Merge branch 'multisub'
Conflicts: .gitignore Subsurface/Source/Characters/Animation/HumanoidAnimController.cs Subsurface/Source/Items/Components/Holdable/RepairTool.cs Subsurface_Solution.v12.suo
This commit is contained in:
@@ -413,6 +413,11 @@ namespace Barotrauma.Networking
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reliableChannel.Update(deltaTime);
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if (gameStarted && respawnManager != null)
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{
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respawnManager.Update(deltaTime);
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}
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if (updateTimer > DateTime.Now) return;
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if (myCharacter != null)
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@@ -518,6 +523,9 @@ namespace Barotrauma.Networking
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string endMessage = inc.ReadString();
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CoroutineManager.StartCoroutine(EndGame(endMessage));
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break;
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case (byte)PacketTypes.Respawn:
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if (gameStarted && respawnManager != null) respawnManager.ReadNetworkEvent(inc);
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break;
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case (byte)PacketTypes.PlayerJoined:
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Client otherClient = new Client(inc.ReadString(), inc.ReadByte());
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@@ -672,7 +680,9 @@ namespace Barotrauma.Networking
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GameMain.GameSession = new GameSession(GameMain.NetLobbyScreen.SelectedSub, "", gameMode, Mission.MissionTypes[missionTypeIndex]);
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GameMain.GameSession.StartShift(levelSeed);
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respawnManager = new RespawnManager(this);
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yield return CoroutineStatus.Running;
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//myCharacter = ReadCharacterData(inc);
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@@ -725,11 +735,13 @@ namespace Barotrauma.Networking
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GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
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GameMain.LightManager.LosEnabled = false;
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respawnManager = null;
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float endPreviewLength = 10.0f;
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if (Screen.Selected == GameMain.GameScreen)
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{
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var cinematic = new TransitionCinematic(Submarine.Loaded, GameMain.GameScreen.Cam, endPreviewLength);
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var cinematic = new TransitionCinematic(Submarine.MainSub, GameMain.GameScreen.Cam, endPreviewLength);
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float secondsLeft = endPreviewLength;
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@@ -774,11 +786,6 @@ namespace Barotrauma.Networking
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if (fileStreamReceiver != null &&
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(fileStreamReceiver.Status == FileTransferStatus.Receiving || fileStreamReceiver.Status == FileTransferStatus.NotStarted))
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{
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//Vector2 pos = Screen.Selected == GameMain.NetLobbyScreen ?
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// new Vector2(GameMain.NetLobbyScreen.SubList.Rect.X, GameMain.NetLobbyScreen.SubList.Rect.Bottom+5) : new Vector2(GameMain.GraphicsWidth / 2 - 200, 10);
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Vector2 pos = new Vector2(GameMain.GraphicsWidth / 2 - 130, GameMain.NetLobbyScreen.InfoFrame.Rect.Y / 2 - 15);
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GUI.DrawString(spriteBatch,
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@@ -799,6 +806,16 @@ namespace Barotrauma.Networking
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}
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}
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if (respawnManager != null && respawnManager.CurrentState == RespawnManager.State.Waiting &&
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myCharacter != null && myCharacter.IsDead)
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{
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GUI.DrawString(spriteBatch,
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new Vector2(GameMain.GraphicsWidth - 300.0f, 20),
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"Respawning in " + (int)respawnManager.RespawnTimer + " s",
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Color.White, null, 0, GUI.SmallFont);
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}
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if (!GameMain.DebugDraw) return;
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int width = 200, height = 300;
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@@ -1023,7 +1040,7 @@ namespace Barotrauma.Networking
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client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
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}
