EntityEvents and EntitySpawner used to work independently of each other, with separate IDs, and there was no guarantee that spawning and events would happen in the correct order. For example, a client could fail to read events during midround syncing because the entity has been removed, or read an event for an incorrect entity because the entity has been removed and the ID taken by some other entity.
- items in the inventories of the characters inside the shuttle are deleted when resetting the respawn shuttle
- fixed host's character not being taken into account when assigning jobs for respawning characters if the host is not respawning
The clients didn't reset their ChatMessage.LastID, which caused an exception to be thrown when clamping the chatmsg ID server-side, preventing the server from updating the lastRecvEntityEventID of the client later in the method. The server wouldn't kick the client, because ServerEntityEventManager wouldn't handle cases where a client is waiting for an event that doesn't exist anymore.
The callbacks from the async requests to master server only assign the response to a variable, preventing GUIComponents from being manipulated from two threads simultaneously
Now they're kicked out if they're not in sync within 10 seconds of joining, TODO: calculate a reasonable timeout based on the amount of events and/or give the client more time if they keep receiving events
- server waits for transfers to finish before starting the round (up to a max 20 seconds, can be skipped by the host)
- clients enable the spectate button when the round starts (in case they fail to start the round due to a missing sub file or an error)
- clients notify the server if a transfer is cancelled
+ FileReceivers can't be instantiated if a server is running
https://github.com/Robmaister/SharpFont
TODO: replace Code Bold.otf with the full version, fix any bugs, build on Linux, possibly move ToolBox string wrapping and limiting logic to ScalableFont class for better results.
- clients freeze and disable AI characters if no updates have been received in a while (due to the monster being far away from player-controlled characters at the servers side for example)
- server disables AI characters that are too far for updates to be sent to clients (-> targets of monster missions can't swim away from the spawnpos and cause the clients' sonars to point to an incorrect position)
- team ID is included in character spawn messages even if no-one is controlling the character anymore
- living characters are taken into account when assigning jobs for respawned characters (e.g. there can't be two captains alive at the same time)
- clients automatically reconnect to the server when the connection is lost and return back to server list if they fail to reconnect
- showing the error msg as a GUIMessageBox and returning to main menu if starting a server fails
- server tells clients their ID in the first lobby update
- clients take control of a spawned character if their ID matches the ownerID of the character (-> respawning works now)