diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Signal/Wire.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Signal/Wire.cs index e253efe36..97907f398 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Signal/Wire.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Signal/Wire.cs @@ -30,6 +30,9 @@ namespace Barotrauma.Items.Components const float nodeDistance = 32.0f; const float heightFromFloor = 128.0f; + const int MaxNodeCount = 255; + const int MaxNodesPerNetworkEvent = 30; + private List nodes; private List sections; @@ -179,7 +182,7 @@ namespace Barotrauma.Items.Components { if (GameMain.Server != null) { - item.CreateServerEvent(this); + CreateNetworkEvent(); } //the wire is active if only one end has been connected IsActive = connections[0] == null ^ connections[1] == null; @@ -262,9 +265,10 @@ namespace Barotrauma.Items.Components Vector2 pullBackDir = diff == Vector2.Zero ? Vector2.Zero : Vector2.Normalize(diff); user.AnimController.Collider.ApplyForce(pullBackDir * user.Mass * 50.0f); user.AnimController.UpdateUseItem(true, user.SimPosition + pullBackDir * 2.0f); - if (currLength > MaxLength * 1.5f) + if (currLength > MaxLength * 1.5f && GameMain.Client == null) { ClearConnections(); + CreateNetworkEvent(); return; } } @@ -284,14 +288,20 @@ namespace Barotrauma.Items.Components if (newNodePos != Vector2.Zero && canPlaceNode && nodes.Count > 0 && Vector2.Distance(newNodePos, nodes[nodes.Count - 1]) > nodeDistance) { + if (nodes.Count >= MaxNodeCount) + { + nodes.RemoveAt(nodes.Count - 1); + } + nodes.Add(newNodePos); + CleanNodes(); UpdateSections(); Drawable = true; newNodePos = Vector2.Zero; if (GameMain.Server != null) { - item.CreateServerEvent(this); + CreateNetworkEvent(); } } return true; @@ -434,26 +444,20 @@ namespace Barotrauma.Items.Components private void CleanNodes() { - for (int i = nodes.Count - 2; i > 0; i--) - { - if ((nodes[i - 1].X == nodes[i].X || nodes[i - 1].Y == nodes[i].Y) && - (nodes[i + 1].X == nodes[i].X || nodes[i + 1].Y == nodes[i].Y)) - { - if (Vector2.Distance(nodes[i - 1], nodes[i]) == Vector2.Distance(nodes[i + 1], nodes[i])) - { - nodes.RemoveAt(i); - } - } - } - bool removed; do { removed = false; for (int i = nodes.Count - 2; i > 0; i--) { - if ((nodes[i - 1].X == nodes[i].X && nodes[i + 1].X == nodes[i].X) - || (nodes[i - 1].Y == nodes[i].Y && nodes[i + 1].Y == nodes[i].Y)) + if (Math.Abs(nodes[i - 1].X - nodes[i].X) < 1.0f && Math.Abs(nodes[i + 1].X - nodes[i].X) < 1.0f && + Math.Sign(nodes[i - 1].Y - nodes[i].Y) != Math.Sign(nodes[i + 1].Y - nodes[i].Y)) + { + nodes.RemoveAt(i); + removed = true; + } + else if (Math.Abs(nodes[i - 1].Y - nodes[i].Y) < 1.0f && Math.Abs(nodes[i + 1].Y - nodes[i].Y) < 1.0f && + Math.Sign(nodes[i - 1].X - nodes[i].X) != Math.Sign(nodes[i + 1].X - nodes[i].X)) { nodes.RemoveAt(i); removed = true; @@ -585,11 +589,28 @@ namespace Barotrauma.Items.Components base.RemoveComponentSpecific(); } - + + private void CreateNetworkEvent() + { + if (GameMain.Server == null) return; + //split into multiple events because one might not be enough to fit all the nodes + int eventCount = Math.Max((int)Math.Ceiling(nodes.Count / (float)MaxNodesPerNetworkEvent), 1); + for (int i = 0; i < eventCount; i++) + { + GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.components.IndexOf(this), i }); + } + + } + public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null) { - msg.Write((byte)Math.Min(nodes.Count, 255)); - for (int i = 0; i < Math.Min(nodes.Count, 255); i++) + int eventIndex = (int)extraData[2]; + int nodeStartIndex = eventIndex * MaxNodesPerNetworkEvent; + int nodeCount = MathHelper.Clamp(nodes.Count - nodeStartIndex, 0, MaxNodesPerNetworkEvent); + + msg.WriteRangedInteger(0, (int)Math.Ceiling(MaxNodeCount / (float)MaxNodesPerNetworkEvent), eventIndex); + msg.WriteRangedInteger(0, MaxNodesPerNetworkEvent, nodeCount); + for (int i = nodeStartIndex; i < nodeStartIndex + nodeCount; i++) { msg.Write(nodes[i].X); msg.Write(nodes[i].Y); @@ -598,20 +619,28 @@ namespace Barotrauma.Items.Components public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime) { - nodes.Clear(); + int eventIndex = msg.ReadRangedInteger(0, (int)Math.Ceiling(MaxNodeCount / (float)MaxNodesPerNetworkEvent)); + int nodeCount = msg.ReadRangedInteger(0, MaxNodesPerNetworkEvent); + int nodeStartIndex = eventIndex * MaxNodesPerNetworkEvent; - int nodeCount = msg.ReadByte(); - Vector2[] nodePositions = new Vector2[nodeCount]; + Vector2[] nodePositions = new Vector2[nodeStartIndex + nodeCount]; + for (int i = 0; i < nodes.Count && i < nodePositions.Length; i++) + { + nodePositions[i] = nodes[i]; + } for (int i = 0; i < nodeCount; i++) { - nodePositions[i] = new Vector2(msg.ReadFloat(), msg.ReadFloat()); + nodePositions[nodeStartIndex + i] = new Vector2(msg.ReadFloat(), msg.ReadFloat()); + } + + if (nodePositions.Any(n => !MathUtils.IsValid(n))) + { + nodes.Clear(); + return; } - - if (nodePositions.Any(n => !MathUtils.IsValid(n))) return; nodes = nodePositions.ToList(); - UpdateSections(); Drawable = nodes.Any(); } diff --git a/Barotrauma/BarotraumaShared/Source/Networking/NetEntityEvent/NetEntityEventManager.cs b/Barotrauma/BarotraumaShared/Source/Networking/NetEntityEvent/NetEntityEventManager.cs index 65f820231..5c1d1d2c7 100644 --- a/Barotrauma/BarotraumaShared/Source/Networking/NetEntityEvent/NetEntityEventManager.cs +++ b/Barotrauma/BarotraumaShared/Source/Networking/NetEntityEvent/NetEntityEventManager.cs @@ -55,6 +55,13 @@ namespace Barotrauma.Networking GameAnalyticsManager.AddErrorEventOnce("NetEntityEventManager.Write:TooLong" + e.Entity.ToString(), GameAnalyticsSDK.Net.EGAErrorSeverity.Error, "Too much data in network event for entity \"" + e.Entity.ToString() + "\" (" + tempEventBuffer.LengthBytes + " bytes"); + + //write an empty event breaking the event syncing + tempBuffer.Write((UInt16)0); + tempBuffer.WritePadBits(); + eventCount++; + continue; + } //the ID has been taken by another entity (the original entity has been removed) -> write an empty event