- server doesn't send the STARTGAME message to all clients when someone joins mid-round
- team ID is included in character spawn messages even if no-one is controlling the character anymore - living characters are taken into account when assigning jobs for respawned characters (e.g. there can't be two captains alive at the same time)
This commit is contained in:
@@ -1740,15 +1740,15 @@ namespace Barotrauma
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if (info != null)
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{
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Vector2 namePos = new Vector2(pos.X, pos.Y - 110.0f - (5.0f/cam.Zoom)) - GUI.Font.MeasureString(Info.Name) * 0.5f / cam.Zoom;
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Vector2 namePos = new Vector2(pos.X, pos.Y - 110.0f - (5.0f / cam.Zoom)) - GUI.Font.MeasureString(Info.Name) * 0.5f / cam.Zoom;
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Color nameColor = Color.White;
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if (Character.Controlled != null && TeamID!=Character.Controlled.TeamID)
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if (Character.Controlled != null && TeamID != Character.Controlled.TeamID)
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{
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nameColor = Color.Red;
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}
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spriteBatch.DrawString(GUI.Font, Info.Name, namePos + new Vector2(1.0f/cam.Zoom, 1.0f / cam.Zoom), Color.Black, 0.0f,Vector2.Zero, 1.0f / cam.Zoom,SpriteEffects.None,0.001f);
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spriteBatch.DrawString(GUI.Font, Info.Name, namePos, nameColor, 0.0f, Vector2.Zero, 1.0f/cam.Zoom, SpriteEffects.None, 0.0f);
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spriteBatch.DrawString(GUI.Font, Info.Name, namePos + new Vector2(1.0f / cam.Zoom, 1.0f / cam.Zoom), Color.Black, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.001f);
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spriteBatch.DrawString(GUI.Font, Info.Name, namePos, nameColor, 0.0f, Vector2.Zero, 1.0f / cam.Zoom, SpriteEffects.None, 0.0f);
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if (GameMain.DebugDraw)
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{
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@@ -2461,20 +2461,19 @@ namespace Barotrauma
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{
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msg.Write(true);
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msg.Write(ownerClient.ID);
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msg.Write(TeamID);
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}
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else if (GameMain.Server.Character == this)
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{
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msg.Write(true);
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msg.Write((byte)0);
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msg.Write(TeamID);
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}
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else
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{
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msg.Write(false);
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}
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msg.Write(Info.Name);
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msg.Write(TeamID);
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msg.Write(this is AICharacter);
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msg.Write(Info.Gender == Gender.Female);
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@@ -2508,9 +2507,10 @@ namespace Barotrauma
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{
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bool hasOwner = inc.ReadBoolean();
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int ownerId = hasOwner ? inc.ReadByte() : -1;
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byte teamID = hasOwner ? inc.ReadByte() : (byte)0;
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string newName = inc.ReadString();
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byte teamID = inc.ReadByte();
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bool hasAi = inc.ReadBoolean();
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bool isFemale = inc.ReadBoolean();
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@@ -546,7 +546,7 @@ namespace Barotrauma.Networking
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//game already started -> send start message immediately
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if (gameStarted)
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{
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SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset, connectedClients);
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SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset, connectedClient);
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}
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}
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break;
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@@ -1097,46 +1097,50 @@ namespace Barotrauma.Networking
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{
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foreach (Client client in clients)
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{
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NetOutgoingMessage msg = server.CreateMessage();
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msg.Write((byte)ServerPacketHeader.STARTGAME);
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SendStartMessage(seed, selectedSub, selectedMode, client);
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}
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}
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msg.Write(seed);
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private void SendStartMessage(int seed, Submarine selectedSub, GameModePreset selectedMode, Client client)
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{
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NetOutgoingMessage msg = server.CreateMessage();
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msg.Write((byte)ServerPacketHeader.STARTGAME);
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msg.Write(GameMain.NetLobbyScreen.LevelSeed);
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msg.Write(seed);
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msg.Write((byte)GameMain.NetLobbyScreen.MissionTypeIndex);
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msg.Write(GameMain.NetLobbyScreen.LevelSeed);
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msg.Write(selectedSub.Name);
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msg.Write(selectedSub.MD5Hash.Hash);
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msg.Write((byte)GameMain.NetLobbyScreen.MissionTypeIndex);
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msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.Name);
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msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.Hash);
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msg.Write(selectedSub.Name);
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msg.Write(selectedSub.MD5Hash.Hash);
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msg.Write(selectedMode.Name);
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msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.Name);
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msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.Hash);
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bool missionAllowRespawn =
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!(GameMain.GameSession.gameMode is MissionMode) ||
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((MissionMode)GameMain.GameSession.gameMode).Mission.AllowRespawn;
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msg.Write(selectedMode.Name);
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msg.Write(AllowRespawn && missionAllowRespawn);
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msg.Write(Submarine.MainSubs[1] != null); //loadSecondSub
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bool missionAllowRespawn =
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!(GameMain.GameSession.gameMode is MissionMode) ||
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((MissionMode)GameMain.GameSession.gameMode).Mission.AllowRespawn;
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if (TraitorManager != null &&
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TraitorManager.TraitorCharacter != null &&
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TraitorManager.TargetCharacter != null &&
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TraitorManager.TraitorCharacter == client.Character)
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{
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msg.Write(true);
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msg.Write(TraitorManager.TargetCharacter.Name);
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}
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else
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{
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msg.Write(false);
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}
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server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
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msg.Write(AllowRespawn && missionAllowRespawn);
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msg.Write(Submarine.MainSubs[1] != null); //loadSecondSub
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if (TraitorManager != null &&
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TraitorManager.TraitorCharacter != null &&
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TraitorManager.TargetCharacter != null &&
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TraitorManager.TraitorCharacter == client.Character)
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{
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msg.Write(true);
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msg.Write(TraitorManager.TargetCharacter.Name);
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}
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else
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{
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msg.Write(false);
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}
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server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
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}
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public void EndGame()
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@@ -1468,6 +1472,7 @@ namespace Barotrauma.Networking
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if (type == ChatMessageType.Server)
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{
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senderName = null;
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senderCharacter = null;
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}
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var chatMsg = ChatMessage.Create(
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@@ -1716,18 +1721,24 @@ namespace Barotrauma.Networking
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unassigned = new List<Client>(unassigned);
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int[] assignedClientCount = new int[JobPrefab.List.Count];
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if (characterInfo!=null && assignHost)
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if (characterInfo != null && assignHost)
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{
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assignedClientCount[JobPrefab.List.FindIndex(jp => jp == GameMain.NetLobbyScreen.JobPreferences[0])]=1;
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assignedClientCount[JobPrefab.List.FindIndex(jp => jp == GameMain.NetLobbyScreen.JobPreferences[0])] = 1;
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}
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else if (myCharacter != null && !myCharacter.IsDead)
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{
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assignedClientCount[JobPrefab.List.IndexOf(myCharacter.Info.Job.Prefab)] = 1;
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}
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//count the clients who already have characters with an assigned job
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foreach (Client c in connectedClients)
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{
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if (unassigned.Contains(c)) continue;
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if (c.Character == null || !c.Character.IsDead) continue;
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assignedClientCount[JobPrefab.List.IndexOf(c.Character.Info.Job.Prefab)]++;
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if (c.Character != null && !c.Character.IsDead)
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{
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assignedClientCount[JobPrefab.List.IndexOf(c.Character.Info.Job.Prefab)]++;
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}
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}
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//if any of the players has chosen a job that is Always Allowed, give them that job
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