- 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:
@@ -389,7 +389,7 @@ namespace Barotrauma
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for (int i = 0; i < children.Count; i++)
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{
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GUIComponent child = children[i];
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if (child == frame) continue;
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if (child == frame || !child.Visible) continue;
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if (!IsChildVisible(child))
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{
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@@ -752,17 +752,17 @@ namespace Barotrauma.Items.Components
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if (docked)
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{
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if (item.Submarine != null && dockingTarget?.item?.Submarine != null)
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GameServer.Log(sender.Name + " docked " + item.Submarine.Name + " to " + dockingTarget.item.Submarine, ServerLog.MessageType.ItemInteraction);
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GameServer.Log(sender.Name + " docked " + item.Submarine.Name + " to " + dockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
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}
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else
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{
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if (item.Submarine != null && prevDockingTarget?.item?.Submarine != null)
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GameServer.Log(sender.Name + " undocked " + item.Submarine.Name + " from " + prevDockingTarget.item.Submarine, ServerLog.MessageType.ItemInteraction);
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GameServer.Log(sender.Name + " undocked " + item.Submarine.Name + " from " + prevDockingTarget.item.Submarine.Name, ServerLog.MessageType.ItemInteraction);
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}
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}
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}
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public void ServerWrite(Lidgren.Network.NetBuffer msg, Barotrauma.Networking.Client c, object[] extraData = null)
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public void ServerWrite(Lidgren.Network.NetBuffer msg, Client c, object[] extraData = null)
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{
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msg.Write(docked);
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@@ -105,23 +105,23 @@ namespace Barotrauma.Items.Components
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private bool ToggleActive(GUIButton button, object obj)
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{
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SetActive(!IsActive);
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SetActive(!IsActive, Character.Controlled);
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currPowerConsumption = IsActive ? powerConsumption : 0.0f;
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if (GameMain.Server != null)
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{
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item.CreateServerEvent<Deconstructor>(this);
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item.CreateServerEvent(this);
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}
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else if (GameMain.Client != null)
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{
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item.CreateClientEvent<Deconstructor>(this);
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item.CreateClientEvent(this);
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}
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return true;
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}
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private void SetActive(bool active)
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private void SetActive(bool active, Character user = null)
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{
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container = item.GetComponent<ItemContainer>();
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if (container == null)
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@@ -134,6 +134,11 @@ namespace Barotrauma.Items.Components
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IsActive = active;
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if (user != null)
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{
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GameServer.Log(user.Name + (IsActive ? " activated " : " deactivated ") + item.Name, ServerLog.MessageType.ItemInteraction);
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}
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if (!IsActive)
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{
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progressBar.BarSize = 0.0f;
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@@ -160,11 +165,11 @@ namespace Barotrauma.Items.Components
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{
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bool active = msg.ReadBoolean();
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item.CreateServerEvent<Deconstructor>(this);
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item.CreateServerEvent(this);
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if (item.CanClientAccess(c))
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{
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SetActive(active);
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SetActive(active, c.Character);
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}
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}
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@@ -282,29 +282,34 @@ namespace Barotrauma.Items.Components
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{
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if (fabricatedItem == null)
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{
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StartFabricating(obj as FabricableItem);
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StartFabricating(obj as FabricableItem, Character.Controlled);
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}
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else
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{
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CancelFabricating();
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CancelFabricating(Character.Controlled);
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}
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if (GameMain.Server != null)
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{
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item.CreateServerEvent<Fabricator>(this);
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item.CreateServerEvent(this);
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}
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else if (GameMain.Client != null)
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{
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item.CreateClientEvent<Fabricator>(this);
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item.CreateClientEvent(this);
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}
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return true;
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}
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private void StartFabricating(FabricableItem selectedItem)
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private void StartFabricating(FabricableItem selectedItem, Character user = null)
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{
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if (selectedItem == null) return;
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if (user != null)
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{
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GameServer.Log(user.Name + " started fabricating " + selectedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
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}
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itemList.Enabled = false;
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activateButton.Text = "Cancel";
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@@ -321,8 +326,13 @@ namespace Barotrauma.Items.Components
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currPowerConsumption = powerConsumption;
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}
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private void CancelFabricating()
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private void CancelFabricating(Character user = null)
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{
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if (fabricatedItem != null && user != null)
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{
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GameServer.Log(user.Name + " cancelled the fabrication of " + fabricatedItem.TargetItem.Name + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
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}
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itemList.Enabled = true;
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IsActive = false;
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fabricatedItem = null;
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@@ -387,7 +397,7 @@ namespace Barotrauma.Items.Components
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Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, containers[1].Inventory);
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}
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CancelFabricating();
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CancelFabricating(null);
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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@@ -464,13 +474,13 @@ namespace Barotrauma.Items.Components
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{
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int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);
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item.CreateServerEvent<Fabricator>(this);
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item.CreateServerEvent(this);
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if (!item.CanClientAccess(c)) return;
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if (itemIndex == -1)
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{
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CancelFabricating();
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CancelFabricating(c.Character);
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}
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else
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{
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@@ -479,7 +489,7 @@ namespace Barotrauma.Items.Components
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if (itemIndex < 0 || itemIndex >= fabricableItems.Count) return;
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SelectItem(null, fabricableItems[itemIndex]);
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StartFabricating(fabricableItems[itemIndex]);
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StartFabricating(fabricableItems[itemIndex], c.Character);
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}
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}
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@@ -5,8 +5,6 @@ using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Barotrauma.Networking
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{
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@@ -202,6 +200,7 @@ namespace Barotrauma.Networking
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if (shuttleTransportTimer <= 0.0f)
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{
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GameServer.Log("The respawn shuttle is leaving.", ServerLog.MessageType.ServerMessage);
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state = State.Returning;
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server.CreateEntityEvent(this);
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@@ -269,6 +268,7 @@ namespace Barotrauma.Networking
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ResetShuttle();
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state = State.Waiting;
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GameServer.Log("The respawn shuttle has left.", ServerLog.MessageType.ServerMessage);
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server.CreateEntityEvent(this);
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respawnTimer = respawnInterval;
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@@ -289,6 +289,8 @@ namespace Barotrauma.Networking
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shuttleSteering.TargetVelocity = Vector2.Zero;
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GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.ServerMessage);
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RespawnCharacters();
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CoroutineManager.StopCoroutines("forcepos");
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@@ -404,6 +406,8 @@ namespace Barotrauma.Networking
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List<CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList();
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if (server.Character != null && server.Character.IsDead) characterInfos.Add(server.CharacterInfo);
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GameServer.Log("Respawning characters: "+string.Join(", ", characterInfos.Select(ci => ci.Name)), ServerLog.MessageType.ServerMessage);
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server.AssignJobs(clients, server.Character != null && server.Character.IsDead);
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foreach (Client c in clients)
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{
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