(5218c43a0) Server sends the IDs of both selected characters and selected items to the clients. Previously this wasn't needed, because it wasn't possible to have both a character and an item selected at the same time. Fixes characters floating mid-air client-side when dragging others up stairs, and probably some other undiscovered bugs as well.

This commit is contained in:
Joonas Rikkonen
2019-04-01 22:50:11 +03:00
parent ae6b797d73
commit d511ecd4e3
7 changed files with 97 additions and 70 deletions
@@ -44,25 +44,29 @@ namespace Barotrauma
return;
}
if (character.MemState[0].Interact == null || character.MemState[0].Interact.Removed)
if (character.MemState[0].SelectedCharacter == null || character.MemState[0].SelectedCharacter.Removed)
{
character.DeselectCharacter();
}
else if (character.MemState[0].SelectedCharacter != null)
{
character.SelectCharacter(character.MemState[0].SelectedCharacter);
}
if (character.MemState[0].SelectedItem == null || character.MemState[0].SelectedItem.Removed)
{
character.SelectedConstruction = null;
}
else if (character.MemState[0].Interact is Character)
else
{
character.SelectCharacter((Character)character.MemState[0].Interact);
}
else if (character.MemState[0].Interact is Item newSelectedConstruction)
{
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
if (character.SelectedConstruction != character.MemState[0].SelectedItem)
{
foreach (var ic in newSelectedConstruction.Components)
foreach (var ic in character.MemState[0].SelectedItem.Components)
{
if (ic.CanBeSelected) ic.Select(character);
}
}
character.SelectedConstruction = newSelectedConstruction;
character.SelectedConstruction = character.MemState[0].SelectedItem;
}
if (character.MemState[0].Animation == AnimController.Animation.CPR)
@@ -169,25 +173,30 @@ namespace Barotrauma
CharacterStateInfo localPos = character.MemLocalState[localPosIndex];
//the entity we're interacting with doesn't match the server's
if (localPos.Interact != serverPos.Interact)
if (localPos.SelectedCharacter != serverPos.SelectedCharacter)
{
if (serverPos.Interact == null || serverPos.Interact.Removed)
if (serverPos.SelectedCharacter == null || serverPos.SelectedCharacter.Removed)
{
character.DeselectCharacter();
}
else if (serverPos.SelectedCharacter != null)
{
character.SelectCharacter(serverPos.SelectedCharacter);
}
}
if (localPos.SelectedItem != serverPos.SelectedItem)
{
if (serverPos.SelectedItem == null || serverPos.SelectedItem.Removed)
{
character.SelectedConstruction = null;
}
else if (serverPos.Interact is Character)
else if (serverPos.SelectedItem != null)
{
character.SelectCharacter((Character)serverPos.Interact);
}
else
{
var newSelectedConstruction = (Item)serverPos.Interact;
if (newSelectedConstruction != null && character.SelectedConstruction != newSelectedConstruction)
if (character.SelectedConstruction != serverPos.SelectedItem)
{
newSelectedConstruction.TryInteract(character, true, true);
serverPos.SelectedItem.TryInteract(character, true, true);
}
character.SelectedConstruction = newSelectedConstruction;
character.SelectedConstruction = serverPos.SelectedItem;
}
}
@@ -30,12 +30,13 @@ namespace Barotrauma
else
{
var posInfo = new CharacterStateInfo(
SimPosition,
AnimController.Collider.Rotation,
LastNetworkUpdateID,
AnimController.TargetDir,
SelectedCharacter == null ? (Entity)SelectedConstruction : (Entity)SelectedCharacter,
AnimController.Anim);
SimPosition,
AnimController.Collider.Rotation,
LastNetworkUpdateID,
AnimController.TargetDir,
SelectedCharacter,
SelectedConstruction,
AnimController.Anim);
memLocalState.Add(posInfo);
@@ -187,14 +188,17 @@ namespace Barotrauma
}
bool entitySelected = msg.ReadBoolean();
Entity selectedEntity = null;
Character selectedCharacter = null;
Item selectedItem = null;
AnimController.Animation animation = AnimController.Animation.None;
if (entitySelected)
{
ushort entityID = msg.ReadUInt16();
selectedEntity = FindEntityByID(entityID);
if (selectedEntity is Character)
ushort characterID = msg.ReadUInt16();
ushort itemID = msg.ReadUInt16();
selectedCharacter = FindEntityByID(characterID) as Character;
selectedItem = FindEntityByID(itemID) as Item;
if (selectedCharacter != null)
{
bool doingCpr = msg.ReadBoolean();
if (doingCpr && SelectedCharacter != null)
@@ -235,7 +239,11 @@ namespace Barotrauma
int index = 0;
if (GameMain.Client.Character == this && AllowInput)
{
var posInfo = new CharacterStateInfo(pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
var posInfo = new CharacterStateInfo(
pos, rotation,
networkUpdateID,
facingRight ? Direction.Right : Direction.Left,
selectedCharacter, selectedItem, animation);
while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
index++;
@@ -243,7 +251,11 @@ namespace Barotrauma
}
else
{
var posInfo = new CharacterStateInfo(pos, rotation, linearVelocity, angularVelocity, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
var posInfo = new CharacterStateInfo(
pos, rotation,
linearVelocity, angularVelocity,
sendingTime, facingRight ? Direction.Right : Direction.Left,
selectedCharacter, selectedItem, animation);
while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
index++;
@@ -656,13 +656,6 @@ namespace Barotrauma
msg.Timer -= deltaTime;
msg.Pos += msg.Velocity * deltaTime;
}
foreach (GUIMessage msg in messages)
{
if (!msg.WorldSpace) continue;
msg.Timer -= deltaTime;
msg.Pos += msg.Velocity * deltaTime;
}
}
messages.RemoveAll(m => m.Timer <= 0.0f);