// sections[sectionIndex].lastSentDamage = damage;
|
||||
//}
|
||||
if (GameMain.Server != null && damage != sections[sectionIndex].damage)
|
||||
{
|
||||
GameMain.Server.CreateEntityEvent(this);
|
||||
}
|
||||
|
||||
if (damage < prefab.MaxHealth*0.5f)
|
||||
{
|
||||
@@ -852,12 +852,10 @@ namespace Barotrauma
|
||||
for (int i = 0; i < sections.Length; i++)
|
||||
{
|
||||
msg.WriteRangedSingle(sections[i].damage / Health, 0.0f, 1.0f, 8);
|
||||
|
||||
//sections[i].lastSentDamage = sections[i].damage;
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(NetIncomingMessage msg, float sendingTime)
|
||||
public void ClientRead(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
|
||||
{
|
||||
for (int i = 0; i < sections.Count(); i++)
|
||||
{
|
||||
|
||||
@@ -1176,7 +1176,7 @@ namespace Barotrauma
|
||||
msg.Write(PhysicsBody.SimPosition.Y);
|
||||
}
|
||||
|
||||
public void ClientRead(NetIncomingMessage msg, float sendingTime)
|
||||
public void ClientRead(ServerNetObject type, NetIncomingMessage msg, float sendingTime)
|
||||
{
|
||||
var newTargetPosition = new Vector2(
|
||||
msg.ReadFloat(),
|
||||
@@ -1194,6 +1194,13 @@ namespace Barotrauma
|
||||
index++;
|
||||
}
|
||||
|
||||
//position with the same timestamp already in the buffer (duplicate packet?)
|
||||
// -> no need to add again
|
||||
if (index < subBody.MemPos.Count && sendingTime == subBody.MemPos[index].Timestamp)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
subBody.MemPos.Insert(index, new PosInfo(newTargetPosition, Direction.Right, sendingTime));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,7 +35,7 @@ namespace Barotrauma
|
||||
|
||||
public readonly PhysicsBody Body;
|
||||
|
||||
List<PosInfo> memPos = new List<PosInfo>();
|
||||
private List<PosInfo> memPos = new List<PosInfo>();
|
||||
|
||||
public Rectangle Borders
|
||||
{
|
||||
@@ -186,22 +186,7 @@ namespace Barotrauma
|
||||
{
|
||||
if (GameMain.Client != null)
|
||||
{
|
||||
//if (memPos.Count > 1 && Vector2.Distance(memPos[1].Position, Body.SimPosition) > 5.0f)
|
||||
//{
|
||||
// Vector2 moveAmount = ConvertUnits.ToDisplayUnits(memPos[1].Position - Body.SimPosition);
|
||||
|
||||
// ForceTranslate(moveAmount);
|
||||
// DisplaceCharacters(moveAmount);
|
||||
|
||||
// foreach (Submarine sub in submarine.DockedTo)
|
||||
// {
|
||||
// sub.SubBody.ForceTranslate(moveAmount);
|
||||
// sub.SubBody.DisplaceCharacters(moveAmount);
|
||||
// }
|
||||
|
||||
// memPos.RemoveRange(0, 2);
|
||||
//}
|
||||
//else
|
||||
if (memPos.Count == 0) return;
|
||||
|
||||
Vector2 newVelocity = Body.LinearVelocity;
|
||||
Vector2 newPosition = Body.SimPosition;
|
||||
@@ -212,10 +197,17 @@ namespace Barotrauma
|
||||
List<Submarine> subsToMove = new List<Submarine>() { this.submarine };
|
||||
subsToMove.AddRange(submarine.DockedTo);
|
||||
|
||||
foreach (Submarine dockedSub in submarine.DockedTo)
|
||||
{
|
||||
//clear the position buffer of the docked sub to prevent unnecessary position corrections
|
||||
dockedSub.SubBody.memPos.Clear();
|
||||
subsToMove.Add(dockedSub);
|
||||
}
|
||||
|
||||
Submarine closestSub = null;
|
||||
if (Character.Controlled == null)
|
||||
{
|
||||
closestSub= Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter);
|
||||
closestSub = Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -186,7 +186,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void ClientRead(Lidgren.Network.NetIncomingMessage message, float sendingTime)
|
||||
public void ClientRead(ServerNetObject type, Lidgren.Network.NetIncomingMessage message, float sendingTime)
|
||||
{
|
||||
if (GameMain.Server != null) return;
|
||||
|
||||
|
||||
@@ -724,7 +724,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
else
|
||||
{
|
||||
entity.ClientRead(inc, sendingTime);
|
||||
entity.ClientRead(objHeader, inc, sendingTime);
|
||||
}