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private Character ReadCharacterData(NetIncomingMessage inc, bool isMyCharacter)
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public Character ReadCharacterData(NetIncomingMessage inc, bool isMyCharacter)
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{
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string newName = inc.ReadString();
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ushort ID = inc.ReadUInt16();
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@@ -282,6 +282,8 @@ namespace Barotrauma.Networking
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{
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inGameHUD.Update((float)Physics.step);
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respawnManager.Update(deltaTime);
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bool isCrewDead =
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connectedClients.Find(c => c.Character != null && !c.Character.IsDead)==null &&
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(myCharacter == null || myCharacter.IsDead);
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@@ -289,7 +291,7 @@ namespace Barotrauma.Networking
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//restart if all characters are dead or submarine is at the end of the level
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if ((autoRestart && isCrewDead)
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||
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(endRoundAtLevelEnd && Submarine.Loaded!=null && Submarine.Loaded.AtEndPosition))
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(endRoundAtLevelEnd && Submarine.MainSub != null && Submarine.MainSub.AtEndPosition))
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{
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if (AutoRestart && isCrewDead)
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{
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@@ -363,9 +365,10 @@ namespace Barotrauma.Networking
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{
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if (!(c is AICharacter) || c.IsDead) continue;
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Vector2 diff = c.WorldPosition-Submarine.Loaded.WorldPosition;
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//todo: take multiple subs into account
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//Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
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if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
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//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
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new NetworkEvent(NetworkEventType.EntityUpdate, c.ID, false);
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}
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@@ -389,7 +392,13 @@ namespace Barotrauma.Networking
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private void SparseUpdate()
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{
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if (gameStarted) new NetworkEvent(Submarine.Loaded.ID, false);
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if (gameStarted)
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{
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foreach (Submarine sub in Submarine.Loaded)
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{
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new NetworkEvent(sub.ID, false);
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}
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}
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foreach (Character c in Character.CharacterList)
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{
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@@ -397,9 +406,10 @@ namespace Barotrauma.Networking
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if (c is AICharacter)
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{
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Vector2 diff = c.WorldPosition - Submarine.Loaded.WorldPosition;
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//todo: take multiple subs into account
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//Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
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if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
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//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
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}
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new NetworkEvent(NetworkEventType.ImportantEntityUpdate, c.ID, false);
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@@ -601,7 +611,7 @@ namespace Barotrauma.Networking
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case (byte)PacketTypes.SpectateRequest:
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if (gameStarted && allowSpectating)
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{
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var startMessage = CreateStartMessage(roundStartSeed, Submarine.Loaded, GameMain.GameSession.gameMode.Preset);
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var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);
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server.SendMessage(startMessage, inc.SenderConnection, NetDeliveryMethod.ReliableUnordered);
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dataSender.Spectating = true;
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@@ -840,6 +850,10 @@ namespace Barotrauma.Networking
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//save "normal" events again
