Commit Graph

1138 Commits

Author SHA1 Message Date
Regalis 90f354f6d7 Clients notify the server when they "give in" (i.e. kill their character when unconscious) 2017-04-26 23:39:41 +03:00
Regalis 3e5f8a43a0 Merge branch 'master' into new-netcode
Conflicts:
	Subsurface/Source/GUI/GUIButton.cs
	Subsurface/Source/GameSession/CrewManager.cs
	Subsurface/Source/GameSession/GameSession.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Screens/MainMenuScreen.cs
	Subsurface/Source/Screens/ServerListScreen.cs
2017-04-24 19:10:51 +03:00
Regalis df7daa5925 Fixed incorrectly positioned character info boxes in the info menu 2017-04-24 19:08:25 +03:00
Regalis 31f7eca717 Merge branch 'master' into new-netcode
Conflicts:
	Subsurface/Source/GUI/GUIButton.cs
	Subsurface/Source/GameSession/CrewManager.cs
	Subsurface/Source/GameSession/GameSession.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Screens/MainMenuScreen.cs
	Subsurface/Source/Screens/ServerListScreen.cs
2017-04-23 21:40:11 +03:00
Regalis 645df3fde6 Crew command menu and the info menu can't be open at the same time, UI layout tweaking again 2017-04-23 21:06:30 +03:00
Regalis 0709418ba3 Merge branch 'UI-overhaul'
Conflicts:
	Subsurface/Source/Screens/EditMapScreen.cs
2017-04-20 21:27:40 +03:00
Regalis 2cac176c87 More UI tweaking 2017-04-20 21:24:52 +03:00
Regalis a5d605e29b Sub editor doesn't allow creating structures with zero width/height, fixed null exceptions when trying to remove a structure without wall sections 2017-04-20 18:02:20 +03:00
Regalis 499284dc91 UI layout tweaks 2017-04-20 17:39:32 +03:00
Regalis 92a74808fe Fix to oxygen distribution logic: gaps used to move a fixed amount of oxygen between hulls every frame, causing the oxygen levels to fluctuate constantly. While it wasn't noticeable in regular sized hulls, smaller hulls created excessive amounts of NetworkEvents due to large fluctuations in the oxygen percentage.
Now the gaps make the oxygen percentages settle to the average value, and hulls have a minimum delay of 0.5s between the creation of NetworkEvents.
2017-04-18 21:37:23 +03:00
Regalis acaa8697c8 Small menu fixes: open menus are closed when opening another one in the sub editor (e.g. if the save dialog box is opened when one of the entity menus are open), switching to the correct tab from the settings menu when going through the "apply changes" dialog 2017-04-18 20:08:56 +03:00
Regalis f407a38c9e Fixed clients being able to vote for kicking multiple times by disconnecting and reconnecting 2017-04-18 19:46:57 +03:00
Regalis 9a5777183f Separate sprites for horizontal and vertical scrollbars, style tweaking 2017-04-18 19:24:13 +03:00
Regalis 67a3020430 Logging when clients use an item on themselves or hit someone with a melee weapon 2017-04-17 19:52:25 +03:00
Regalis e4a7d31f78 If a recipient can't be found for a private message sent by a client, the server sends the "player not found" error message to the client 2017-04-17 19:48:29 +03:00
Regalis 7df4bff249 Fixed exceptions if a character is removed when an AI character is attacking it 2017-04-17 17:59:22 +03:00
Regalis b24f0877a1 Fixed characters occasionally teleporting around at the clients' end after respawning. The position syncing logic assumed that all coordinates above the level are in sub-relative space, even though the world position of the respawn shuttle can also be above the level. 2017-04-17 17:56:17 +03:00
Regalis 8964c0df5c Syncing character skill levels 2017-04-13 00:35:36 +03:00
Regalis 1bd856b7a5 ItemComponent update events aren't created if the component isn't found in the item's component list (may happen if an event is created when setting a property of a component during initialization) 2017-04-12 23:47:26 +03:00
Regalis f4c01f68ed Fixed incorrectly length in character position updates (1 bit off), clients read pad bits in position updates 2017-04-12 23:44:58 +03:00
Regalis 9a36df0f52 ItemComponent syncing fixes:
- Relay and lightcomponent states are synced (otherwise clients won't be notified if the state is, for example, toggled by a signal from a button).
