- clients see the submarines that the host has instead of their own subs in server lobby

- possible to vote for subs the client doesn't have
- fixed the "votes required" slider moving when re-opening the server settings
- WIP method for sending missing subs to clients before the round starts (atm the clients won't have time to request a sub file that was chosen by voting)
This commit is contained in:
Regalis
2016-05-22 01:39:10 +03:00
parent c2f1a1a383
commit e6b073f872
10 changed files with 202 additions and 74 deletions

View File

@@ -29,6 +29,12 @@ namespace Barotrauma.Networking
get;
private set;
}
public string FilePath
{
get;
private set;
}
public ulong FileSize
{
@@ -190,7 +196,9 @@ namespace Barotrauma.Networking
return;
}
writeStream = new FileStream(Path.Combine(downloadFolder, FileName), FileMode.Create, FileAccess.Write, FileShare.None);
FilePath = Path.Combine(downloadFolder, FileName);
writeStream = new FileStream(FilePath, FileMode.Create, FileAccess.Write, FileShare.None);
timeStarted = Environment.TickCount;
Status = FileTransferStatus.NotStarted;

View File

@@ -257,8 +257,8 @@ namespace Barotrauma.Networking
GameMain.NetLobbyScreen.ClearPlayers();
//add the names of other connected clients to the lobby screen
int existingClients = inc.ReadInt32();
for (int i = 1; i <= existingClients; i++)
int clientCount = inc.ReadByte();
for (int i = 0; i < clientCount; i++)
{
Client otherClient = new Client(inc.ReadString(), inc.ReadByte());
@@ -266,6 +266,17 @@ namespace Barotrauma.Networking
otherClients.Add(otherClient);
}
List<Submarine> submarines = new List<Submarine>();
int subCount = inc.ReadByte();
for (int i = 0; i < subCount; i++ )
{
string subName = inc.ReadString();
string subHash = inc.ReadString();
submarines.Add(new Submarine(Path.Combine(Submarine.SavePath, subName), subHash, false));
}
GameMain.NetLobbyScreen.UpdateSubList(submarines);
//add the name of own client to the lobby screen
GameMain.NetLobbyScreen.AddPlayer(name);
@@ -342,7 +353,10 @@ namespace Barotrauma.Networking
{
if (Screen.Selected != GameMain.GameScreen)
{
List<Submarine> subList = GameMain.NetLobbyScreen.GetSubList();
GameMain.NetLobbyScreen = new NetLobbyScreen();
GameMain.NetLobbyScreen.UpdateSubList(subList);
GameMain.NetLobbyScreen.Select();
}
connected = true;
@@ -819,7 +833,16 @@ namespace Barotrauma.Networking
switch (receiver.FileType)
{
case FileTransferMessageType.Submarine:
Submarine.Preload();
var textBlock = GameMain.NetLobbyScreen.SubList.children.Find(c => (c.UserData as Submarine).Name+".sub" == receiver.FileName);
if (textBlock != null)
{
Submarine.SavedSubmarines.RemoveAll(s => s.Name + ".sub" == receiver.FileName);
(textBlock as GUITextBlock).TextColor = Color.White;
var newSub = new Submarine(receiver.FilePath);
Submarine.SavedSubmarines.Add(newSub);
textBlock.UserData = newSub;
}
break;
}
}

