(eda627512) Fixed MonoKickStart files needed by the dedicated server not being copied to the output directory in release builds

This commit is contained in:
Joonas Rikkonen
2019-04-29 21:08:00 +03:00
parent 1f3c6349ab
commit b3b1d1851d
21 changed files with 61 additions and 121 deletions

View File

@@ -1,3 +1,3 @@
#!/bin/sh
./Barotrauma
exec mono "./Barotrauma.exe" MONO_LOG_LEVEL=debug "$@"

View File

@@ -186,18 +186,12 @@
<None Include="Content\Effects\watershader_opengl.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="lib64\libMonoPosixHelper.so">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="libopenal.so.1">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="libsteam_api64.so">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="libvlc.so">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="packages.config" />
<None Include="Barotrauma">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>

View File

@@ -98,7 +98,7 @@ namespace Barotrauma
if (distSqrd > 10.0f || !character.AllowInput)
{
Collider.TargetRotation = newRotation;
SetPosition(newPosition, lerp: distSqrd < 5.0f, ignorePlatforms: false);
SetPosition(newPosition, lerp: distSqrd < 5.0f);
}
else
{
@@ -149,62 +149,6 @@ namespace Barotrauma
character.MemLocalState[i].TransformOutToInside(currentHull.Submarine);
}
}
if (localPos.Animation != serverPos.Animation)
{
if (serverPos.Animation == AnimController.Animation.CPR)
{
character.AnimController.Anim = AnimController.Animation.CPR;
}
else if (character.AnimController.Anim == AnimController.Animation.CPR)
{
character.AnimController.Anim = AnimController.Animation.None;
}
}
Hull serverHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(serverPos.Position), character.CurrentHull, serverPos.Position.Y < lowestSubPos);
Hull clientHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(localPos.Position), serverHull, localPos.Position.Y < lowestSubPos);
if (serverHull != null && clientHull != null && serverHull.Submarine != clientHull.Submarine)
{
//hull subs don't match => teleport the camera to the other sub
character.Submarine = serverHull.Submarine;
character.CurrentHull = currentHull = serverHull;
SetPosition(serverPos.Position);
character.MemLocalState.Clear();
}
else
{
Vector2 positionError = serverPos.Position - localPos.Position;
float rotationError = serverPos.Rotation.HasValue && localPos.Rotation.HasValue ?
serverPos.Rotation.Value - localPos.Rotation.Value :
0.0f;
for (int i = localPosIndex; i < character.MemLocalState.Count; i++)
{
Hull pointHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(character.MemLocalState[i].Position), clientHull, character.MemLocalState[i].Position.Y < lowestSubPos);
if (pointHull != clientHull && ((pointHull == null) || (clientHull == null) || (pointHull.Submarine == clientHull.Submarine))) break;
character.MemLocalState[i].Translate(positionError, rotationError);
}
float errorMagnitude = positionError.Length();
if (errorMagnitude > 0.01f)
{
Collider.TargetPosition = Collider.SimPosition + positionError;
Collider.TargetRotation = Collider.Rotation + rotationError;
Collider.MoveToTargetPosition(lerp: true);
if (errorMagnitude > 0.5f)
{
character.MemLocalState.Clear();
foreach (Limb limb in Limbs)
{
limb.body.TargetPosition = limb.body.SimPosition + positionError;
limb.body.MoveToTargetPosition(lerp: true);
}
}
}
}
}
if (character.MemState.Count < 1) return;
@@ -294,20 +238,30 @@ namespace Barotrauma
}
float errorMagnitude = positionError.Length();
if (errorMagnitude > 0.5f)
{
character.MemLocalState.Clear();
SetPosition(serverPos.Position, lerp: true, ignorePlatforms: false);
}
else if (errorMagnitude > 0.01f)
if (errorMagnitude > 0.01f)
{
Collider.TargetPosition = Collider.SimPosition + positionError;
Collider.TargetRotation = Collider.Rotation + rotationError;
Collider.MoveToTargetPosition(lerp: true);
if (errorMagnitude > 0.5f)
{
character.MemLocalState.Clear();
foreach (Limb limb in Limbs)
{
limb.body.TargetPosition = limb.body.SimPosition + positionError;
limb.body.MoveToTargetPosition(lerp: true);
}
}
}
}
}
}
if (Character.Controlled == character)
{
GameMain.GameScreen.Cam.Shake = Math.Min(Math.Max(strongestImpact, GameMain.GameScreen.Cam.Shake), 3.0f);
}
}
if (character.MemLocalState.Count > 120) character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120);
character.MemState.Clear();

