Converted UInt32 ID's to UInt16
TODO: test everything, make sure nothing broke
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@@ -36,10 +36,10 @@ namespace Barotrauma.Networking
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public UInt16 lastSentChatMsgID = 0; //last msg this client said
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public UInt16 lastRecvChatMsgID = 0; //last msg this client knows about
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public UInt32 lastSentEntityEventID = 0;
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public UInt32 lastRecvEntityEventID = 0;
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public UInt16 lastSentEntityEventID = 0;
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public UInt16 lastRecvEntityEventID = 0;
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public UInt32 lastRecvEntitySpawnID = 0;
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public UInt16 lastRecvEntitySpawnID = 0;
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public List<ChatMessage> chatMsgQueue = new List<ChatMessage>();
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public UInt16 lastChatMsgQueueID;
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@@ -49,13 +49,13 @@ namespace Barotrauma.Networking
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public bool NeedsMidRoundSync;
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//how many unique events the client missed before joining the server
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public UInt32 UnreceivedEntityEventCount;
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public UInt16 UnreceivedEntityEventCount;
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private List<Client> kickVoters;
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//when was a specific entity event last sent to the client
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// key = event id, value = NetTime.Now when sending
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public Dictionary<UInt32, float> entityEventLastSent;
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public Dictionary<UInt16, float> entityEventLastSent;
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public bool ReadyToStart;
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@@ -104,7 +104,7 @@ namespace Barotrauma.Networking
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jobPreferences = new List<JobPrefab>(JobPrefab.List.GetRange(0, 3));
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entityEventLastSent = new Dictionary<UInt32, float>();
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entityEventLastSent = new Dictionary<UInt16, float>();
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}
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public static bool IsValidName(string name)
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