Unstable 1.8.4.0
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+64
-24
@@ -121,21 +121,21 @@ namespace Barotrauma
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{
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if (string.IsNullOrWhiteSpace(savePath)) { return; }
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GameMain.GameSession = new GameSession(new SubmarineInfo(subPath), savePath, GameModePreset.MultiPlayerCampaign, startingSettings, seed);
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GameMain.GameSession = new GameSession(new SubmarineInfo(subPath), Option.None, CampaignDataPath.CreateRegular(savePath), GameModePreset.MultiPlayerCampaign, startingSettings, seed);
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GameMain.NetLobbyScreen.ToggleCampaignMode(true);
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SaveUtil.SaveGame(GameMain.GameSession.SavePath);
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SaveUtil.SaveGame(GameMain.GameSession.DataPath);
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DebugConsole.NewMessage("Campaign started!", Color.Cyan);
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DebugConsole.NewMessage("Current location: " + GameMain.GameSession.Map.CurrentLocation.DisplayName, Color.Cyan);
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((MultiPlayerCampaign)GameMain.GameSession.GameMode).LoadInitialLevel();
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}
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public static void LoadCampaign(string selectedSave, Client client)
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public static void LoadCampaign(CampaignDataPath path, Client client)
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{
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GameMain.NetLobbyScreen.ToggleCampaignMode(true);
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try
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{
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SaveUtil.LoadGame(selectedSave);
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SaveUtil.LoadGame(path);
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if (GameMain.GameSession.GameMode is MultiPlayerCampaign mpCampaign)
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{
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mpCampaign.LastSaveID++;
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@@ -148,7 +148,7 @@ namespace Barotrauma
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}
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catch (Exception e)
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{
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string errorMsg = $"Error while loading the save {selectedSave}";
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string errorMsg = $"Error while loading the save {path.LoadPath}";
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if (client != null)
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{
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GameMain.Server?.SendDirectChatMessage($"{errorMsg}: {e.Message}\n{e.StackTrace}", client, ChatMessageType.Error);
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@@ -209,7 +209,7 @@ namespace Barotrauma
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{
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try
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{
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LoadCampaign(saveFiles[saveIndex].FilePath, client: null);
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LoadCampaign(CampaignDataPath.CreateRegular(saveFiles[saveIndex].FilePath), client: null);
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}
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catch (Exception ex)
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{
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@@ -243,6 +243,12 @@ namespace Barotrauma
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savedExperiencePoints.RemoveAll(s => client.AccountId == s.AccountId || client.Connection.Endpoint.Address == s.Address);
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}
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public void RefreshCharacterCampaignData(Character character, bool refreshHealthData)
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{
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var matchingData = characterData.FirstOrDefault(c => c.CharacterInfo == character.Info);
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matchingData?.Refresh(character, refreshHealthData: refreshHealthData);
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}
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public void SavePlayers()
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{
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//refresh the character data of clients who are still in the server
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@@ -289,7 +295,8 @@ namespace Barotrauma
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data.Refresh(character, refreshHealthData: character.CauseOfDeath?.Type != CauseOfDeathType.Disconnected);
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characterData.Add(data);
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}
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else
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//check the cause of death in the CharacterInfo too (the character instance may have despawned, so we can't just rely on that)
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else if (data.CharacterInfo.CauseOfDeath is not { Type: CauseOfDeathType.Disconnected })
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{
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//character dead or removed -> reduce skills, remove items, health data, etc
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data.CharacterInfo.ApplyDeathEffects();
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@@ -389,7 +396,7 @@ namespace Barotrauma
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}
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}
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// Event history must be registered before ending the round or it will be cleared
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GameMain.GameSession.EventManager.RegisterEventHistory();
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GameMain.GameSession.EventManager.StoreEventDataAtRoundEnd();
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}
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//store the currently active missions at this point so we can communicate their states to clients, they're cleared in EndRound
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@@ -406,13 +413,13 @@ namespace Barotrauma
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LeaveUnconnectedSubs(leavingSub);
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NextLevel = newLevel;
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GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine);
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SaveUtil.SaveGame(GameMain.GameSession.SavePath);
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SaveUtil.SaveGame(GameMain.GameSession.DataPath);
