Fixes to respawn shuttle bugs that may have caused entity ID mismatches: clients don't remove gaps or undock docking ports when a respawn shuttle leaves the level (but instead receive network events that tell them to do so), removing gaps is done with EntitySpawner.
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@@ -277,15 +277,15 @@ namespace Barotrauma.Networking
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if (door.IsOpen) door.SetState(false,false,true);
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}
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var server = networkMember as GameServer;
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if (server == null) return;
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var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == respawnShuttle && g.ConnectedWall != null);
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shuttleGaps.ForEach(g => g.Remove());
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shuttleGaps.ForEach(g => Spawner.AddToRemoveQueue(g));
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var dockingPorts = Item.ItemList.FindAll(i => i.Submarine == respawnShuttle && i.GetComponent<DockingPort>() != null);
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dockingPorts.ForEach(d => d.GetComponent<DockingPort>().Undock());
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var server = networkMember as GameServer;
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if (server == null) return;
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//shuttle has returned if the path has been traversed or the shuttle is close enough to the exit
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if (!CoroutineManager.IsCoroutineRunning("forcepos"))
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@@ -405,7 +405,7 @@ namespace Barotrauma.Networking
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}
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var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == respawnShuttle && g.ConnectedWall != null);
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shuttleGaps.ForEach(g => g.Remove());
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shuttleGaps.ForEach(g => Spawner.AddToRemoveQueue(g));
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foreach (Hull hull in Hull.hullList)
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{
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@@ -427,7 +427,7 @@ namespace Barotrauma.Networking
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foreach (Item item in c.Inventory.Items)
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{
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if (item == null) continue;
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Entity.Spawner.AddToRemoveQueue(item);
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Spawner.AddToRemoveQueue(item);
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}
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}
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