"Spawning" serverlog message type, more informative respawn logging

This commit is contained in:
Joonas Rikkonen
2017-07-16 16:50:02 +03:00
parent 50fc576840
commit f1edb14f3f
2 changed files with 12 additions and 6 deletions
@@ -268,7 +268,7 @@ namespace Barotrauma.Networking
ResetShuttle(); ResetShuttle();
state = State.Waiting; state = State.Waiting;
GameServer.Log("The respawn shuttle has left.", ServerLog.MessageType.ServerMessage); GameServer.Log("The respawn shuttle has left.", ServerLog.MessageType.Spawning);
server.CreateEntityEvent(this); server.CreateEntityEvent(this);
respawnTimer = respawnInterval; respawnTimer = respawnInterval;
@@ -289,7 +289,7 @@ namespace Barotrauma.Networking
shuttleSteering.TargetVelocity = Vector2.Zero; shuttleSteering.TargetVelocity = Vector2.Zero;
GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.ServerMessage); GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.Spawning);
RespawnCharacters(); RespawnCharacters();
@@ -404,9 +404,10 @@ namespace Barotrauma.Networking
} }
List<CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList(); List<CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList();
if (server.Character != null && server.Character.IsDead) characterInfos.Add(server.CharacterInfo); if (server.Character != null && server.Character.IsDead)
{
GameServer.Log("Respawning characters: "+string.Join(", ", characterInfos.Select(ci => ci.Name)), ServerLog.MessageType.ServerMessage); characterInfos.Add(server.CharacterInfo);
}
server.AssignJobs(clients, server.Character != null && server.Character.IsDead); server.AssignJobs(clients, server.Character != null && server.Character.IsDead);
foreach (Client c in clients) foreach (Client c in clients)
@@ -445,12 +446,14 @@ namespace Barotrauma.Networking
Character.Controlled = character; Character.Controlled = character;
GameMain.LightManager.LosEnabled = true; GameMain.LightManager.LosEnabled = true;
GameServer.Log(string.Format("Respawning {0} (host) as {1}", character.Name, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
} }
else else
{ {
#endif #endif
clients[i].Character = character; clients[i].Character = character;
GameServer.Log(string.Format("Respawning {0} ({1}) as {2}", clients[i].name, clients[i].Connection?.RemoteEndPoint?.Address, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
#if CLIENT #if CLIENT
} }
#endif #endif
@@ -26,6 +26,7 @@ namespace Barotrauma.Networking
ItemInteraction, ItemInteraction,
Inventory, Inventory,
Attack, Attack,
Spawning,
ServerMessage, ServerMessage,
Error Error
} }
@@ -36,6 +37,7 @@ namespace Barotrauma.Networking
new Color(255, 142, 0), new Color(255, 142, 0),
new Color(238, 208, 0), new Color(238, 208, 0),
new Color(204, 74, 78), new Color(204, 74, 78),
new Color(163, 73, 164),
new Color(157, 225, 160), new Color(157, 225, 160),
Color.Red Color.Red
}; };
@@ -46,6 +48,7 @@ namespace Barotrauma.Networking
"Item interaction", "Item interaction",
"Inventory usage", "Inventory usage",
"Attack & death", "Attack & death",
"Spawning",
"Server message", "Server message",
"Error" "Error"
}; };