(621dbfdd2) Humpback: Modified bilge to make it easier for ai to fix. Added ballast space to make use of extra space. Dugong: Added ballast space to make use of extra space.

This commit is contained in:
Joonas Rikkonen
2019-03-26 14:07:24 +02:00
parent 4b3e78b566
commit fe10fdeeeb
3 changed files with 0 additions and 69 deletions

View File

@@ -1282,75 +1282,6 @@ namespace Barotrauma.Networking
}
}
private void ReadLobbyUpdate(NetIncomingMessage inc)
{
UInt16 listId = inc.ReadUInt16();
List<TempClient> tempClients = new List<TempClient>();
int clientCount = inc.ReadByte();
for (int i = 0; i < clientCount; i++)
{
byte id = inc.ReadByte();
string name = inc.ReadString();
UInt16 characterID = inc.ReadUInt16();
bool muted = inc.ReadBoolean();
inc.ReadPadBits();
tempClients.Add(new TempClient
{
ID = id,
Name = name,
CharacterID = characterID,
Muted = muted
});
}
if (NetIdUtils.IdMoreRecent(listId, LastClientListUpdateID))
{
bool updateClientListId = true;
List<Client> currentClients = new List<Client>();
foreach (TempClient tc in tempClients)
{
//see if the client already exists
var existingClient = ConnectedClients.Find(c => c.ID == tc.ID && c.Name == tc.Name);
if (existingClient == null) //if not, create it
{
existingClient = new Client(tc.Name, tc.ID)
{
Muted = tc.Muted
};
ConnectedClients.Add(existingClient);
GameMain.NetLobbyScreen.AddPlayer(existingClient);
}
existingClient.Character = null;
existingClient.Muted = tc.Muted;
if (tc.CharacterID > 0)
{
existingClient.Character = Entity.FindEntityByID(tc.CharacterID) as Character;
if (existingClient.Character == null)
{
updateClientListId = false;
}
}
if (existingClient.ID == myID)
{
existingClient.SetPermissions(permissions, permittedConsoleCommands);
}
currentClients.Add(existingClient);
}
//remove clients that aren't present anymore
for (int i = ConnectedClients.Count - 1; i >= 0; i--)
{
if (!currentClients.Contains(ConnectedClients[i]))
{
GameMain.NetLobbyScreen.RemovePlayer(ConnectedClients[i]);
ConnectedClients[i].Dispose();
ConnectedClients.RemoveAt(i);
}
}
if (updateClientListId) LastClientListUpdateID = listId;
}
}
private void ReadLobbyUpdate(NetIncomingMessage inc)
{
ServerNetObject objHeader;