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existingEvents = new List<NetworkEvent>(NetworkEvent.Events);
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}
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yield return new WaitForSeconds(0.1f);
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sender.inGame = true;
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yield return CoroutineStatus.Success;
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}
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@@ -941,6 +955,8 @@ namespace Barotrauma.Networking
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GameServer.Log("Game mode: " + selectedMode.Name, Color.Cyan);
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GameServer.Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, Color.Cyan);
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respawnManager = new RespawnManager(this);
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yield return CoroutineStatus.Running;
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List<CharacterInfo> characterInfos = new List<CharacterInfo>();
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@@ -964,7 +980,7 @@ namespace Barotrauma.Networking
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characterInfos.Add(characterInfo);
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}
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WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos);
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WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
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for (int i = 0; i < connectedClients.Count; i++)
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{
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@@ -985,7 +1001,7 @@ namespace Barotrauma.Networking
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GameMain.GameSession.CrewManager.characters.Add(myCharacter);
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}
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var startMessage = CreateStartMessage(roundStartSeed, Submarine.Loaded, GameMain.GameSession.gameMode.Preset);
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var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);
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SendMessage(startMessage, NetDeliveryMethod.ReliableUnordered);
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@@ -1090,6 +1106,8 @@ namespace Barotrauma.Networking
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GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
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GameMain.LightManager.LosEnabled = false;
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respawnManager = null;
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gameStarted = false;
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if (connectedClients.Count > 0)
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@@ -1113,7 +1131,7 @@ namespace Barotrauma.Networking
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float endPreviewLength = 10.0f;
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var cinematic = new TransitionCinematic(Submarine.Loaded, GameMain.GameScreen.Cam, endPreviewLength);
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var cinematic = new TransitionCinematic(Submarine.MainSub, GameMain.GameScreen.Cam, endPreviewLength);
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float secondsLeft = endPreviewLength;
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@@ -1132,6 +1150,14 @@ namespace Barotrauma.Networking
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}
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public void SendRespawnManagerMsg()
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{
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NetOutgoingMessage msg = server.CreateMessage();
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respawnManager.WriteNetworkEvent(msg);
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SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
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}
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private void DisconnectClient(NetConnection senderConnection, string msg = "", string targetmsg = "")
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{
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Client client = connectedClients.Find(x => x.Connection == senderConnection);
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@@ -1322,6 +1348,14 @@ namespace Barotrauma.Networking
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log.LogFrame.Draw(spriteBatch);
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}
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if (respawnManager != null && respawnManager.CurrentState == RespawnManager.State.Waiting && respawnManager.CountdownStarted)
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{
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GUI.DrawString(spriteBatch,
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new Vector2(GameMain.GraphicsWidth - 500.0f, 20),
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"Respawning in " + (int)respawnManager.RespawnTimer + " s",
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Color.White, null, 0, GUI.SmallFont);
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}
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if (!ShowNetStats) return;
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int width = 200, height = 300;
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@@ -1603,7 +1637,7 @@ namespace Barotrauma.Networking
