Server clears EntityEventManager before starting a new round, not just when ending it (fixes events breaking during the next round if an item created an event when unloading the previous sub) + some additional error checks

This commit is contained in:
Regalis
2017-01-14 20:26:41 +02:00
parent 6252db7928
commit bd7766d3e7
5 changed files with 38 additions and 5 deletions

View File

@@ -2044,12 +2044,27 @@ namespace Barotrauma
{
if (GameMain.Server == null) return;
if (c.Character != this)
{
#if DEBUG
DebugConsole.Log("Received a character update message from a client who's not controlling the character");
#endif
return;
}
switch (type)
{
case ClientNetObject.CHARACTER_INPUT:
UInt32 networkUpdateID = msg.ReadUInt32();
byte inputCount = msg.ReadByte();
#if DEBUG
if (((long)networkUpdateID - (long)LastNetworkUpdateID)>10000)
{
DebugConsole.ThrowError("((long)networkUpdateID - (long)LastNetworkUpdateID) > 10000");
}
#endif
for (int i = 0; i < inputCount; i++)
{
@@ -2107,7 +2122,7 @@ namespace Barotrauma
public virtual void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
if (GameMain.Server == null) return;
if (extraData != null)
{
switch ((NetEntityEvent.Type)extraData[0])

View File

@@ -511,9 +511,15 @@ namespace Barotrauma
Submarine.MainSub.GodMode = !Submarine.MainSub.GodMode;
break;
case "dumpids":
int count = commands.Length < 2 ? 10 : int.Parse(commands[1]);
Entity.DumpIds(count);
try
{
int count = commands.Length < 2 ? 10 : int.Parse(commands[1]);
Entity.DumpIds(count);
}
catch
{
return;
}
break;
case "heal":
if (Character.Controlled != null)

View File

@@ -1250,6 +1250,8 @@ namespace Barotrauma
if (GameMain.GameScreen.Cam != null) GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
Entity.RemoveAll();
System.Diagnostics.Debug.Assert(Item.ItemList.Count == 0);
PhysicsBody.list.Clear();

View File

@@ -909,11 +909,12 @@ namespace Barotrauma.Networking
private IEnumerable<object> StartGame(Submarine selectedSub, Submarine selectedShuttle, GameModePreset selectedMode)
{
Item.Spawner.Clear();
entityEventManager.Clear();
GameMain.NetLobbyScreen.StartButton.Enabled = false;
GUIMessageBox.CloseAll();
roundStartSeed = DateTime.Now.Millisecond;
Rand.SetSyncedSeed(roundStartSeed);
@@ -1150,6 +1151,7 @@ namespace Barotrauma.Networking
} while (secondsLeft > 0.0f);
Submarine.Unload();
entityEventManager.Clear();
GameMain.NetLobbyScreen.Select();

View File

@@ -36,6 +36,14 @@ namespace Barotrauma.Networking
tempBuffer.LengthBytes < 256,
"Maximum EntityEvent size exceeded when serializing \""+e.Entity+"\"!");
#if DEBUG
if (Entity.FindEntityByID(e.Entity.ID) != e.Entity)
{
DebugConsole.ThrowError("Error in NetEntityEventManager.Write (FindEntityByID(e.Entity.ID) != e.Entity)");
}
#endif
msg.Write((UInt16)e.Entity.ID);
msg.Write((byte)tempBuffer.LengthBytes);
msg.Write(tempBuffer);