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}
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else
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{
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PendingSubmarineSwitch = null;
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GameMain.Server.EndGame(TransitionType.None, wasSaved: false);
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LoadCampaign(GameMain.GameSession.SavePath, client: null);
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LoadCampaign(GameMain.GameSession.DataPath, client: null);
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LastSaveID++;
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IncrementAllLastUpdateIds();
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yield return CoroutineStatus.Success;
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@@ -638,6 +645,7 @@ namespace Barotrauma
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msg.WriteBoolean(IsFirstRound);
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msg.WriteByte(CampaignID);
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msg.WriteByte(RoundID);
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msg.WriteUInt16(lastSaveID);
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msg.WriteString(map.Seed);
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@@ -1208,18 +1216,22 @@ namespace Barotrauma
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public void ServerReadCrew(IReadMessage msg, Client sender)
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{
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UInt16[] pendingHires = null;
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bool[] pendingToReserveBench = null;
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Dictionary<int, BotStatus> existingBotsClient = null;
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bool updatePending = msg.ReadBoolean();
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if (updatePending)
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{
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ushort pendingHireLength = msg.ReadUInt16();
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pendingHires = new UInt16[pendingHireLength];
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pendingToReserveBench = new bool[pendingHireLength];
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for (int i = 0; i < pendingHireLength; i++)
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{
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pendingHires[i] = msg.ReadUInt16();
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pendingToReserveBench[i] = msg.ReadBoolean();
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}
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}
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bool validateHires = msg.ReadBoolean();
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bool renameCharacter = msg.ReadBoolean();
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@@ -1229,9 +1241,9 @@ namespace Barotrauma
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if (renameCharacter)
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{
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renamedIdentifier = msg.ReadUInt16();
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newName = msg.ReadString();
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newName = Client.SanitizeName(msg.ReadString());
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existingCrewMember = msg.ReadBoolean();
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if (!GameMain.Server.IsNameValid(sender, newName))
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if (!GameMain.Server.IsNameValid(sender, newName, clientRenamingSelf: renamedIdentifier == sender.CharacterInfo?.ID))
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{
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renameCharacter = false;
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}
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@@ -1249,7 +1261,7 @@ namespace Barotrauma
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{
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if (fireCharacter && AllowedToManageCampaign(sender, ClientPermissions.ManageHires))
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{
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firedCharacter = CrewManager.GetCharacterInfos().FirstOrDefault(info => info.ID == firedIdentifier);
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firedCharacter = CrewManager.GetCharacterInfos(includeReserveBench: true).FirstOrDefault(info => info.ID == firedIdentifier);
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if (firedCharacter != null && (firedCharacter.Character?.IsBot ?? true))
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{
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CrewManager.FireCharacter(firedCharacter);
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@@ -1267,7 +1279,7 @@ namespace Barotrauma
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{
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if (existingCrewMember && CrewManager != null)
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{
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characterInfo = CrewManager.GetCharacterInfos().FirstOrDefault(info => info.ID == renamedIdentifier);
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characterInfo = CrewManager.GetCharacterInfos(includeReserveBench: true).FirstOrDefault(info => info.ID == renamedIdentifier);
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}
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else if (!existingCrewMember && location.HireManager != null)
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{
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@@ -1318,6 +1330,7 @@ namespace Barotrauma
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if (updatePending)
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{
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List<CharacterInfo> pendingHireInfos = new List<CharacterInfo>();
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int i = 0;
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foreach (UInt16 identifier in pendingHires)
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{
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CharacterInfo match = location.GetHireableCharacters().FirstOrDefault(info => info.ID == identifier);
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@@ -1326,9 +1339,11 @@ namespace Barotrauma
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DebugConsole.ThrowError($"Tried to add a character that doesn't exist ({identifier}) to pending hires");
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continue;
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}
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match.BotStatus = pendingToReserveBench[i++] ? BotStatus.PendingHireToReserveBench : BotStatus.PendingHireToActiveService;
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pendingHireInfos.Add(match);
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if (pendingHireInfos.Count + CrewManager.GetCharacterInfos().Count() >= CrewManager.MaxCrewSize)