- Clients don't play door sounds if a signal attempts to set the state to the same value as the predicted state, but DO play if a correction from the server changes the state from the predicted one.
- Clients are notified if a reactor receives a shutdown signal.
- Powercontainer updates are sent if the charge changes by 1%, not by 1 unit.
2017-04-11 20:38:07 +03:00
Regalis 347f549ac1 Reactors, sonars, nav terminals, pumps and batteries use similar delayed correction logic as doors and inventories.
I.e. the clients delay correcting the state of the item until the local player stops manipulating the state (atm the delay is 1 sec). Prevents pumping speeds, steering directions and whatnot from switching to an old state and back - now the corrections should not be visible to the players unless the client predicts the state wrong.
2017-04-11 00:48:53 +03:00
Regalis fac31b4892 - Fixed railgun sounds not playing at the clients' end
- Server sends updates for batteries when their charge changes (not strictly necessary assuming the rest of the electrical grid stays in sync, but just in case)
- Reactor state is synced with clients if modified through the debug console
- Increased maximum item velocity to 64 units/s, all item are clamped to the max vel
2017-04-10 20:13:33 +03:00
Regalis dc6ed7daf1 Separate component style for item UIs + option to select the style in the item config files, removed a bunch of hard-coded UI element color changes 2017-04-10 18:11:33 +03:00
Regalis 34f0ae39b6 - Sliced sprites are scaled instead of tiling (so they work properly even if the UI element is smaller than the sprite)
- Option to use separate sprites for different states of a GUIComponent (e.g. hovered/pressed button)
- Option to configure "child styles" for the individual elements of a GUIComponent (e.g. the background frame and the handle of a scroll bar)
2017-04-09 21:26:35 +03:00
Regalis 887735ff32 - DockingPort syncing fix: server waits until the port is locked before sending hull/gap IDs, clients can't lock the port until the server tells them to
- fixed crew commands being disabled in single player instead of multiplayer
- server-side ID error logging fix
2017-04-09 20:51:57 +03:00
Regalis 0301457a8f A fix to occasional "unknown object header" errors.
If an entity had been removed and it's ID taken by some other entity, clients who hadn't received a message about the removal and the new entity would end up reading ENTITY_POSITION messages for the new entity incorrectly. Reading an incorrect number of bits from the message would also prevent the clients from reading the rest of the data in the packet properly.

Now the server doesn't send position updates to clients during midround syncing (because there's no guarantee they know about the entity yet). Clients also force the read position to the correct place after reading a position update in case something goes wrong when reading the msg.
2017-04-09 19:04:49 +03:00
Regalis 4ee96e4fbe Fixed "collection was modified" exceptions if a huskified human dies in a fire 2017-04-09 18:32:13 +03:00
Regalis e94a50a29a The server keeps track of which ID a client is going to switch to when midround syncing is done, and switches the ID immediately when the client is in sync (instead of waiting for the client to report the new ID).
Fixes clients occasionally getting kicked out the moment they're in sync, because their latest received ID is still set to the ID of the last unique event and the server thinks they're requesting some old event that doesn't necessarily exist anymore.