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}
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}
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private void WriteCharacterData(NetOutgoingMessage message, string name, Character character)
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public void WriteCharacterData(NetOutgoingMessage message, string name, Character character)
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{
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message.Write(name);
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message.Write(character.ID);
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@@ -39,7 +39,9 @@ namespace Barotrauma.Networking
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RequestFile, FileStream,
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SpectateRequest
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SpectateRequest,
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|
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Respawn
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}
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enum VoteType
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@@ -74,6 +76,9 @@ namespace Barotrauma.Networking
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protected Character myCharacter;
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protected CharacterInfo characterInfo;
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protected RespawnManager respawnManager;
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public Voting Voting;
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public Character Character
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312
Subsurface/Source/Networking/RespawnManager.cs
Normal file
312
Subsurface/Source/Networking/RespawnManager.cs
Normal file
@@ -0,0 +1,312 @@
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using Barotrauma.Items.Components;
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using FarseerPhysics;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Barotrauma.Networking
|
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{
|
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class RespawnManager
|
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{
|
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const int MinCharactersToRespawn = 1;
|
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|
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const float RespawnInterval = 20.0f;
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|
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public enum State
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{
|
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Waiting,
|
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Transporting,
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Returning
|
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}
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private NetworkMember networkMember;
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|
||||
private State state;
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private Submarine respawnShuttle;
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private Steering shuttleSteering;
|
||||
private List<Door> shuttleDoors;
|
||||
|
||||
public float RespawnTimer
|
||||
{
|
||||
get { return respawnTimer; }
|
||||
}
|
||||
|
||||
public bool CountdownStarted
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public State CurrentState
|
||||
{
|
||||
get { return state; }
|
||||
}
|
||||
|
||||
private float respawnTimer, shuttleReturnTimer;
|
||||
|
||||
public RespawnManager(NetworkMember server)
|
||||
{
|
||||
this.networkMember = server;
|
||||
|
||||
respawnShuttle = new Submarine("Submarines/Shuttle Mark I.sub");
|
||||
respawnShuttle.Load(false);
|
||||
|
||||
ResetShuttlePos();
|
||||
|
||||
respawnShuttle.GodMode = true;
|
||||
|
||||
shuttleDoors = new List<Door>();
|
||||
foreach (Item item in Item.ItemList)
|
||||
{
|
||||
if (item.Submarine != respawnShuttle) continue;
|
||||
|
||||
var steering = item.GetComponent<Steering>();
|
||||
if (steering != null) shuttleSteering = steering;
|
||||
|
||||
var door = item.GetComponent<Door>();
|
||||
if (door != null) shuttleDoors.Add(door);
|
||||
}
|
||||
|
||||
shuttleSteering.TargetPosition = ConvertUnits.ToSimUnits(Level.Loaded.StartPosition);
|
||||
|
||||
respawnTimer = RespawnInterval;
|
||||
}
|
||||
|
||||
private List<Client> GetClientsToRespawn()
|
||||
{
|
||||
return networkMember.ConnectedClients.FindAll(c => c.inGame && (c.Character == null || c.Character.IsDead));
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case State.Waiting:
|
||||
UpdateWaiting(deltaTime);
|
||||
break;
|
||||
case State.Transporting:
|
||||
UpdateTransporting(deltaTime);
|
||||
break;
|
||||
case State.Returning:
|
||||
UpdateReturning(deltaTime);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateWaiting(float deltaTime)
|
||||
{
|
||||
var server = networkMember as GameServer;
|
||||
if (server == null)
|
||||
{
|
||||
if (CountdownStarted)
|
||||
{
|
||||
respawnTimer = Math.Max(0.0f, respawnTimer - deltaTime);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
respawnShuttle.Velocity = Vector2.Zero;
|
||||
|
||||
shuttleSteering.AutoPilot = false;
|
||||
shuttleSteering.MaintainPos = false;
|
||||
|
||||
int characterToRespawnCount = GetClientsToRespawn().Count;
|
||||
if (server.Character != null && server.Character.IsDead) characterToRespawnCount++;
|
||||
|
||||
CountdownStarted = characterToRespawnCount >= MinCharactersToRespawn;
|
||||
|
||||
if (!CountdownStarted) return;
|
||||
|
||||
respawnTimer -= deltaTime;
|
||||
if (respawnTimer <= 0.0f)
|
||||
{
|
||||
