Commit Graph

211 Commits

Author SHA1 Message Date
Regalis
89941229f8 A reference to the character who triggered a signal is passed to all the recipients of the signal. Allows more accurate server logging: using doors, docking ports or turrets is now properly logged. 2017-04-28 18:10:47 +03:00
Regalis
64c109f13b Merge branch 'master' into new-netcode
Conflicts:
	Subsurface/Source/Characters/AI/EnemyAIController.cs
	Subsurface/Source/DebugConsole.cs
	Subsurface/Source/Items/Components/Machines/Radar.cs
	Subsurface/Source/Items/Item.cs
2017-04-27 21:33:44 +03:00
Regalis
6397bc432e UI tweaks 2017-04-27 21:08:20 +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
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
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
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
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
2a5a2bc6f6 Fixed server not sending a status update for an item if the condition of the item changes directly from 100 to 0 2017-03-27 23:44:09 +03:00
Regalis
1a3c18c727 EntitySpawner sends spawn/removal messages to clients using EntityEvents.
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.
2017-03-27 21:05:32 +03:00
Regalis
d4db37f8dd CPR syncing + some refactoring
Clients send an entityevent to the server when they start/stop doing CPR, and server includes the animation state in messages when character is dragging some other character
2017-03-22 20:05:50 +02:00
Regalis
dcd566f2dc Clients can't set the condition of an item unless the server says so, fixed low item condition being rounded down to zero when writing into a network msg 2017-03-21 17:31:22 +02:00
Regalis
ec31e86350 Server sets the condition of an item back to 100 when the item is fixed 2017-03-20 21:16:21 +02:00
Regalis
5bdb57b98a Merge branch 'master' into new-netcode
Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Characters/AICharacter.cs
	Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/GameMain.cs
	Subsurface/Source/Items/Components/Signal/Connection.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Networking/GameServerLogin.cs
	Subsurface/Source/Physics/PhysicsBody.cs
2017-03-11 13:24:09 +02:00
Regalis
c851770386 Fixed "trying to read past the buffer size" errors caused by item updates sent by clients, midround syncing timeout period is calculated based on the number of events the client needs to receive 2017-03-11 12:49:08 +02:00
juanjp600
4f589603d1 Further improvements to item position syncing
Still needs some work
2017-03-09 23:49:12 -03:00
juanjp600
c55c1b6d0e Vastly improved item syncing + Crouch syncing
Using SetTransform instead of TargetPosition + a larger margin seems to make the item syncing near-perfect.
2017-03-09 20:18:19 -03:00
juanjp600
ecb7500df9 Converted UInt32 ID's to UInt16
TODO: test everything, make sure nothing broke
2017-03-06 16:25:12 -03:00
Regalis
a5017193bf Items don't attempt to set the positions of contained items with SetTransform if SetTransformIgnoreContacts fails (because the former calls the latter anyway, causing another exception). Still haven't managed to reproduce the exception 2017-03-02 19:38:31 +02:00
Regalis
f8304ceb7e Workaround for exceptions in SetTransformIgnoreContacts
http://undertowgames.com/forum/viewtopic.php?f=21&t=5915#p112558
2017-02-27 20:55:23 +02:00
juanjp600
f3c58a2494 Made item syncing look slightly less erratic on client's side
Still kinda glitchy, we might need a more elaborate approach later
2017-02-25 12:22:38 -03:00
Regalis
75d047b57e Item position updates include whether the physics body is sleeping, clients disable sleeping bodies 2017-02-22 21:27:52 +02:00
Regalis
13a9b7ea88 More accurate velocity in item update messages (+ fixed incorrect message length) 2017-02-20 20:43:14 +02:00
Regalis
52bf73722f ServerEntityEventManager doesn't process received events until the character inputs of the client for the corresponding frame have been processed (fixes character movement lagging behind EntityEvents at the servers side)
+ split character networking logic into a separate file, characters drop items at the position of their collider instead of hands
2017-02-09 23:09:42 +02:00
Regalis
304c67f904 EntityEvent type written into item update messages using WriteRangedInteger, item position updates include the velocity of the item 2017-02-07 21:18:22 +02:00
Regalis
e2a872ad90 Fixed ItemContainer not setting the position of a contained item when it's placed in the ItemInventory, minor refactoring 2017-02-07 21:06:42 +02:00
