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

@@ -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);