View File

@@ -46,7 +46,8 @@ namespace Barotrauma
if (controlled == value) return;
controlled = value;
if (controlled != null) controlled.Enabled = true;
CharacterHealth.OpenHealthWindow = null;
CharacterHealth.OpenHealthWindow = null;
}
}

View File

@@ -85,8 +85,7 @@ namespace Barotrauma
{
if (character.Inventory != null)
{
if (!character.LockHands && character.Stun < 0.1f &&
(character.SelectedConstruction == null || character.SelectedConstruction.GetComponent<Controller>() == null))
if (!character.LockHands && character.Stun < 0.1f)
{
character.Inventory.Update(deltaTime, cam);
}
@@ -321,7 +320,6 @@ namespace Barotrauma
}
if (character.Inventory != null && !character.LockHands)
{
character.Inventory.Locked = (character.SelectedConstruction != null && character.SelectedConstruction.GetComponent<Controller>() != null);
character.Inventory.DrawOwn(spriteBatch);
character.Inventory.CurrentLayout = CharacterHealth.OpenHealthWindow == null && character.SelectedCharacter == null ?
CharacterInventory.Layout.Default :

View File

@@ -793,7 +793,7 @@ namespace Barotrauma
base.Draw(spriteBatch);
if (hideButton != null && hideButton.Visible && !Locked)
if (hideButton != null && hideButton.Visible)
{
hideButton.DrawManually(spriteBatch, alsoChildren: true);
}
@@ -835,7 +835,6 @@ namespace Barotrauma
color = Color.White;
highlightedQuickUseSlot = slots[i];
}
if (Locked) { color *= 0.3f; }
var quickUseIndicator = Items[i].AllowedSlots.Any(a => a == InvSlotType.Any) ?
EquipIndicator : DropIndicator;

View File

@@ -820,9 +820,8 @@ namespace Barotrauma
else
{
Sprite slotSprite = slot.SlotSprite ?? slotSpriteSmall;
Color slotColor = slot.IsHighlighted ? Color.White : Color.White * 0.8f;
if (inventory != null && inventory.Locked) { slotColor = Color.Gray * 0.5f; }
spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slotColor);
spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slot.IsHighlighted ? Color.White : Color.White * 0.8f);
if (item != null && drawItem)
{
@@ -874,17 +873,14 @@ namespace Barotrauma
}
indicatorSprite.Draw(spriteBatch, containedIndicatorArea.Center.ToVector2(),
(inventory != null && inventory.Locked) ? Color.DarkGray * 0.5f : Color.DarkGray * 0.9f,
Color.DarkGray * 0.9f,
origin: indicatorSprite.size / 2,
rotate: 0.0f,
scale: indicatorScale);
Color indicatorColor = ToolBox.GradientLerp(containedState, Color.Red, Color.Orange, Color.Green);
if (inventory != null && inventory.Locked) { indicatorColor *= 0.5f; }
spriteBatch.Draw(indicatorSprite.Texture, containedIndicatorArea.Center.ToVector2(),
sourceRectangle: new Rectangle(indicatorSprite.SourceRect.Location, new Point((int)(indicatorSprite.SourceRect.Width * containedState), indicatorSprite.SourceRect.Height)),
color: indicatorColor,
color: ToolBox.GradientLerp(containedState, Color.Red, Color.Orange, Color.Green),
rotation: 0.0f,
origin: indicatorSprite.size / 2,
scale: indicatorScale,
@@ -924,7 +920,6 @@ namespace Barotrauma
}
Color spriteColor = sprite == item.Sprite ? item.GetSpriteColor() : item.GetInventoryIconColor();
if (inventory != null && inventory.Locked) { spriteColor *= 0.5f; }
if (CharacterHealth.OpenHealthWindow != null && !item.UseInHealthInterface)
{
spriteColor = Color.Lerp(spriteColor, Color.TransparentBlack, 0.5f);
@@ -936,10 +931,7 @@ namespace Barotrauma
sprite.Draw(spriteBatch, itemPos, spriteColor, rotation, scale);
}
if (inventory != null &&
!inventory.Locked &&
Character.Controlled?.Inventory == inventory &&
slot.QuickUseKey != Keys.None)
if (inventory != null && Character.Controlled?.Inventory == inventory && slot.QuickUseKey != Keys.None)
{
GUI.DrawString(spriteBatch, rect.Location.ToVector2(),
slot.QuickUseKey.ToString().Substring(1, 1),

View File

@@ -1,9 +1,6 @@
using Barotrauma.Extensions;
using Barotrauma.Lights;
using Barotrauma.Networking;
using FarseerPhysics;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Dynamics.Contacts;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
@@ -168,20 +165,6 @@ namespace Barotrauma
{
Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
int section = FindSectionIndex(pos);
if (section > -1)
{
Vector2 normal = contact.Manifold.LocalNormal;
float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f;
if (impact > 10.0f)
{
SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags);
}
}
}
}
public override bool IsVisible(Rectangle worldView)
{
Rectangle worldRect = WorldRect;