|
||||
|
||||
inc.ReadPadBits();
|
||||
@@ -736,7 +736,7 @@ namespace Barotrauma.Networking
|
||||
ChatMessage.ClientRead(inc);
|
||||
break;
|
||||
case ServerNetObject.ENTITY_SPAWN:
|
||||
Item.Spawner.ClientRead(inc, sendingTime);
|
||||
Item.Spawner.ClientRead(objHeader, inc, sendingTime);
|
||||
inc.ReadPadBits();
|
||||
break;
|
||||
default:
|
||||
|
||||
@@ -638,7 +638,7 @@ namespace Barotrauma.Networking
|
||||
case ClientNetObject.CHARACTER_INPUT:
|
||||
if (c.Character != null && !c.Character.IsDead && !c.Character.IsUnconscious)
|
||||
{
|
||||
c.Character.ServerRead(inc, c);
|
||||
c.Character.ServerRead(objHeader, inc, c);
|
||||
}
|
||||
break;
|
||||
case ClientNetObject.ENTITY_STATE:
|
||||
@@ -1200,8 +1200,19 @@ namespace Barotrauma.Networking
|
||||
if (c.Character != traitor) continue;
|
||||
traitorClient = c;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public override void SendChatMessage(string message, ChatMessageType? type = null)
|
||||
{
|
||||
type = ChatMessageType.Default;
|
||||
|
||||
ChatMessage chatMessage = ChatMessage.Create(
|
||||
gameStarted && myCharacter != null ? myCharacter.Name : name,
|
||||
message, (ChatMessageType)type, gameStarted ? myCharacter : null);
|
||||
|
||||
|
||||
AddChatMessage(chatMessage);
|
||||
}
|
||||
|
||||
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace Barotrauma.Networking
|
||||
interface IClientSerializable : INetSerializable
|
||||
{
|
||||
void ClientWrite(NetBuffer msg, object[] extraData = null);
|
||||
void ServerRead(NetIncomingMessage msg, Client c);
|
||||
void ServerRead(ClientNetObject type, NetIncomingMessage msg, Client c);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -20,6 +20,6 @@ namespace Barotrauma.Networking
|
||||
interface IServerSerializable : INetSerializable
|
||||
{
|
||||
void ServerWrite(NetBuffer msg, Client c, object[] extraData = null);
|
||||
void ClientRead(NetIncomingMessage msg, float sendingTime);
|
||||
void ClientRead(ServerNetObject type, NetIncomingMessage msg, float sendingTime);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -59,12 +59,13 @@ namespace Barotrauma.Networking
|
||||
float lastSent = 0;
|
||||
eventLastSent.TryGetValue(events[i].ID, out lastSent);
|
||||
|
||||
if (lastSent > NetTime.Now - serverConnection.AverageRoundtripTime)
|
||||
//wait for 1.5f * roundtriptime until resending
|
||||
if (lastSent > NetTime.Now - serverConnection.AverageRoundtripTime * 1.5f)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
eventsToSync.Add(events[i]);
|
||||
eventsToSync.Insert(0, events[i]);
|
||||
}
|
||||
if (eventsToSync.Count == 0) return;
|
||||
|
||||
@@ -95,7 +96,7 @@ namespace Barotrauma.Networking
|
||||
var serverEntity = entity as IServerSerializable;
|
||||
if (serverEntity == null) return;
|
||||
|
||||
serverEntity.ClientRead(buffer, sendingTime);
|
||||
serverEntity.ClientRead(ServerNetObject.ENTITY_STATE, buffer, sendingTime);
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
|
||||
@@ -9,6 +9,11 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
abstract class NetEntityEvent
|
||||
{
|
||||
public enum Type
|
||||
{
|
||||
Default, ComponentState, InventoryState
|
||||
}
|
||||
|
||||
public readonly Entity Entity;
|
||||
public readonly UInt32 ID;
|
||||
|
||||
|
||||
@@ -52,7 +52,7 @@ namespace Barotrauma.Networking
|
||||
/// <summary>
|
||||
/// Read the events from the message, ignoring ones we've already received
|
||||
/// </summary>
|
||||
protected void Read(NetIncomingMessage msg, float sendingTime, ref UInt32 lastReceivedID)
|
||||
protected void Read(NetIncomingMessage msg, float sendingTime, ref UInt32 lastReceivedID, Client sender = null)
|
||||
{
|
||||
UInt32 firstEventID = msg.ReadUInt32();
|
||||
int eventCount = msg.ReadByte();
|
||||
@@ -68,14 +68,34 @@ namespace Barotrauma.Networking
|
||||
