Spawning client characters with correct characterinfo
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@@ -534,6 +534,8 @@ namespace Barotrauma.Networking
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GameMain.NetLobbyScreen.TrySelectSub(subName, subHash, GameMain.NetLobbyScreen.SubList) &&
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GameMain.NetLobbyScreen.TrySelectSub(shuttleName, shuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox));
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WriteCharacterInfo(readyToStartMsg);
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client.SendMessage(readyToStartMsg, NetDeliveryMethod.ReliableUnordered);
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break;
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@@ -602,7 +604,7 @@ namespace Barotrauma.Networking
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GameMain.GameScreen.Select();
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DebugConsole.NewMessage(Convert.ToString(posX) + "," + Convert.ToString(posY), Color.Lime);
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Character myChar = Character.Create(Character.HumanConfigFile, new Vector2(posX, posY), null, true, false);
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Character myChar = Character.Create(Character.HumanConfigFile, new Vector2(posX, posY), characterInfo, true, false);
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Character.Controlled = myChar;
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yield return CoroutineStatus.Success;
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@@ -800,18 +802,31 @@ namespace Barotrauma.Networking
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{
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spriteBatch.DrawString(GUI.Font, "Disconnected", new Vector2(x + 10, y + 25), Color.White);
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}
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}
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public override void Disconnect()
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{
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//TODO: tell server
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client.Shutdown("");
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GameMain.NetworkMember = null;
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}
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public void WriteCharacterInfo(NetOutgoingMessage msg)
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{
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if (characterInfo == null) return;
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msg.Write(characterInfo.Gender == Gender.Male);
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msg.Write((byte)characterInfo.HeadSpriteId);
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var jobPreferences = GameMain.NetLobbyScreen.JobPreferences;
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int count = Math.Min(jobPreferences.Count, 3);
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msg.Write((byte)count);
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for (int i = 0; i < count; i++)
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{
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msg.Write(jobPreferences[i].Name);
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}
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}
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public override bool SelectCrewCharacter(GUIComponent component, object obj)
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{
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@@ -499,6 +499,7 @@ namespace Barotrauma.Networking
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if (connectedClient != null)
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{
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connectedClient.ReadyToStart = inc.ReadBoolean();
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UpdateCharacterInfo(inc, connectedClient);
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}
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break;
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case ClientPacketHeader.UPDATE_LOBBY:
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@@ -848,7 +849,7 @@ namespace Barotrauma.Networking
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Vector2 spawnPosition = spawnPoint.WorldPosition;
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DebugConsole.NewMessage(Convert.ToString(spawnPosition.X) + "," + Convert.ToString(spawnPosition.Y), Color.Lime);
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Character spawnedCharacter = Character.Create(Character.HumanConfigFile, spawnPosition, null, true, false);
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Character spawnedCharacter = Character.Create(Character.HumanConfigFile, spawnPosition, c.characterInfo, true, false);
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spawnedCharacter.AnimController.Frozen = true;
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c.Character = spawnedCharacter;
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@@ -907,7 +908,7 @@ namespace Barotrauma.Networking
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msg.Write(c.Character.WorldPosition.X);
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msg.Write(c.Character.WorldPosition.Y);
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c.Connection.SendMessage(msg, NetDeliveryMethod.ReliableUnordered,0);
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}
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}
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@@ -1233,6 +1234,38 @@ namespace Barotrauma.Networking
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return true;
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}
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private void UpdateCharacterInfo(NetIncomingMessage message, Client sender)
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{
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Gender gender = Gender.Male;
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int headSpriteId = 0;
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try
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{
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gender = message.ReadBoolean() ? Gender.Male : Gender.Female;
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headSpriteId = message.ReadByte();
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}
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catch (Exception e)
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{
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gender = Gender.Male;
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headSpriteId = 0;
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DebugConsole.Log("Received invalid characterinfo from \"" +sender.name+"\"! { "+e.Message+" }");
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}
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List<JobPrefab> jobPreferences = new List<JobPrefab>();
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int count = message.ReadByte();
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for (int i = 0; i < Math.Min(count, 3); i++)
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{
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string jobName = message.ReadString();
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JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
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if (jobPrefab != null) jobPreferences.Add(jobPrefab);
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}
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sender.characterInfo = new CharacterInfo(Character.HumanConfigFile, name, gender);
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sender.characterInfo.HeadSpriteId = headSpriteId;
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sender.jobPreferences = jobPreferences;
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}
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public void AssignJobs(List<Client> unassigned)
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{
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