Clients spawn all characters at round start (not just their own), spawnpoints that aren't inside the main sub are ignored when selecting spawnpoints for the clients

This commit is contained in:
Regalis
2016-09-26 20:02:23 +03:00
parent c402ba208b
commit bc5ace4f53
2 changed files with 29 additions and 59 deletions

View File

@@ -740,7 +740,7 @@ namespace Barotrauma.Networking
}
}
outmsg.Write((byte)ServerNetObject.END_OF_MESSAGE);
server.SendMessage(outmsg,c.Connection,NetDeliveryMethod.Unreliable);
server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.Unreliable);
}
public bool StartGameClicked(GUIButton button, object obj)
@@ -845,7 +845,7 @@ namespace Barotrauma.Networking
{
c.inGame = true;
WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human);
WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human, null, selectedSub);
Vector2 spawnPosition = spawnPoint.WorldPosition;
DebugConsole.NewMessage(Convert.ToString(spawnPosition.X) + "," + Convert.ToString(spawnPosition.Y), Color.Lime);
@@ -856,7 +856,7 @@ namespace Barotrauma.Networking
GameMain.GameSession.CrewManager.characters.Add(c.Character);
}
CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset, connectedClients);
SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset, connectedClients);
//var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);
//server.SendMessage(startMessage, connectedClients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
@@ -883,9 +883,9 @@ namespace Barotrauma.Networking
yield return CoroutineStatus.Success;
}
private void CreateStartMessage(int seed, Submarine selectedSub, GameModePreset selectedMode, List<Client> clients)
private void SendStartMessage(int seed, Submarine selectedSub, GameModePreset selectedMode, List<Client> clients)
{
foreach (Client c in clients)
foreach (Client client in clients)
{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.STARTGAME);
@@ -905,12 +905,19 @@ namespace Barotrauma.Networking
msg.Write(selectedMode.Name);
msg.Write(AllowRespawn);
msg.Write(c.Character.WorldPosition.X);
msg.Write(c.Character.WorldPosition.Y);
c.Connection.SendMessage(msg, NetDeliveryMethod.ReliableUnordered,0);
var clientsWithCharacter = clients.FindAll(c => c.Character != null);
msg.Write((byte)clientsWithCharacter.Count);
foreach (Client c in clientsWithCharacter)
{
c.Character.WriteSpawnData(msg);
msg.Write(c == client);
}
server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
}
}
public void EndGame()