//skip the event if we've already received it or if the entity isn't found
|
||||
if (thisEventID != lastReceivedID + 1 || entity == null)
|
||||
{
|
||||
DebugConsole.NewMessage("received msg "+thisEventID, Microsoft.Xna.Framework.Color.Red);
|
||||
if (thisEventID != lastReceivedID + 1)
|
||||
{
|
||||
DebugConsole.NewMessage("received msg "+thisEventID, Microsoft.Xna.Framework.Color.Red);
|
||||
}
|
||||
else if (entity == null)
|
||||
{
|
||||
DebugConsole.NewMessage("received msg " + thisEventID+", entity "+entityID+" not found", Microsoft.Xna.Framework.Color.Red);
|
||||
}
|
||||
msg.Position += msgLength * 8;
|
||||
}
|
||||
else
|
||||
{
|
||||
long msgPosition = msg.Position;
|
||||
|
||||
DebugConsole.NewMessage("received msg "+thisEventID, Microsoft.Xna.Framework.Color.Green);
|
||||
lastReceivedID++;
|
||||
ReadEvent(msg, entity, sendingTime);
|
||||
try
|
||||
{
|
||||
ReadEvent(msg, entity, sendingTime, sender);
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
{
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError("Failed to read event for entity \""+entity.ToString()+"\"!", e);
|
||||
#endif
|
||||
msg.Position = msgPosition + msgLength * 8;
|
||||
}
|
||||
}
|
||||
msg.ReadPadBits();
|
||||
}
|
||||
|
||||
@@ -12,15 +12,19 @@ namespace Barotrauma.Networking
|
||||
private List<ServerEntityEvent> events;
|
||||
|
||||
private UInt32 ID;
|
||||
|
||||
private GameServer server;
|
||||
|
||||
public ServerEntityEventManager(GameServer server)
|
||||
{
|
||||
events = new List<ServerEntityEvent>();
|
||||
|
||||
this.server = server;
|
||||
}
|
||||
|
||||
public void CreateEvent(IServerSerializable entity, object[] extraData = null)
|
||||
{
|
||||
if (!(entity is Entity))
|
||||
if (entity == null || !(entity is Entity))
|
||||
{
|
||||
DebugConsole.ThrowError("Can't create an entity event for " + entity + "!");
|
||||
return;
|
||||
@@ -54,7 +58,8 @@ namespace Barotrauma.Networking
|
||||
float lastSent = 0;
|
||||
client.entityEventLastSent.TryGetValue(events[i].ID, out lastSent);
|
||||
|
||||
if (lastSent > NetTime.Now - client.Connection.AverageRoundtripTime)
|
||||
//wait for 1.5f * roundtriptime until resending
|
||||
if (lastSent > NetTime.Now - client.Connection.AverageRoundtripTime * 1.5f)
|
||||
{
|
||||
break;
|
||||
}
|
||||
@@ -86,12 +91,12 @@ namespace Barotrauma.Networking
|
||||
var clientEntity = entity as IClientSerializable;
|
||||
if (clientEntity == null) return;
|
||||
|
||||
clientEntity.ServerRead(buffer, sender);
|
||||
clientEntity.ServerRead(ClientNetObject.ENTITY_STATE, buffer, sender);
|
||||
}
|
||||
|
||||
public void Read(NetIncomingMessage msg, Client client)
|
||||
{
|
||||
base.Read(msg, 0.0f, ref client.lastSentEntityEventID);
|
||||
base.Read(msg, 0.0f, ref client.lastSentEntityEventID, client);
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
|
||||
@@ -511,10 +511,18 @@ namespace Barotrauma
|
||||
float speedMultiplier = 0.9f + (float)Math.Pow((positionBuffer.Count - 2) / 5.0f, 2.0f);
|
||||
|
||||
netInterpolationState += (deltaTime * speedMultiplier) / (next.Timestamp - prev.Timestamp);
|
||||
newPosition = Vector2.Lerp(prev.Position, next.Position, netInterpolationState);
|
||||
|
||||
//override the targetMovement to make the character play the walking/running animation
|
||||
newVelocity = (next.Position - prev.Position) / (next.Timestamp - prev.Timestamp);
|
||||
newPosition = Vector2.Lerp(prev.Position, next.Position, Math.Min(netInterpolationState, 1.0f));
|
||||
|
||||
if (next.Timestamp == prev.Timestamp)
|
||||
{
|
||||
newVelocity = Vector2.Zero;
|
||||
}
|
||||
else
|
||||
{
|
||||
//override the targetMovement to make the character play the walking/running animation
|
||||
newVelocity = (next.Position - prev.Position) / (next.Timestamp - prev.Timestamp);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user