respawnTimer = RespawnInterval;
|
||||
|
||||
Respawn();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateTransporting(float deltaTime)
|
||||
{
|
||||
var server = networkMember as GameServer;
|
||||
if (server == null) return;
|
||||
|
||||
if (Character.CharacterList.Any(c => c.Submarine == respawnShuttle && !c.IsDead)) return;
|
||||
|
||||
shuttleReturnTimer += deltaTime;
|
||||
if (shuttleReturnTimer > 10.0f)
|
||||
{
|
||||
state = State.Returning;
|
||||
|
||||
server.SendRespawnManagerMsg();
|
||||
shuttleReturnTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateReturning(float deltaTime)
|
||||
{
|
||||
shuttleReturnTimer += deltaTime;
|
||||
|
||||
if (shuttleReturnTimer > 1.0f)
|
||||
{
|
||||
shuttleSteering.AutoPilot = true;
|
||||
shuttleSteering.MaintainPos = false;
|
||||
|
||||
foreach (Door door in shuttleDoors)
|
||||
{
|
||||
if (door.IsOpen) door.SetState(false, false, true);
|
||||
}
|
||||
|
||||
var server = networkMember as GameServer;
|
||||
if (server == null) return;
|
||||
|
||||
//shuttle has returned if the path has been traversed or the shuttle is close enough to the exit
|
||||
if (shuttleSteering.SteeringPath != null && shuttleSteering.SteeringPath.Finished
|
||||
|| (respawnShuttle.WorldPosition.Y + respawnShuttle.Borders.Y > Level.Loaded.StartPosition.Y - Level.ShaftHeight &&
|
||||
Math.Abs(Level.Loaded.StartPosition.X - respawnShuttle.WorldPosition.X) < 1000.0f))
|
||||
{
|
||||
CoroutineManager.StartCoroutine(
|
||||
ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f));
|
||||
|
||||
if (GameMain.GameSession != null && GameMain.GameSession.Map != null)
|
||||
{
|
||||
string msg = "The transportation shuttle has returned to " + GameMain.GameSession.Map.SelectedLocation;
|
||||
|
||||
server.SendChatMessage(ChatMessage.Create("", msg, ChatMessageType.Server, null), server.ConnectedClients);
|
||||
}
|
||||
|
||||
state = State.Waiting;
|
||||
server.SendRespawnManagerMsg();
|
||||
}
|
||||
|
||||
shuttleReturnTimer = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
private void Respawn()
|
||||
{
|
||||
var server = networkMember as GameServer;
|
||||
if (server == null) return;
|
||||
|
||||
state = State.Transporting;
|
||||
|
||||
ResetShuttlePos();
|
||||
|
||||
server.SendChatMessage(ChatMessage.Create("", "Transportation shuttle dispatched", ChatMessageType.Server, null), server.ConnectedClients);
|
||||
|
||||
server.SendRespawnManagerMsg();
|
||||
|
||||
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f));
|
||||
}
|
||||
|
||||
private IEnumerable<object> ForceShuttleToPos(Vector2 position, float speed)
|
||||
{
|
||||
respawnShuttle.SubBody.Body.IgnoreCollisionWith(Level.Loaded.ShaftBodies[0]);
|
||||
|
||||
while (Math.Abs(position.Y - respawnShuttle.WorldPosition.Y) > 100.0f)
|
||||
{
|
||||
Vector2 displayVel = Vector2.Normalize(position - respawnShuttle.WorldPosition) * speed;
|
||||
respawnShuttle.SubBody.Body.LinearVelocity = ConvertUnits.ToSimUnits(displayVel);
|
||||
yield return CoroutineStatus.Running;
|
||||
|
||||
if (respawnShuttle.SubBody == null) yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
respawnShuttle.SubBody.Body.RestoreCollisionWith(Level.Loaded.ShaftBodies[0]);
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
private void ResetShuttlePos()
|
||||
{
|
||||
respawnShuttle.SetPosition(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + respawnShuttle.Borders.Height));
|
||||
|
||||
respawnShuttle.Velocity = Vector2.Zero;
|
||||
}
|
||||
|
||||
public void WriteNetworkEvent(NetOutgoingMessage msg)
|
||||
{
|
||||
var server = networkMember as GameServer;
|
||||
|
||||
msg.Write((byte)PacketTypes.Respawn);
|
||||
|
||||
msg.WriteRangedInteger(0, Enum.GetNames(typeof(State)).Length, (int)state);
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case State.Transporting:
|
||||
var clients = GetClientsToRespawn();
|
||||
|
||||
List<CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList();
|
||||
if (server.Character != null && server.Character.IsDead) characterInfos.Add(server.CharacterInfo);
|
||||
|
||||
var waypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnShuttle);
|
||||
|
||||
msg.Write((byte)characterInfos.Count);
|
||||
for (int i = 0; i < characterInfos.Count; i++)
|
||||
{
|
||||
var character = Character.Create(characterInfos[i], waypoints[i].WorldPosition, true, false);
|
||||
|
||||
if (i < clients.Count)
|
||||
{
|
||||
msg.Write((byte)clients[i].ID);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write((byte)0);
|
||||
server.Character = character;
|
||||
Character.Controlled = character;
|
||||
}
|
||||
|
||||
character.GiveJobItems(waypoints[i]);
|
||||
|
||||
GameMain.GameSession.CrewManager.characters.Add(character);
|
||||
|
||||
server.WriteCharacterData(msg, character.Name, character);
|
||||
}
|
||||
|
||||
break;
|
||||
case State.Waiting:
|
||||
msg.Write(respawnTimer);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void ReadNetworkEvent(NetIncomingMessage inc)
|
||||
{
|
||||
state = (State)inc.ReadRangedInteger(0, Enum.GetNames(typeof(State)).Length);
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case State.Transporting:
|
||||
CountdownStarted = false;
|
||||
ResetShuttlePos();
|
||||
|
||||
var client = networkMember as GameClient;
|
||||
|
||||
int clientCount = inc.ReadByte();
|
||||
for (int i = 0; i < clientCount; i++)
|
||||
{
|
||||
byte clientId = inc.ReadByte();
|
||||
|
||||
client.ReadCharacterData(inc, clientId == client.ID);
|
||||
}
|
||||
|
||||
CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f));
|
||||
break;
|
||||
case State.Waiting:
|
||||
CountdownStarted = true;
|
||||
respawnTimer = inc.ReadSingle();
|
||||
break;
|
||||
case State.Returning:
|
||||
CountdownStarted = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user