- 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

@@ -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)
{