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.
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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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