Converted UInt32 ID's to UInt16
TODO: test everything, make sure nothing broke
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@@ -10,7 +10,7 @@ namespace Barotrauma
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{
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private enum SpawnableType { Item, Character };
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public UInt32 NetStateID
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public UInt16 NetStateID
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{
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get;
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private set;
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@@ -138,7 +138,7 @@ namespace Barotrauma
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spawnHistory.Add(new SpawnOrRemove(entity, true));
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entity.Remove();
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NetStateID = (UInt32)spawnHistory.Count;
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NetStateID = (UInt16)spawnHistory.Count;
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}
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}
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@@ -149,7 +149,7 @@ namespace Barotrauma
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spawnHistory.Add(new SpawnOrRemove(entity, false));
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NetStateID = (UInt32)spawnHistory.Count;
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NetStateID = (UInt16)spawnHistory.Count;
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}
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public void AddToSpawnedList(IEnumerable<Entity> entities)
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@@ -160,7 +160,7 @@ namespace Barotrauma
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foreach (Entity entity in entities)
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{
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spawnHistory.Add(new SpawnOrRemove(entity, false));
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NetStateID = (UInt32)spawnHistory.Count;
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NetStateID = (UInt16)spawnHistory.Count;
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}
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}
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@@ -171,7 +171,7 @@ namespace Barotrauma
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//skip items that the client already knows about
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List<SpawnOrRemove> entities = spawnHistory.Skip((int)client.lastRecvEntitySpawnID).ToList();
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message.Write((UInt32)spawnHistory.Count);
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message.Write((UInt16)spawnHistory.Count);
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message.Write((UInt16)entities.Count);
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for (int i = 0; i < entities.Count; i++)
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@@ -202,7 +202,7 @@ namespace Barotrauma
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{
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if (GameMain.Server != null) return;
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UInt32 ID = message.ReadUInt32();
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UInt16 ID = message.ReadUInt16();
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var entityCount = message.ReadUInt16();
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for (int i = 0; i < entityCount; i++)
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@@ -214,7 +214,7 @@ namespace Barotrauma
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ushort entityId = message.ReadUInt16();
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var entity = Entity.FindEntityByID(entityId);
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if (entity == null || ID - entityCount + i < NetStateID) continue; //already removed
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if (entity == null || NetIdUtils.IdMoreRecent(NetStateID,(UInt16)(ID - entityCount + i))) continue; //already removed
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entity.Remove();
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}
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@@ -223,10 +223,10 @@ namespace Barotrauma
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switch (message.ReadByte())
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{
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case (byte)SpawnableType.Item:
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Item.ReadSpawnData(message, ID - entityCount + i >= NetStateID);
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Item.ReadSpawnData(message, NetIdUtils.IdMoreRecent((UInt16)(ID - entityCount + i),(UInt16)(NetStateID+1)));
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break;
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case (byte)SpawnableType.Character:
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Character.ReadSpawnData(message, ID - entityCount + i >= NetStateID);
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Character.ReadSpawnData(message, NetIdUtils.IdMoreRecent((UInt16)(ID - entityCount + i), (UInt16)(NetStateID + 1)));
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break;
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default:
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DebugConsole.ThrowError("Received invalid entity spawn message (unknown spawnable type)");
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