ItemComponent syncing fixes:
- Relay and lightcomponent states are synced (otherwise clients won't be notified if the state is, for example, toggled by a signal from a button). - Clients don't play door sounds if a signal attempts to set the state to the same value as the predicted state, but DO play if a correction from the server changes the state from the predicted one. - Clients are notified if a reactor receives a shutdown signal. - Powercontainer updates are sent if the charge changes by 1%, not by 1 unit.
This commit is contained in:
@@ -500,10 +500,8 @@ namespace Barotrauma.Items.Components
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public void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage = false)
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{
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if (isStuck || isOpen == open) return;
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if (GameMain.Client != null && !isNetworkMessage)
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{
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//clients can "predict" that the door opens/closes when a signal is received
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@@ -511,14 +509,15 @@ namespace Barotrauma.Items.Components
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//the prediction will be reset after 1 second, setting the door to a state
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//sent by the server, or reverting it back to its old state if no msg from server was received
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PlaySound(ActionType.OnUse, item.WorldPosition);
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if (open != predictedState) PlaySound(ActionType.OnUse, item.WorldPosition);
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predictedState = open;
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resetPredictionTimer = CorrectionDelay;
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}
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else
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{
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if (!isNetworkMessage) PlaySound(ActionType.OnUse, item.WorldPosition);
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if (!isNetworkMessage || open != predictedState) PlaySound(ActionType.OnUse, item.WorldPosition);
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isOpen = open;
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}
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@@ -545,7 +545,11 @@ namespace Barotrauma.Items.Components
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switch (connection.Name)
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{
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case "shutdown":
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shutDownTemp = 0.0f;
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if (shutDownTemp > 0.0f)
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{
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unsentChanges = true;
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shutDownTemp = 0.0f;
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}
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break;
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}
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}
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@@ -56,7 +56,7 @@ namespace Barotrauma.Items.Components
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if (!MathUtils.IsValid(value)) return;
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charge = MathHelper.Clamp(value, 0.0f, capacity);
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if (Math.Abs(charge - lastSentCharge) > 1.0f)
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if (Math.Abs(charge - lastSentCharge) / capacity > 1.0f)
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{
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if (GameMain.Server != null) item.CreateServerEvent(this);
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lastSentCharge = charge;
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@@ -2,10 +2,12 @@
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using Barotrauma.Lights;
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using System;
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using System.Xml.Linq;
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using Barotrauma.Networking;
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using Lidgren.Network;
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namespace Barotrauma.Items.Components
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{
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class LightComponent : Powered, IDrawableComponent
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class LightComponent : Powered, IServerSerializable, IDrawableComponent
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{
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private Color lightColor;
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@@ -47,7 +49,10 @@ namespace Barotrauma.Items.Components
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get { return IsActive; }
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set
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{
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if (IsActive == value) return;
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IsActive = value;
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if (GameMain.Server != null) item.CreateServerEvent(this);
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}
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}
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@@ -205,5 +210,15 @@ namespace Barotrauma.Items.Components
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break;
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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(IsOn);
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}
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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IsOn = msg.ReadBoolean();
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}
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}
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}
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@@ -1,14 +1,14 @@
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using System;
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using Barotrauma.Networking;
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using Lidgren.Network;
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using System;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class RelayComponent : PowerTransfer
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class RelayComponent : PowerTransfer, IServerSerializable
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{
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private float maxPower;
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private float lastReceivedMessage;
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[Editable, HasDefaultValue(1000.0f, true)]
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public float MaxPower
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{
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@@ -75,19 +75,34 @@ namespace Barotrauma.Items.Components
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}
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else if (connection.Name == "toggle")
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{
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SetState(!IsOn);
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SetState(!IsOn, false);
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}
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else if (connection.Name == "set_state")
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{
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SetState(signal != "0");
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SetState(signal != "0", false);
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}
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}
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public void SetState(bool on)
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public void SetState(bool on, bool isNetworkMessage)
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{
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//if (GameMain.Client != null && !isNetworkMessage) return;
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if (GameMain.Client != null && !isNetworkMessage) return;
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if (on != IsOn && GameMain.Server != null)
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{
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item.CreateServerEvent(this);
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}
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IsOn = on;
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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(isOn);
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}
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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SetState(msg.ReadBoolean(), true);
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}
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}
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}
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