- respawn, fabricator & deconstructor logging

- fixed listbox child hiding 4 real now
- dockingport logging fix (name of the sub instead of submarine.ToString)
This commit is contained in:
Regalis
2017-05-09 21:39:39 +03:00
parent 63b5ad1821
commit ad90cf804d
5 changed files with 41 additions and 22 deletions

View File

@@ -389,7 +389,7 @@ namespace Barotrauma
for (int i = 0; i < children.Count; i++)
{
GUIComponent child = children[i];
if (child == frame) continue;
if (child == frame || !child.Visible) continue;
if (!IsChildVisible(child))
{

View File

@@ -752,17 +752,17 @@ namespace Barotrauma.Items.Components
if (docked)
{
if (item.Submarine != null && dockingTarget?.item?.Submarine != null)
GameServer.Log(sender.Name + " docked " + item.Submarine.Name + " to " + dockingTarget.item.Submarine, ServerLog.MessageType.ItemInteraction);
GameServer.Log(sender.Name + " docked " + item.Submarine.Name + " to " + dockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
}
else
{
if (item.Submarine != null && prevDockingTarget?.item?.Submarine != null)
GameServer.Log(sender.Name + " undocked " + item.Submarine.Name + " from " + prevDockingTarget.item.Submarine, ServerLog.MessageType.ItemInteraction);
GameServer.Log(sender.Name + " undocked " + item.Submarine.Name + " from " + prevDockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
}
}
}
public void ServerWrite(Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c, object[] extraData = null)
public void ServerWrite(Lidgren.Network.NetBuffer msg, Client c, object[] extraData = null)
{
msg.Write(docked);

View File

@@ -105,23 +105,23 @@ namespace Barotrauma.Items.Components
private bool ToggleActive(GUIButton button, object obj)
{
SetActive(!IsActive);
SetActive(!IsActive, Character.Controlled);
currPowerConsumption = IsActive ? powerConsumption : 0.0f;
if (GameMain.Server != null)
{
item.CreateServerEvent<Deconstructor>(this);
item.CreateServerEvent(this);
}
else if (GameMain.Client != null)
{
item.CreateClientEvent<Deconstructor>(this);
item.CreateClientEvent(this);
}
return true;
}
private void SetActive(bool active)
private void SetActive(bool active, Character user = null)
{
container = item.GetComponent<ItemContainer>();
if (container == null)
@@ -134,6 +134,11 @@ namespace Barotrauma.Items.Components
IsActive = active;
if (user != null)
{
GameServer.Log(user.Name + (IsActive ? " activated " : " deactivated ") + item.Name, ServerLog.MessageType.ItemInteraction);
}
if (!IsActive)
{
progressBar.BarSize = 0.0f;
@@ -160,11 +165,11 @@ namespace Barotrauma.Items.Components
{
bool active = msg.ReadBoolean();
item.CreateServerEvent<Deconstructor>(this);
item.CreateServerEvent(this);
if (item.CanClientAccess(c))
{
SetActive(active);
SetActive(active, c.Character);
}
}

View File

@@ -282,29 +282,34 @@ namespace Barotrauma.Items.Components
{
if (fabricatedItem == null)
{
StartFabricating(obj as FabricableItem);
StartFabricating(obj as FabricableItem, Character.Controlled);
}
else
{
CancelFabricating();
CancelFabricating(Character.Controlled);
}
if (GameMain.Server != null)
{
item.CreateServerEvent<Fabricator>(this);
item.CreateServerEvent(this);
}
else if (GameMain.Client != null)
{
item.CreateClientEvent<Fabricator>(this);
item.CreateClientEvent(this);
}
return true;
}
private void StartFabricating(FabricableItem selectedItem)
private void StartFabricating(FabricableItem selectedItem, Character user = null)
{
if (selectedItem == null) return;
if (user != null)
{
GameServer.Log(user.Name + " started fabricating " + selectedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
}
itemList.Enabled = false;
activateButton.Text = "Cancel";
@@ -321,8 +326,13 @@ namespace Barotrauma.Items.Components
currPowerConsumption = powerConsumption;
}
private void CancelFabricating()
private void CancelFabricating(Character user = null)
{
if (fabricatedItem != null && user != null)
{
GameServer.Log(user.Name + " cancelled the fabrication of " + fabricatedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
}
itemList.Enabled = true;
IsActive = false;
fabricatedItem = null;
@@ -387,7 +397,7 @@ namespace Barotrauma.Items.Components
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, containers[1].Inventory);
}
CancelFabricating();
CancelFabricating(null);
}
public override void DrawHUD(SpriteBatch spriteBatch, Character character)
@@ -464,13 +474,13 @@ namespace Barotrauma.Items.Components
{
int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);
item.CreateServerEvent<Fabricator>(this);
item.CreateServerEvent(this);
if (!item.CanClientAccess(c)) return;
if (itemIndex == -1)
{
CancelFabricating();
CancelFabricating(c.Character);
}
else
{
@@ -479,7 +489,7 @@ namespace Barotrauma.Items.Components
if (itemIndex < 0 || itemIndex >= fabricableItems.Count) return;
SelectItem(null, fabricableItems[itemIndex]);
StartFabricating(fabricableItems[itemIndex]);
StartFabricating(fabricableItems[itemIndex], c.Character);
}
}

View File

@@ -5,8 +5,6 @@ using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Barotrauma.Networking
{
@@ -202,6 +200,7 @@ namespace Barotrauma.Networking
if (shuttleTransportTimer <= 0.0f)
{
GameServer.Log("The respawn shuttle is leaving.", ServerLog.MessageType.ServerMessage);
state = State.Returning;
server.CreateEntityEvent(this);
@@ -269,6 +268,7 @@ namespace Barotrauma.Networking
ResetShuttle();
state = State.Waiting;
GameServer.Log("The respawn shuttle has left.", ServerLog.MessageType.ServerMessage);
server.CreateEntityEvent(this);
respawnTimer = respawnInterval;
@@ -289,6 +289,8 @@ namespace Barotrauma.Networking
shuttleSteering.TargetVelocity = Vector2.Zero;
GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.ServerMessage);
RespawnCharacters();
CoroutineManager.StopCoroutines("forcepos");
@@ -404,6 +406,8 @@ namespace Barotrauma.Networking
List<CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList();
if (server.Character != null && server.Character.IsDead) characterInfos.Add(server.CharacterInfo);
GameServer.Log("Respawning characters: "+string.Join(", ", characterInfos.Select(ci => ci.Name)), ServerLog.MessageType.ServerMessage);
server.AssignJobs(clients, server.Character != null && server.Character.IsDead);
foreach (Client c in clients)
{