commit 633e54b2ffb4e5ec13c1fa5ce8170f5e726f8e10
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Tue Mar 19 18:02:21 2019 +0200
Include level equality check value in round start messages, so clients immediately know if the level generated at their end doesn't match the one generated by the server (which will cause ID mismatches and more hard-to-diagnose desync kicks during the rounds). Related to #848
commit 68e410705115ece2fcc4ca9c7d9856cc1dd5c1f8
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date: Tue Mar 19 18:01:01 2019 +0200
Readded client error handling from ef9afed. Not sure how it got removed, probably a messed up merge somewhere down the line when working on the client-server-separation branch or when merging the Steam version work from dev to master. In any case this should help diagnose desync kicks such as #1293.
- Clients wait for midround syncing to finish before applying the remote state to connection panels and inventories (because the wires connected to the connection panel or items in the inventory may not exist before the EntitySpawner events have been received).
- Server writes 0 as the projectile ID if the projectile doesn't exist anymore when a Turret event is sent.
- More info in networkevent error messages.
- Changed crash severity from Error to Critical.
- Exception handling when loading submarine preview images.
- Checking if position is valid in Ragdoll.SetPosition.
EntityEventManager sends an empty event with an ID of 0 if the entity doesn't exist anymore when writing the event. The recipient should simply skip over these messages and read the next one, but clients only did so if the event is the next unreceived one, causing the rest of the messages to be read incorrectly (which could lead to various sorts of problems in addition to the header and buffer size errors). The server didn't deal with the empty events correctly either, it increased the last received ID even if the received event was not the one the server is waiting for, potentially causing other non-empty events to be ignored.
+ Added an error message if the size of an NetEntityEvent is larger than 255 bytes. Not only is that excessively large for an event, but the length of the event is written as a byte and larger ones may again cause messages to be read incorrectly. Most events should be nowhere near 255 bytes, but now that the descriptions and tags of a spawned item are included in the item spawn messages there's the possibility that some events are too large.
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher