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