Server serialization functions require client
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@@ -556,11 +556,11 @@ namespace Barotrauma.Networking
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}
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GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.SubList, submarines);
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GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.ShuttleList.ListBox, submarines);
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}
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string selectSubName = inc.ReadString();
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string selectSubHash = inc.ReadString();
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}
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string selectSubName = inc.ReadString();
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string selectSubHash = inc.ReadString();
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GameMain.NetLobbyScreen.TrySelectSub(selectSubName, selectSubHash, GameMain.NetLobbyScreen.SubList);
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string selectShuttleName = inc.ReadString();
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string selectShuttleName = inc.ReadString();
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string selectShuttleHash = inc.ReadString();
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GameMain.NetLobbyScreen.TrySelectSub(selectShuttleName, selectShuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox);
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}
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@@ -590,7 +590,7 @@ namespace Barotrauma.Networking
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outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
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outmsg.Write(lastSentChatMsgID);
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ChatMessage removeMsg;
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while ((removeMsg=chatMsgQueue.Find(cMsg => cMsg.ID <= lastRecvChatMsgID)) != null)
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while ((removeMsg=chatMsgQueue.Find(cMsg => cMsg.NetStateID <= lastRecvChatMsgID)) != null)
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{
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chatMsgQueue.Remove(removeMsg);
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}
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@@ -598,7 +598,7 @@ namespace Barotrauma.Networking
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foreach (ChatMessage cMsg in chatMsgQueue)
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{
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outmsg.Write((byte)ClientNetObject.CHAT_MESSAGE);
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outmsg.Write(cMsg.ID);
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outmsg.Write(cMsg.NetStateID);
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outmsg.Write(cMsg.Text);
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}
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outmsg.Write((byte)ClientNetObject.END_OF_MESSAGE);
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