View File

@@ -238,7 +238,7 @@ namespace Barotrauma
}
float ambienceVolume = 0.8f;
if (Character.Controlled != null && !Character.Controlled.Removed)
if (Character.Controlled != null)
{
AnimController animController = Character.Controlled.AnimController;
if (animController.HeadInWater)

View File

@@ -32,4 +32,4 @@ using System.Runtime.InteropServices;
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("0.8.10.0")]
[assembly: AssemblyFileVersion("0.8.10.0")]
[assembly: AssemblyFileVersion("0.8.0.0")]

View File

@@ -216,7 +216,7 @@
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<ItemGroup Condition="'$(Configuration)|$(Platform)' == 'DebugLinux|x64'">
<ItemGroup Condition="$(Configuration.EndsWith('Linux'))">
<None Include="Launch_BarotraumaServer">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>

View File

@@ -1062,6 +1062,8 @@ namespace Barotrauma
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure;
//goes through all the AItargets, evaluates how preferable it is to attack the target,
//whether the Character can see/hear the target and chooses the most preferable target within
//sight/hearing range

View File

@@ -223,10 +223,8 @@ namespace Barotrauma
}
}
bool isDiving = character.AnimController.InWater && character.AnimController.HeadInWater;
//only humanoids can climb ladders
if (!isDiving && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
if (!character.AnimController.InWater && character.AnimController is HumanoidAnimController && IsNextLadderSameAsCurrent)
{
if (character.SelectedConstruction != currentPath.CurrentNode.Ladders.Item &&
currentPath.CurrentNode.Ladders.Item.IsInsideTrigger(character.WorldPosition))
@@ -236,7 +234,7 @@ namespace Barotrauma
}
var collider = character.AnimController.Collider;
if (character.IsClimbing && !isDiving)
if (character.IsClimbing && !character.AnimController.InWater)
{
Vector2 diff = currentPath.CurrentNode.SimPosition - pos;
bool nextLadderSameAsCurrent = IsNextLadderSameAsCurrent;
@@ -281,7 +279,7 @@ namespace Barotrauma
else if (character.AnimController.InWater)
{
// If the character is underwater, we don't need the ladders anymore
if (character.IsClimbing && isDiving)
if (character.IsClimbing)
{
character.AnimController.Anim = AnimController.Animation.None;
character.SelectedConstruction = null;

View File

@@ -560,8 +560,7 @@ namespace Barotrauma
//TODO: take into account that the feet aren't necessarily in CurrentHull
//full slowdown (1.5f) when water is up to the torso
surfaceY = ConvertUnits.ToSimUnits(currentHull.Surface);
float bottomPos = Math.Max(colliderPos.Y, currentHull.Rect.Y - currentHull.Rect.Height);
slowdownAmount = MathHelper.Clamp((surfaceY - bottomPos) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
slowdownAmount = MathHelper.Clamp((surfaceY - colliderPos.Y) / TorsoPosition.Value, 0.0f, 1.0f) * 1.5f;
}
float maxSpeed = Math.Max(TargetMovement.Length() - slowdownAmount, 1.0f);

View File

@@ -2555,9 +2555,11 @@ namespace Barotrauma
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
CharacterList.Remove(this);
#if CLIENT
GameMain.GameSession?.CrewManager?.RemoveCharacter(this);
#endif
if (Controlled == this) { Controlled = null; }
CharacterList.Remove(this);
if (Inventory != null)
{

View File

@@ -635,6 +635,24 @@ namespace Barotrauma
var character = ((Limb)f2.Body.UserData).character;
if (character.DisableImpactDamageTimer > 0.0f || ((Limb)f2.Body.UserData).Mass < 100.0f) return true;
}
if (!Prefab.Platform && Prefab.StairDirection == Direction.None)
{
Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
int section = FindSectionIndex(pos);
if (section > -1)
{
Vector2 normal = contact.Manifold.LocalNormal;
float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f;
if (impact < 10.0f) return true;
#if CLIENT
SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags);
#endif
AddDamage(section, impact);
}
}
OnImpactProjSpecific(f1, f2, contact);

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@@ -102,7 +102,7 @@ namespace Barotrauma
{
string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue1:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, condition));
@@ -115,7 +115,7 @@ namespace Barotrauma
{
string errorMsg = "Attempted to add a null item to entity spawn queue.\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue2:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
GameAnalyticsManager.AddErrorEventOnce("EntitySpawner.AddToSpawnQueue3:ItemPrefabNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, condition));