View File

@@ -300,7 +300,7 @@ namespace Barotrauma.Networking
else if (autoRestart && Screen.Selected == GameMain.NetLobbyScreen && ConnectedClients.Count>0)
{
AutoRestartTimer -= deltaTime;
if (AutoRestartTimer < 0.0f)
if (AutoRestartTimer < 0.0f && GameMain.NetLobbyScreen.StartButton.Enabled)
{
StartGameClicked(null,null);
}
@@ -437,11 +437,11 @@ namespace Barotrauma.Networking
outmsg.Write((byte)PacketTypes.LoggedIn);
outmsg.Write(sender.ID);
outmsg.Write(gameStarted);
outmsg.Write(gameStarted && sender.Character!=null);
outmsg.Write(gameStarted && sender.Character != null);
outmsg.Write(allowSpectating);
//notify the client about other clients already logged in
outmsg.Write((characterInfo == null) ? ConnectedClients.Count - 1 : ConnectedClients.Count);
outmsg.Write((byte)((characterInfo == null) ? ConnectedClients.Count - 1 : ConnectedClients.Count));
foreach (Client c in ConnectedClients)
{
if (c.Connection == inc.SenderConnection) continue;
@@ -455,6 +455,14 @@ namespace Barotrauma.Networking
outmsg.Write(-1);
}
var subs = GameMain.NetLobbyScreen.GetSubList();
outmsg.Write((byte)subs.Count);
foreach (Submarine sub in subs)
{
outmsg.Write(sub.Name);
outmsg.Write(sub.MD5Hash.Hash);
}
server.SendMessage(outmsg, inc.SenderConnection, NetDeliveryMethod.ReliableUnordered, 0);
//notify other clients about the new client
@@ -854,21 +862,37 @@ namespace Barotrauma.Networking
return false;
}
if (ConnectedClients.Any(c => c.FileStreamSender != null && c.FileStreamSender.FilePath == selectedSub.FilePath))
{
new GUIMessageBox("Couldn't start a round",
"Can't start a round while sending the selected submarine to clients. Cancel the transfers or wait for them to finish before starting.", 400, 400);
return false;
}
GameMain.ShowLoading(StartGame(selectedSub, selectedMode), false);
CoroutineManager.StartCoroutine(WaitForPlayersReady(selectedSub, selectedMode), "WaitForPlayersReady");
return true;
}
private IEnumerable<object> WaitForPlayersReady(Submarine selectedSub, GameModePreset selectedMode)
{
GameMain.NetLobbyScreen.StartButton.Enabled = false;
if (Voting.AllowSubVoting) yield return new WaitForSeconds(1.0f);
while (ConnectedClients.Any(c => c.FileStreamSender != null && c.FileStreamSender.FilePath == selectedSub.FilePath))
{
if (GUIMessageBox.MessageBoxes.Peek() == null)
{
new GUIMessageBox("File transfer in progress",
"The round will be started after the submarine file has been sent to all players.", 400, 400);
}
yield return new WaitForSeconds(0.1f);
}
GameMain.ShowLoading(StartGame(selectedSub, selectedMode), false);
yield return CoroutineStatus.Success;
}
private IEnumerable<object> StartGame(Submarine selectedSub, GameModePreset selectedMode)
{
GameMain.NetLobbyScreen.StartButton.Enabled = false;
GUIMessageBox.CloseAll();
AssignJobs();
@@ -965,6 +989,7 @@ namespace Barotrauma.Networking
AddChatMessage("Press TAB to chat. Use ''r;'' to talk through the radio.", ChatMessageType.Server);
}
GameMain.NetLobbyScreen.StartButton.Enabled = true;
yield return CoroutineStatus.Success;
}

View File

@@ -146,9 +146,11 @@ namespace Barotrauma.Networking
subSelectionMode = SelectionMode.Manual;
Enum.TryParse<SelectionMode>(ToolBox.GetAttributeString(doc.Root, "SubSelection", "Manual"), out subSelectionMode);
Voting.AllowSubVoting = subSelectionMode == SelectionMode.Vote;
modeSelectionMode = SelectionMode.Manual;
Enum.TryParse<SelectionMode>(ToolBox.GetAttributeString(doc.Root, "ModeSelection", "Manual"), out modeSelectionMode);
Voting.AllowModeVoting = modeSelectionMode == SelectionMode.Vote;
FileStreamSender.MaxTransferDuration = new TimeSpan(0,0,ToolBox.GetAttributeInt(doc.Root, "MaxFileTransferDuration", 150));
}
@@ -184,12 +186,12 @@ namespace Barotrauma.Networking
var votesRequiredSlider = new GUIScrollBar(new Rectangle(150, y+22, 100, 10), GUI.Style, 0.1f, innerFrame);
votesRequiredSlider.UserData = votesRequiredText;
votesRequiredSlider.Step = 0.2f;
votesRequiredSlider.BarScroll = (EndVoteRequiredRatio - 0.5f) * 2.0f;
votesRequiredSlider.OnMoved = (GUIScrollBar scrollBar, float barScroll) =>
{
GUITextBlock voteText = scrollBar.UserData as GUITextBlock;
scrollBar.BarScroll = MathUtils.Round(barScroll, 0.2f);
EndVoteRequiredRatio = barScroll / 2.0f + 0.5f;
voteText.Text = "Votes required: " + (int)MathUtils.Round(EndVoteRequiredRatio * 100.0f, 10.0f) + " %";
return true;
@@ -197,9 +199,7 @@ namespace Barotrauma.Networking
votesRequiredSlider.OnMoved(votesRequiredSlider, votesRequiredSlider.BarScroll);
y += 40;
var randomizeLevelBox = new GUITickBox(new Rectangle(0, y, 20, 20), "Randomize level seed between rounds", Alignment.Left, innerFrame);
randomizeLevelBox.Selected = randomizeSeed;
randomizeLevelBox.OnSelected = (GUITickBox) =>
@@ -207,8 +207,7 @@ namespace Barotrauma.Networking
randomizeSeed = GUITickBox.Selected;
return true;
};
y += 40;
var shareSubsBox = new GUITickBox(new Rectangle(0, y, 20, 20), "Share submarine files with players", Alignment.Left, innerFrame);