+ added a debug command that creates a ton of entity events
2017-04-08 20:10:15 +03:00
Regalis 3844dd9dac GUIStyle logic changes: instead of having a predetermined GUIComponentStyle for each type of GUIComponent, any GUIComponent can use any style. The GUIComponent constructors take the name of the style as a parameter, and if no style is specified, the default style for the GUIComponent in question will be used. 2017-04-08 16:46:53 +03:00
Regalis 1fe6427c05 9-Sliced UI sprites & some new UI graphics 2017-04-07 22:22:07 +03:00
Regalis f863eb331d Moved stun from AnimController to the character class, server notifies clients when the stun ends, husk infection included in character status messages 2017-04-07 19:56:25 +03:00
Regalis af80a44970 Server doesn't apply distance effects to chat messages sent by someone without a character (e.g. a client in the lobby, the server itself) 2017-04-07 18:12:14 +03:00
juanjp600 84f8c6db22 Fixed positioning of new lines for rotated text
A fairly unimportant change, so I'll just commit it to new-netcode since I forgot to switch to master before making this change and I'm too lazy to just port things over :P
2017-04-06 17:49:08 -03:00
juanjp600 2873a79fe0 Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode 2017-04-06 16:50:20 -03:00
juanjp600 e1d5d63dbd Sync monster spawn settings 2017-04-06 16:50:11 -03:00
Regalis 77614dfa4e Merge branch 'master' into new-netcode
Conflicts:
	Subsurface/Source/Characters/Animation/Ragdoll.cs
2017-04-06 21:59:52 +03:00
Regalis a2e21a78f9 Nicer looking explosions 2017-04-06 21:58:35 +03:00
Regalis 00b7193b6b Minor optimizations: GUITextBlocks don't reposition and wrap the text when only the position of the text block changes (almost killed my laptop by spamming a bit too many messages to the debug console), less unnecessary floor raycasts 2017-04-06 21:58:19 +03:00
Regalis 9330bd08de Clients don't switch from init events to normal until they receive the first normal event update (instead of switching when they receive the last init event they know about). Otherwise the client may switch to normal events too early, if the server has created new unique events the client doesn't know about yet. 2017-04-06 21:52:24 +03:00
Regalis dc73880cd9 Fixed clients being unable to receive files if the download folder doesn't exist ツ 2017-04-06 20:13:44 +03:00
juanjp600 4ad373294c Update client.UnreceivedEntityEventCount on every event write
I noticed that if the main event IDs went over 10000 and there were more than 450 unique events, the server would sometimes skip the next event the client needed. Sometimes the client would also not realize that the last event it received was the final init event, so it would reject all further events because of a huge ID discrepancy. The init events will likely need to be reworked, but updating UnreceivedEntityEventCount seems to help somewhat.
2017-04-06 12:37:38 -03:00
Regalis bfe043c154 Fixed door sounds playing twice client-side (first when the client activates the door and again when the correct state is received from the server) 2017-04-05 23:51:45 +03:00
Regalis b1ef7ffd05 Replaced excessively paranoid filename validation regex in FileReceiver with Path.GetInvalidFileNameChars, server is notified if a client cancels a file transfer for whatever reason 2017-04-05 23:20:20 +03:00
Regalis e1a2f6af62 Fixed the name of the server being overridden with "Server" every time a client selects the lobby screen 2017-04-05 21:57:00 +03:00
Regalis 7cb88e39e9 Attempt to fix ThrowOrIgnoreBadComparer exception in LightSource.FindRaycastHits.
Couldn't reproduce the crash, but I'm guessing it could be caused by CompareCCW not returning 0 if comparing a position to itself. (and if not, at least the exception is caught now)
2017-04-05 21:36:31 +03:00
Regalis 7700854935 Disabled AI crew commands in multiplayer, attempting to give commands to a character with no AIController doesn't crash the game 2017-04-05 21:09:24 +03:00
Regalis 3246e2c521 Limb physics aren't disabled when a character is frozen (only collider physics) -> frozen characters can still take damage from weapons 2017-04-05 17:53:31 +03:00
Regalis 8215c4d91b MemStates without a timestamp are removed from a character when using timestamp-based interpolation (there may still be ID-based states with a timestamp of 0.0 in the buffer when switching to timestamp-based interpolation, for example when the controlled character dies)
+ vice versa when switching from timestamp-based to ID-based
2017-04-04 21:32:53 +03:00
Regalis 0f8e6440ef Clients can access the inventories of incapacitated characters (e.g. put handcuffs on a stunned player, grab stuff from a dead character's inventory) 2017-04-04 21:18:03 +03:00