juanjp600
0740579f62
Ingame syncing kinda works
...
Reminder to self: Submarines must spawn attached shuttles in Dedicated Server, must've been something I missed when moving over client-specific code
2017-06-20 22:28:18 -03:00
juanjp600
7003214847
Console colors, begin RNG rework
...
This is gonna be a PAIN
2017-06-19 21:30:57 -03:00
juanjp600
384819c528
Merge branch 'dedicated-server' of https://github.com/Regalis11/Barotrauma into dedicated-server
2017-06-19 15:13:15 -03:00
juanjp600
fbe7dfc6fb
Dedicated server actually works to some extent
...
Clients can connect and use chat, the sub list isn't synced properly and there's no way to start a game yet
2017-06-19 15:12:19 -03:00
Joonas Rikkonen
6f75a928ea
Fixed a compilation error when the DEBUG symbol is defined
2017-06-19 19:51:22 +03:00
juanjp600
16bc68d768
BarotraumaServer compiles
...
Cleanup + fixes coming up next
2017-06-18 22:41:44 -03:00
Juan Pablo Arce
8f37e14917
Split Machines ItemComponents
...
There's still a lot of work to do before we can get the server to compile
2017-06-18 14:36:11 -03:00
juanjp600
7168a534ed
Further separation of client-specific code
...
Still not done here, just gonna push a commit now so I can pull this from elsewhere.
2017-06-16 16:02:07 -03:00
juanjp600
e4a878113f
Fixed client compilation errors
2017-06-14 18:24:11 -03:00
juanjp600
96b08ed8aa
Updated project files
2017-06-14 17:39:01 -03:00
juanjp600
7bc535780c
Reducing usage of #if CLIENT / #elif SERVER
...
The server will implement some classes it probably shouldn't need because certain items or game states depend on them.
2017-06-14 17:30:40 -03:00
juanjp600
389a9512d9
Removed default Program.cs from BarotraumaServer project
2017-06-11 03:58:41 -03:00
juanjp600
5636d1cdf9
Reorganized project to start work on dedicated server
2017-06-11 03:48:08 -03:00
Joonas Rikkonen
9b0d7c1020
Added a method for changing a client's controlled character. Clients now get back control if their character is revived via the debug console.
...
+ It's possible to give clients control of monsters, which should add some new gameplay possibilitie. ;)
2017-06-10 15:07:10 +03:00
Joonas Rikkonen
8886409d56
Respawning characters get ID card tags for both the shuttle and the main sub
2017-06-07 21:14:38 +03:00
Joonas Rikkonen
9527d53558
Fixed exceptions in CharacterNetworking.WriteStatus if a characters stun timer goes over 60.0
2017-06-07 20:20:14 +03:00
Joonas Rikkonen
4395179afa
v0.6.0.2
2017-06-05 21:56:22 +03:00
Joonas Rikkonen
2433a4d7fb
Teleport command can be used on remote players, fixed launcher.csproj
2017-06-05 21:56:12 +03:00
Joonas Rikkonen
c71af56e78
Added teleport console command
2017-06-05 20:11:19 +03:00
Joonas Rikkonen
46957684f3
Clients and server limit the number of chat messages included in a message if their byte size exceeds the MTU
2017-06-05 19:30:31 +03:00
Joonas Rikkonen
acad7980f2
Added some null checks
2017-06-05 18:40:25 +03:00
Joonas Rikkonen
892d28fd39
Items can be fixed in single player again
2017-06-05 18:18:30 +03:00
Joonas Rikkonen
da3731bae6
Fixed nuclear shells exploding immediately when launched
2017-06-05 18:11:38 +03:00
Joonas Rikkonen
e3016fbbcf
Legalese version of the EULA
2017-06-04 21:24:36 +03:00
Joonas Rikkonen
72ecba8e5b
Fixed message fragmentation issues caused by initial lobby syncing. The size of the initial message exceeds MTU if the host has a large number of subs, and apparently Lidgren doesn't attempt to handle fragmenting by default when sending the messages with the unreliable delivery method. Now the initial syncing message is sent only once with the reliable delivery method which should be able to handle fragmented messages.
