Item spawn syncing

This commit is contained in:
Regalis
2016-10-12 18:29:44 +03:00
parent a235b90aee
commit ac3539da63
5 changed files with 101 additions and 48 deletions
+60 -17
View File
@@ -1,11 +1,19 @@
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Networking;
using System;
namespace Barotrauma
{
class ItemSpawner
class ItemSpawner : IServerSerializable
{
public UInt32 NetStateID
{
get;
private set;
}
class ItemSpawnInfo
{
public readonly ItemPrefab Prefab;
@@ -99,15 +107,30 @@ namespace Barotrauma
//if (GameMain.Server != null) GameMain.Server.SendItemSpawnMessage(items);
}
public void AddToSpawnedList(List<Item> items)
{
foreach (Item item in items)
{
AddToSpawnedList(item);
}
}
public void AddToSpawnedList(Item item)
{
spawnItems.Add(item);
NetStateID = (UInt32)spawnItems.Count;
}
public void FillNetworkData(Lidgren.Network.NetBuffer message, List<Item> items)
public void ServerWrite(Lidgren.Network.NetOutgoingMessage message, Client client)
{
message.Write((byte)items.Count);
if (GameMain.Server == null) return;
//skip items that the client already knows about
List<Item> items = spawnItems.Skip((int)client.lastRecvItemSpawnID).ToList();
message.Write((UInt32)spawnItems.Count);
message.Write((byte)items.Count);
for (int i = 0; i < items.Count; i++)
{
message.Write(items[i].Prefab.Name);
@@ -128,7 +151,7 @@ namespace Barotrauma
int index = items[i].ParentInventory.FindIndex(items[i]);
message.Write(index < 0 ? (byte)255 : (byte)index);
}
if (items[i].Name == "ID Card")
{
message.Write(items[i].Tags);
@@ -136,18 +159,22 @@ namespace Barotrauma
}
}
public void ReadNetworkData(Lidgren.Network.NetBuffer message)
public void ClientRead(Lidgren.Network.NetIncomingMessage message)
{
if (GameMain.Server != null) return;
UInt32 ID = message.ReadUInt32();
var itemCount = message.ReadByte();
for (int i = 0; i < itemCount; i++)
{
string itemName = message.ReadString();
ushort itemId = message.ReadUInt16();
Vector2 pos = Vector2.Zero;
Submarine sub = null;
ushort inventoryId = message.ReadUInt16();
Vector2 pos = Vector2.Zero;
Submarine sub = null;
int inventorySlotIndex = -1;
if (inventoryId > 0)
@@ -157,6 +184,7 @@ namespace Barotrauma
else
{
pos = new Vector2(message.ReadSingle(), message.ReadSingle());
ushort subID = message.ReadUInt16();
if (subID > 0)
{
@@ -168,7 +196,11 @@ namespace Barotrauma
if (itemName == "ID Card")
{
tags = message.ReadString();
}
}
if (ID - itemCount + i < NetStateID) continue;
//----------------------------------------
var prefab = MapEntityPrefab.list.Find(me => me.Name == itemName);
if (prefab == null) continue;
@@ -215,19 +247,28 @@ namespace Barotrauma
}
inventory.TryPutItem(item, item.AllowedSlots);
}
}
NetStateID = Math.Max(ID, NetStateID);
}
public void Clear()
{
NetStateID = 0;
spawnQueue.Clear();
spawnItems.Clear();
}
}
class ItemRemover
class ItemRemover : IServerSerializable
{
public UInt32 NetStateID
{
get;
private set;
}
private readonly Queue<Item> removeQueue;
public List<Item> removedItems = new List<Item>();
@@ -267,16 +308,16 @@ namespace Barotrauma
//if (GameMain.Server != null) GameMain.Server.SendItemRemoveMessage(items);
}
public void FillNetworkData(Lidgren.Network.NetBuffer message, List<Item> items)
public void ServerWrite(Lidgren.Network.NetOutgoingMessage message, Client client)
{
message.Write((byte)items.Count);
foreach (Item item in items)
{
message.Write(item.ID);
}
//message.Write((byte)items.Count);
//foreach (Item item in items)
//{
// message.Write(item.ID);
//}
}
public void ReadNetworkData(Lidgren.Network.NetBuffer message)
public void ClientRead(Lidgren.Network.NetIncomingMessage message)
{
var itemCount = message.ReadByte();
for (int i = 0; i<itemCount; i++)
@@ -292,6 +333,8 @@ namespace Barotrauma
public void Clear()
{
NetStateID = 0;
removeQueue.Clear();
removedItems.Clear();
}