Regalis
b5bac67c4a WIP item position syncing 2017-02-02 20:40:58 +02:00
Regalis
b8263d6a90 Removing items from their parent inventory in item.Drop 2017-01-31 20:11:19 +02:00
Regalis
4589c2bcfb Syncing changes to ingame editable item properties (light colors etc) 2017-01-27 18:28:07 +02:00
Regalis
8f50cca026 Syncing StatusEffects applied by meleeweapons or using an item on self 2017-01-15 14:49:15 +02:00
Regalis
f7ac98ab5f Broken items can be repaired, fixed clients never removing firesources (causing the lights to stay after the flames have been extinguished) 2017-01-14 20:30:46 +02:00
Regalis
b9006983e4 Item condition syncing 2017-01-11 18:01:07 +02:00
Regalis
1f07b18e5b Merge branch 'master' into new-netcode
Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Items/Components/DockingPort.cs
	Subsurface/Source/Items/Components/Signal/Wire.cs
	Subsurface/Source/Items/Item.cs
2016-12-29 22:18:27 +02:00
Regalis
2871830670 Fixed wire connections & nodes resetting when copypasting them 2016-12-11 22:33:15 +02:00
Regalis
1f454d593e Inventory syncing, objHeader is passed to the ClientRead/ServerRead methods so they can determine how to read the msg (is it an inventory update, position, input, etc) 2016-12-10 16:39:58 +02:00
Regalis
fa712e0102 Checking if a client can access an item in the itemcomponent serialization methods 2016-12-09 16:56:17 +02:00
Regalis
bf88e2b8de ItemComponent HUD isn't drawn for ItemComponents that can't be selected 2016-12-01 16:11:29 +02:00
Regalis
a2442bfcb8 Simple MapEntity visibility culling (structures outside the camera view or items with nothing to render aren't drawn)
Could be optimized further, but already gives a pretty nice performance boost
2016-11-30 21:09:11 +02:00
Regalis
0b03b78606 Entities that are behind other entities can be selected using a listbox that appears when hovering the cursor over them, itemcomponent GUIFrames aren't added to GUIUpdateList in sub editor (unless in character mode) 2016-11-29 17:30:13 +02:00
Regalis
adde3461ea Merge branch 'master' into new-netcode
Conflicts:
	Subsurface/Properties/AssemblyInfo.cs
	Subsurface/Source/Characters/Animation/HumanoidAnimController.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/Items/Components/Door.cs
	Subsurface/Source/Items/Components/Power/PowerContainer.cs
	Subsurface/Source/Items/Components/Signal/Wire.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Networking/ChatMessage.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Networking/GameServerLogin.cs
	Subsurface/Source/Networking/GameServerSettings.cs
	Subsurface/Source/Networking/NetworkMember.cs
2016-11-24 19:52:40 +02:00
Regalis
b773413b45 Fixed items disappearing from copypasted containers if the items have been removed from the original container, cloning links between entities 2016-11-23 20:34:41 +02:00
Regalis
4ad60e77a9 Item.SetContainedItemPositions recursively sets the positions of the items contained inside the contained items (and so on) 2016-11-22 18:06:52 +02:00
juanjp600
5922fc972d Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma 2016-11-15 22:26:46 -03:00
juanjp600
d2c17274fe GUI elements now respect render order + some minor distance comparison optimization 2016-11-15 22:26:36 -03:00
Regalis
f7a9a77721 Some debug assertions to help figure out the cause for the body.FixtureList==null & GetHullsInRange crash reports 2016-11-15 19:53:25 +02:00
Regalis
3d234aef73 Sending NetEntityEvents from client to server, ItemComponent class doesn't implement the INetSerializable interfaces (only the derived classes do), reactor syncing 2016-11-13 19:34:23 +02:00
Regalis
498c72c64a Server sends ServerEntityEvents to clients, NetEntityEvents can contain an object array which will be passed to the serializable entity (now only used for ItemComponent indices) 2016-11-13 13:56:48 +02:00
Regalis
c314b37029 Some classes for syncing entity state changes. Similar to the NetworkEvents in the old netcode, but the logic is split into separate classes which prevent the server from reading updates for entities that aren't IClientSerializable.
todo: add NetEntityEventManagers to server & client, some logic to prevent sending events that don't need to be sent (e.g. duplicate event state updates)
2016-11-12 20:56:06 +02:00
Regalis
0353732e7e Fixed highlighting items when highlighting a wire in a connection panel 2016-11-12 18:27:35 +02:00
Regalis
7fa660d38e Wires can be cloned and moved if both items it's connected to are selected 2016-11-12 15:51:46 +02:00