2017-06-04 19:56:57 +03:00
Joonas Rikkonen
55cb56da59
Server ends the round if all characters are either dead or unconscious when autorestart is on (instead of waiting for everyone to be dead)
2017-06-04 18:04:37 +03:00
Joonas Rikkonen
24424cfb51
IP address is logged in all login error messages and the errors are logged to both the debug console and the server log
2017-06-04 17:55:11 +03:00
Joonas Rikkonen
0864505fda
Skill level syncing isn't dependent on the order of a character's skills. The skills are sorted in a descending order based on the skill level, which may cause the order to differ between the server and the clients after the initial random skill levels have been assigned.
2017-06-04 16:21:58 +03:00
Regalis
ce69e155fd
Fixed GUITickBoxes appearing unchecked if they're set to the checked state when interaction with the box has been disabled (or vice versa)
2017-06-04 16:03:41 +03:00
Regalis
1ec3961fad
Merge branch 'master' of https://github.com/Regalis11/barotrauma
2017-06-04 15:01:23 +03:00
Regalis
94c6a8ea1b
Renamed project folders from Subsurface to Barotrauma
2017-06-04 15:00:53 +03:00
Joonas Rikkonen
3ec108b3f7
Added readme.md
2017-06-04 14:50:25 +03:00
Regalis
ad03c8bf0d
EULA + readme update
2017-06-04 14:48:15 +03:00
Regalis
a0c23f8e94
v0.6.0.1
2017-06-04 14:10:17 +03:00
Regalis
466c7cb59d
Servers report their game version and selected content package when registering to master server (not displayed anywhere atm but might be good to have the info available for future usage)
2017-06-03 19:40:12 +03:00
Regalis
96c425414c
Server and EntityEventManager debug logging can be enabled in release builds by enabling verbose logging, DebugConsole.ThrowError logs stacktraces
2017-06-03 19:01:39 +03:00
Regalis
1f8460e8ad
GameMain throws an exception immediately if loading the game fails (instead of closing the loading screen and waiting for the inevitable crash)
2017-06-03 18:21:56 +03:00
Regalis
f5d8669da3
Clients wait until both teams have characters in them before they start to update CombatMissions. Character spawn messages aren't guaranteed to arrive at the same frame, so it's possible for one team to be empty at the start of the round, causing the clients to think the other team already won.
2017-06-03 18:12:25 +03:00
Regalis
2b27755b61
Team ID assignment fixes:
...
- Clients are assigned to team 1 in sandbox mode (because the host is also in team 1).
- Respawning characters are always assigned to team 1 (otherwise mid-round joining clients would end up in team 0 because the team assignment is done when the round starts)
2017-06-03 18:08:47 +03:00
Regalis
fe81355039
Fixed crashing if attempting to send radio messages without a radio in the inventory (Undertow Games - first-rate QA since 2014)
2017-06-03 16:32:44 +03:00
Regalis
6aae2f0ae9
- Job assignment fix: characters that are in a different team don't add to the assigned job count.
...
- If a client doesn't enter the game within 30 seconds of starting the game, their character is automatically killed (otherwise the character would stay in-game in the disabled state indefinitely).
- Clients don't update CombatMissions if neither team has any characters (the clients may not have received messages about the characters spawning yet, which would cause them to show the "team dead" message immediately when the round starts).
2017-06-02 21:54:20 +03:00
Regalis
0e5cfbb579
Reactor autotemp is logged
2017-06-02 17:25:42 +03:00
Regalis
70e862e92f
- both clients and server limit the number of chat messages written per packet
...
- added an error message if MTU is exceeded
- if the server disconnects a client while reading a message from them, the rest of the message is ignored
2017-06-01 22:07:01 +03:00
Regalis
a07f2c8346
Spam filter tweaking: ChatSpamSpeed increases even if messages aren't similar, clients can get kicked out if they keep sending messages after they've been muted
2017-06-01 22:00:55 +03:00
Regalis
9adb3fd8fa
Disabled a leftover entityevent debug message
2017-06-01 19:52:02 +03:00
Regalis
ff322bd7a2
Fixed "component doesn't have a GUIFrame" errors when selecting an artifact holder (or any other selectable item with non-selectable components)
2017-06-01 19:38:20 +03:00
Regalis
5455af24d7
Readded spam filter
2017-06-01 19:37:08 +03:00
Regalis
6cc4f7c575
v0.6.0.0
2017-05-31 19:38:39 +03:00
Regalis
8d78e1743b
WallAttackPos isn't reset when updating EnemyAIController targets if the target doesn't change
2017-05-31 17:46:05 +03:00
Regalis
87788b449e
Disabled EntityEvent debug messages from release builds
2017-05-30 19:47:29 +03:00