v0.10.6.2
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@@ -12,7 +12,7 @@ namespace Barotrauma
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private float lastSentVolume, lastSentOxygen, lastSentFireCount;
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private float sendUpdateTimer;
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private bool decalsChanged;
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private bool decalUpdatePending;
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public override bool IsMouseOn(Vector2 position)
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{
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@@ -32,27 +32,21 @@ namespace Barotrauma
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return;
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}
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if (decalsChanged)
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{
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GameMain.NetworkMember.CreateEntityEvent(this, new object[] { false });
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lastSentVolume = waterVolume;
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lastSentOxygen = OxygenPercentage;
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lastSentFireCount = FireSources.Count;
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sendUpdateTimer = NetConfig.HullUpdateInterval;
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decalsChanged = false;
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return;
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}
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sendUpdateTimer -= deltaTime;
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//update client hulls if the amount of water has changed by >10%
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//or if oxygen percentage has changed by 5%
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if (Math.Abs(lastSentVolume - waterVolume) > Volume * 0.1f || Math.Abs(lastSentOxygen - OxygenPercentage) > 5f ||
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lastSentFireCount != FireSources.Count || FireSources.Count > 0 ||
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pendingSectionUpdates.Count > 0 ||
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sendUpdateTimer < -NetConfig.SparseHullUpdateInterval)
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sendUpdateTimer < -NetConfig.SparseHullUpdateInterval ||
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decalUpdatePending)
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{
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if (sendUpdateTimer < 0.0f)
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{
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if (decalUpdatePending)
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{
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GameMain.NetworkMember.CreateEntityEvent(this, new object[] { false });
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}
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if (pendingSectionUpdates.Count > 0)
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{
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foreach (int pendingSectionUpdate in pendingSectionUpdates)
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@@ -120,8 +114,9 @@ namespace Barotrauma
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foreach (Decal decal in decals)
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{
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message.Write(decal.Prefab.UIntIdentifier);
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float normalizedXPos = MathHelper.Clamp(MathUtils.InverseLerp(rect.X, rect.Right, decal.Position.X), 0.0f, 1.0f);
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float normalizedYPos = MathHelper.Clamp(MathUtils.InverseLerp(rect.Y - rect.Height, rect.Y, decal.Position.Y), 0.0f, 1.0f);
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message.Write((byte)decal.SpriteIndex);
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float normalizedXPos = MathHelper.Clamp(MathUtils.InverseLerp(0.0f, rect.Width, decal.CenterPosition.X), 0.0f, 1.0f);
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float normalizedYPos = MathHelper.Clamp(MathUtils.InverseLerp(-rect.Height, 0.0f, decal.CenterPosition.Y), 0.0f, 1.0f);
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message.WriteRangedSingle(normalizedXPos, 0.0f, 1.0f, 8);
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message.WriteRangedSingle(normalizedYPos, 0.0f, 1.0f, 8);
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message.WriteRangedSingle(decal.Scale, 0f, 2f, 12);
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@@ -133,28 +128,8 @@ namespace Barotrauma
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//used when clients use the water/fire console commands or section / decal updates are received
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public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
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{
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bool hasExtraData = msg.ReadBoolean();
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if (hasExtraData)
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{
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int sectorToUpdate = msg.ReadRangedInteger(0, BackgroundSections.Count - 1);
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int start = sectorToUpdate * BackgroundSectionsPerNetworkEvent;
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int end = Math.Min((sectorToUpdate + 1) * BackgroundSectionsPerNetworkEvent, BackgroundSections.Count - 1);
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for (int i = start; i < end; i++)
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{
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float colorStrength = msg.ReadRangedSingle(0.0f, 1.0f, 8);
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Color color = new Color(msg.ReadUInt32());
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//TODO: verify the client is close enough to this hull to paint it, that the sprayer is functional and that the color matches
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if (c.Character != null && c.Character.AllowInput && c.Character.SelectedItems.Any(it => it?.GetComponent<Sprayer>() != null))
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{
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BackgroundSections[i].SetColorStrength(colorStrength);
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BackgroundSections[i].SetColor(color);
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}
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}
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//add to pending updates to notify other clients as well
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pendingSectionUpdates.Add(sectorToUpdate);
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}
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else
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int messageType = msg.ReadRangedInteger(0, 2);
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if (messageType == 0)
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{
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float newWaterVolume = msg.ReadRangedSingle(0.0f, 1.5f, 8) * Volume;
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@@ -210,6 +185,37 @@ namespace Barotrauma
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FireSources.RemoveAt(i);
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}
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}
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}
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else if (messageType == 1)
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{
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byte decalIndex = msg.ReadByte();
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float decalAlpha = msg.ReadRangedSingle(0.0f, 1.0f, 255);
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if (decalIndex < 0 || decalIndex >= decals.Count) { return; }
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if (c.Character != null && c.Character.AllowInput && c.Character.SelectedItems.Any(it => it?.GetComponent<Sprayer>() != null))
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{
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decals[decalIndex].BaseAlpha = decalAlpha;
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}
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decalUpdatePending = true;
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}
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else
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{
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int sectorToUpdate = msg.ReadRangedInteger(0, BackgroundSections.Count - 1);
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int start = sectorToUpdate * BackgroundSectionsPerNetworkEvent;
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int end = Math.Min((sectorToUpdate + 1) * BackgroundSectionsPerNetworkEvent, BackgroundSections.Count - 1);
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for (int i = start; i < end; i++)
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{
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float colorStrength = msg.ReadRangedSingle(0.0f, 1.0f, 8);
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Color color = new Color(msg.ReadUInt32());
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//TODO: verify the client is close enough to this hull to paint it, that the sprayer is functional and that the color matches
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if (c.Character != null && c.Character.AllowInput && c.Character.SelectedItems.Any(it => it?.GetComponent<Sprayer>() != null))
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{
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BackgroundSections[i].SetColorStrength(colorStrength);
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BackgroundSections[i].SetColor(color);
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}
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}
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//add to pending updates to notify other clients as well
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pendingSectionUpdates.Add(sectorToUpdate);
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}
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}
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}
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