(052ab6307) Use MonoKickstart on Linux so installing Mono is not required, fixed division by zero if the width of the server console window is 0

This commit is contained in:
Joonas Rikkonen
2019-04-16 17:11:49 +03:00
parent edb8c39c58
commit bd07acf26d
121 changed files with 1546 additions and 1777 deletions
@@ -360,7 +360,7 @@ namespace Barotrauma
Vector2 relativeCursorPos = cursorPosition - AimRefPosition;
tempBuffer.Write((UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)));
}
tempBuffer.Write(IsRagdolled || IsUnconscious || Stun > 0.0f || IsDead);
tempBuffer.Write(IsRagdolled);
tempBuffer.Write(AnimController.Dir > 0.0f);
}
@@ -193,7 +193,7 @@ namespace Barotrauma
Console.CursorLeft = 0;
Console.CursorTop -= cursorLine;
Console.Write(input);
Console.CursorLeft = input.Length % Console.WindowWidth;
Console.CursorLeft = input.Length % consoleWidth;
}
private static void AssignOnClientRequestExecute(string names, Action<Client, Vector2, string[]> onClientRequestExecute)
@@ -83,7 +83,6 @@ namespace Barotrauma
LevelGenerationParams.LoadPresets();
ScriptedEventSet.LoadPrefabs();
AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure));
ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item));
JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs));
@@ -91,6 +90,7 @@ namespace Barotrauma
NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations));
ItemAssemblyPrefab.LoadAll();
LevelObjectPrefab.LoadAll();
AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions));
GameModePreset.Init();
LocationType.Init();
@@ -168,8 +168,6 @@ namespace Barotrauma
msg.Write(isRunning && endWatchman != null ? endWatchman.ID : (UInt16)0);
msg.Write(Money);
msg.Write(PurchasedHullRepairs);
msg.Write(PurchasedItemRepairs);
msg.Write((UInt16)CargoManager.PurchasedItems.Count);
foreach (PurchasedItem pi in CargoManager.PurchasedItems)
@@ -194,8 +192,6 @@ namespace Barotrauma
{
UInt16 selectedLocIndex = msg.ReadUInt16();
byte selectedMissionIndex = msg.ReadByte();
bool purchasedHullRepairs = msg.ReadBoolean();
bool purchasedItemRepairs = msg.ReadBoolean();
UInt16 purchasedItemCount = msg.ReadUInt16();
List<PurchasedItem> purchasedItems = new List<PurchasedItem>();
@@ -212,17 +208,6 @@ namespace Barotrauma
return;
}
if (purchasedHullRepairs && !this.PurchasedHullRepairs && Money >= HullRepairCost)
{
this.PurchasedHullRepairs = true;
Money -= HullRepairCost;
}
if (purchasedItemRepairs && !this.PurchasedItemRepairs && Money >= ItemRepairCost)
{
this.PurchasedItemRepairs = true;
Money -= ItemRepairCost;
}
Map.SelectLocation(selectedLocIndex == UInt16.MaxValue ? -1 : selectedLocIndex);
if (Map.SelectedConnection != null)
{
@@ -1754,10 +1754,11 @@ namespace Barotrauma.Networking
Log("Game mode: " + selectedMode.Name, ServerLog.MessageType.ServerMessage);
Log("Submarine: " + selectedSub.Name, ServerLog.MessageType.ServerMessage);
Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, ServerLog.MessageType.ServerMessage);
}
}
MissionMode missionMode = GameMain.GameSession.GameMode as MissionMode;
bool missionAllowRespawn = campaign == null && (missionMode?.Mission == null || missionMode.Mission.AllowRespawn);
bool missionAllowRespawn = campaign == null &&
(!(GameMain.GameSession.GameMode is MissionMode) ||
((MissionMode)GameMain.GameSession.GameMode).Mission.AllowRespawn);
if (serverSettings.AllowRespawn && missionAllowRespawn) respawnManager = new RespawnManager(this, usingShuttle ? selectedShuttle : null);
@@ -1766,12 +1767,6 @@ namespace Barotrauma.Networking
{
var teamID = n == 0 ? Character.TeamType.Team1 : Character.TeamType.Team2;
Submarine.MainSubs[n].TeamID = teamID;
foreach (Submarine sub in Submarine.MainSubs[n].DockedTo)
{
sub.TeamID = teamID;
}
//find the clients in this team
List<Client> teamClients = teamCount == 1 ?
new List<Client>(connectedClients) :
@@ -1940,8 +1935,10 @@ namespace Barotrauma.Networking
MultiPlayerCampaign campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
MissionMode missionMode = GameMain.GameSession.GameMode as MissionMode;
bool missionAllowRespawn = campaign == null && (missionMode?.Mission == null || missionMode.Mission.AllowRespawn);
bool missionAllowRespawn = campaign == null &&
(!(GameMain.GameSession.GameMode is MissionMode) ||
((MissionMode)GameMain.GameSession.GameMode).Mission.AllowRespawn);
msg.Write(serverSettings.AllowRespawn && missionAllowRespawn);
msg.Write(Submarine.MainSubs[1] != null); //loadSecondSub
@@ -10,7 +10,9 @@ namespace Barotrauma.Networking
class ServerEntityEvent : NetEntityEvent
{
private IServerSerializable serializable;
public bool Sent;
#if DEBUG
public string StackTrace;
#endif