v0.13.0.11

This commit is contained in:
Joonas Rikkonen
2021-04-22 17:33:08 +03:00
parent 0697d7fc64
commit 8bb31f2893
391 changed files with 17271 additions and 5949 deletions
@@ -15,7 +15,7 @@ namespace Barotrauma.Networking
public static void ClientRead(IReadMessage msg)
{
UInt16 ID = msg.ReadUInt16();
UInt16 id = msg.ReadUInt16();
ChatMessageType type = (ChatMessageType)msg.ReadByte();
PlayerConnectionChangeType changeType = PlayerConnectionChangeType.None;
string txt = "";
@@ -29,6 +29,14 @@ namespace Barotrauma.Networking
string senderName = msg.ReadString();
Character senderCharacter = null;
Client senderClient = null;
bool hasSenderClient = msg.ReadBoolean();
if (hasSenderClient)
{
UInt64 clientId = msg.ReadUInt64();
senderClient = GameMain.Client.ConnectedClients.Find(c => c.SteamID == clientId || c.ID == clientId);
if (senderClient != null) { senderName = senderClient.Name; }
}
bool hasSenderCharacter = msg.ReadBoolean();
if (hasSenderCharacter)
{
@@ -38,6 +46,7 @@ namespace Barotrauma.Networking
senderName = senderCharacter.Name;
}
}
msg.ReadPadBits();
switch (type)
{
@@ -48,7 +57,54 @@ namespace Barotrauma.Networking
UInt16 targetCharacterID = msg.ReadUInt16();
Character targetCharacter = Entity.FindEntityByID(targetCharacterID) as Character;
Entity targetEntity = Entity.FindEntityByID(msg.ReadUInt16());
int optionIndex = msg.ReadByte();
Order orderPrefab = null;
int? optionIndex = null;
string orderOption = null;
// The option of a Dismiss order is written differently so we know what order we target
// now that the game supports multiple current orders simultaneously
if (orderIndex >= 0 && orderIndex < Order.PrefabList.Count)
{
orderPrefab = Order.PrefabList[orderIndex];
if (orderPrefab.Identifier != "dismissed")
{
optionIndex = msg.ReadByte();
}
// Does the dismiss order have a specified target?
else if (msg.ReadBoolean())
{
int identifierCount = msg.ReadByte();
if (identifierCount > 0)
{
int dismissedOrderIndex = msg.ReadByte();
Order dismissedOrderPrefab = null;
if (dismissedOrderIndex >= 0 && dismissedOrderIndex < Order.PrefabList.Count)
{
dismissedOrderPrefab = Order.PrefabList[dismissedOrderIndex];
orderOption = dismissedOrderPrefab.Identifier;
}
if (identifierCount > 1)
{
int dismissedOrderOptionIndex = msg.ReadByte();
if (dismissedOrderPrefab != null)
{
var options = dismissedOrderPrefab.Options;
if (options != null && dismissedOrderOptionIndex >= 0 && dismissedOrderOptionIndex < options.Length)
{
orderOption += $".{options[dismissedOrderOptionIndex]}";
}
}
}
}
}
}
else
{
optionIndex = msg.ReadByte();
}
int orderPriority = msg.ReadByte();
OrderTarget orderTargetPosition = null;
Order.OrderTargetType orderTargetType = (Order.OrderTargetType)msg.ReadByte();
int wallSectionIndex = 0;
@@ -64,22 +120,18 @@ namespace Barotrauma.Networking
wallSectionIndex = msg.ReadByte();
}
Order orderPrefab;
if (orderIndex < 0 || orderIndex >= Order.PrefabList.Count)
{
DebugConsole.ThrowError("Invalid order message - order index out of bounds.");
if (NetIdUtils.IdMoreRecent(ID, LastID)) { LastID = ID; }
if (NetIdUtils.IdMoreRecent(id, LastID)) { LastID = id; }
return;
}
else
{
orderPrefab = Order.PrefabList[orderIndex];
}
string orderOption = "";
if (optionIndex >= 0 && optionIndex < orderPrefab.Options.Length)
{
orderOption = orderPrefab.Options[optionIndex];
orderPrefab ??= Order.PrefabList[orderIndex];
}
orderOption ??= optionIndex.HasValue && optionIndex >= 0 && optionIndex < orderPrefab.Options.Length ? orderPrefab.Options[optionIndex.Value] : "";
txt = orderPrefab.GetChatMessage(targetCharacter?.Name, senderCharacter?.CurrentHull?.DisplayName, givingOrderToSelf: targetCharacter == senderCharacter, orderOption: orderOption);
if (GameMain.Client.GameStarted && Screen.Selected == GameMain.GameScreen)
@@ -107,16 +159,16 @@ namespace Barotrauma.Networking
}
else if (targetCharacter != null)
{
targetCharacter.SetOrder(order, orderOption, senderCharacter);
targetCharacter.SetOrder(order, orderOption, orderPriority, senderCharacter);
}
}
}
if (NetIdUtils.IdMoreRecent(ID, LastID))
if (NetIdUtils.IdMoreRecent(id, LastID))
{
GameMain.Client.AddChatMessage(
new OrderChatMessage(orderPrefab, orderOption, txt, orderTargetPosition ?? targetEntity as ISpatialEntity, targetCharacter, senderCharacter));
LastID = ID;
new OrderChatMessage(orderPrefab, orderOption, orderPriority, txt, orderTargetPosition ?? targetEntity as ISpatialEntity, targetCharacter, senderCharacter));
LastID = id;
}
return;
case ChatMessageType.ServerMessageBox:
@@ -128,7 +180,7 @@ namespace Barotrauma.Networking
break;
}
if (NetIdUtils.IdMoreRecent(ID, LastID))
if (NetIdUtils.IdMoreRecent(id, LastID))
{
switch (type)
{
@@ -154,10 +206,10 @@ namespace Barotrauma.Networking
GameMain.Client.ServerSettings.ServerLog?.WriteLine(txt, messageType);
break;
default:
GameMain.Client.AddChatMessage(txt, type, senderName, senderCharacter, changeType);
GameMain.Client.AddChatMessage(txt, type, senderName, senderClient, senderCharacter, changeType);
break;
}
LastID = ID;
LastID = id;
}
}
}