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if (pendingHireInfos.Count(ci => ci.BotStatus == BotStatus.PendingHireToActiveService) + CrewManager.GetCharacterInfos().Count() >= CrewManager.MaxCrewSize)
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{
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break;
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}
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@@ -1396,14 +1411,21 @@ namespace Barotrauma
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foreach (CharacterInfo pendingHire in pendingHires)
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{
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msg.WriteUInt16(pendingHire.ID);
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msg.WriteBoolean(pendingHire.BotStatus == BotStatus.PendingHireToReserveBench);
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}
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var hiredCharacters = CrewManager.GetCharacterInfos().Where(ci => ci.IsNewHire);
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msg.WriteUInt16((ushort)hiredCharacters.Count());
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foreach (CharacterInfo info in hiredCharacters)
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var crewManager = CrewManager.GetCharacterInfos();
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msg.WriteUInt16((ushort)crewManager.Count());
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foreach (CharacterInfo info in crewManager)
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{
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info.ServerWrite(msg);
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}
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var reserveBench = CrewManager.GetReserveBenchInfos();
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msg.WriteUInt16((ushort)reserveBench.Count());
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foreach (CharacterInfo info in reserveBench)
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{
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info.ServerWrite(msg);
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msg.WriteInt32(info.Salary);
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}
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bool validRenaming = renamedCrewMember.id > 0 && !string.IsNullOrEmpty(renamedCrewMember.newName);
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@@ -1466,7 +1488,16 @@ namespace Barotrauma
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return wallet.Balance + Bank.Balance;
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}
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public override void Save(XElement element)
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/// <summary>
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/// Serializes the campaign and character data to XML.
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/// </summary>
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/// <param name="element">Game session element to save the campaign data to.</param>
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/// <param name="isSavingOnLoading">
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/// Whether the save is being done during loading to ensure the campaign ID matches the one in the save file.
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/// Used to work around some quirks with the backup save system.
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/// See: <see cref="SaveUtil.SaveGame(CampaignDataPath,bool)"/>
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/// </param>
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public override void Save(XElement element, bool isSavingOnLoading)
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{
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element.Add(new XAttribute("campaignid", CampaignID));
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XElement modeElement = new XElement("MultiPlayerCampaign",
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@@ -1516,8 +1547,16 @@ namespace Barotrauma
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element.Add(modeElement);
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//save character data to a separate file
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string characterDataPath = GetCharacterDataSavePath();
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// save character data to a separate file
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// When loading a campaign in multiplayer, we save the campaign to ensure the campaign ID that gets assigned
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// matches the one in the save file, this is a problem with the backup save system since this causes the
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// character data to save too, and we don't want to overwrite the main save file's character data.
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// So we instead save over the load path in this case, which in backup saves is the backup file
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// which we don't mind getting overriden since the data should be the same
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string characterDataPath = isSavingOnLoading
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? GetCharacterDataPathForLoading()
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: GetCharacterDataPathForSaving();
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XDocument characterDataDoc = new XDocument(new XElement("CharacterData"));
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foreach (CharacterCampaignData cd in characterData)
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{
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@@ -1525,6 +1564,7 @@ namespace Barotrauma
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}
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try
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{
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SaveUtil.DeleteIfExists(characterDataPath);
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characterDataDoc.SaveSafe(characterDataPath);
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}
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catch (Exception e)
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@@ -1544,7 +1584,7 @@ namespace Barotrauma
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/// eg. when using this method to save a character itself restored from the backup.</param>
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public void SaveSingleCharacter(CharacterCampaignData newData, bool skipBackup = false)
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{
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string characterDataPath = GetCharacterDataSavePath();
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string characterDataPath = GetCharacterDataPathForSaving();
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if (!File.Exists(characterDataPath))
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{
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DebugConsole.ThrowError($"Failed to load the character data for the campaign. Could not find the file \"{characterDataPath}\".");
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