Regalis
dfd24045f8
EntityEventManagers send an empty event if the entity doesn't exist anymore when writing the message (may happen, for example, when a client is still waiting for some message about the item when it's destroyed in a deconstructor).
...
Not sending the events at all would be a better solution, but then we'd need to shift the IDs of all the consecutive events and make sure it doesn't mess anything up with any of the clients. Not necessarily worth the effort, considering how rare these "empty events" are.
2017-03-24 19:12:09 +02:00
Regalis
067db912f4
- EntitySpawner recursively deletes contained items when an item is deleted
...
- 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
2017-03-24 18:49:55 +02:00
Regalis
ccc09560a1
Fixed another off-by-one error in EntitySpawner ID comparisons, clients reset their ChatMessage ID when (re)connecting to the server
2017-03-24 17:56:56 +02:00
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
fe4a8b419d
Chatmessage GUITextBlock height matches the height of the message (-> multi-line messages don't overlap), fixed the name of the server being added to server chatmessages if there are no recipients
2017-03-20 20:52:10 +02:00
Regalis
2c688f40e3
Syncing RespawnManager state with clients
2017-03-20 20:44:20 +02:00
Regalis
8d8620047d
Fixed clients who leave a server and re-join becoming desynced and not being kicked by the server.
...
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.
2017-03-14 22:43:15 +02:00
Regalis
94d69ff6e9
Fixed clients not seeing player names in chat messages when in the lobby
2017-03-14 19:52:08 +02:00
Regalis
4a37dab3ca
Fixed hosts character being taken into account in both teams' job assignment
2017-03-14 19:50:40 +02:00
Regalis
3f590da395
Fixed AddToGUIUpdateList crashes (I think):
...
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
2017-03-14 17:27:15 +02:00
Regalis
8c659e2a08
Server checks if midround syncing is needed when a client is in the game (i.e. loaded the sub, etc), not when the client requests the start message. Some clients take longer to start the round than others, and they may miss unique messages even if they were in the lobby when the round started.
...
Clients also get extra 10 seconds to receive newly created events after the midround syncing is done
2017-03-13 21:50:01 +02:00
Regalis
3f1f2d23f2
Server sends the maximum number of players to the master server instead of the maximum number of connections, case-insensitive chat message commands
2017-03-13 20:53:35 +02:00
Regalis
2d7d7f3d8d
Fixed turret syncing, clients don't get a notification about changed permissions if they're assigned the same permissions they already have
2017-03-13 20:52:31 +02:00
Regalis
9e3d51edf4
ServerEntityEventManager doesn't prevent creating a duplicate event if the previous one has already been sent to someone, handling exceptions in WriteEvent
2017-03-11 15:39:11 +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
Regalis
a1342fdc45
Server-side file transfer UI, server notifies the recipient of a file transfer if the transfer is cancelled, fixed TextGetter not working on wrapped GUITextBlocks
2017-03-10 19:16:17 +02:00
Regalis
6a31d56175
Fixed mid-round joining clients automatically getting kicked out because they're missing old events
...
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
2017-03-09 21:40:58 +02:00
Regalis
c956e7aa7f
Fixed one missed UInt32 -> Uint16 conversion in ServerEntityEventManager
2017-03-09 21:35:02 +02:00
Regalis
e406b76cd5
Some more logic to handle missing sub files and active file transfers when starting a round:
...
- 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
2017-03-09 19:56:27 +02:00
Regalis
ca402396a0
Client-side file transfer UI, FileSender has a limit on how many transfers can be active simultaneously (todo: queue transfers?), some extra debug logging & small fixes
2017-03-08 22:56:11 +02:00
Regalis
64e866d771
Fixed an off-by-two error in entityspawner
2017-03-07 23:02:33 +02:00
Regalis
6bae2cf47b
File transfers (somewhat) working. Todo: testing, show active transfers in the UI
2017-03-07 23:01:01 +02:00
Regalis
5450ff498a
Progress on file transfers (class for receiving files, FileSender can transfer multiple files to the same recipient simultaneously)
2017-03-07 20:03:40 +02:00
juanjp600
d6c292a2cc
SharpFont + ScalableFont implementation
...
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.
2017-03-07 13:44:42 -03:00
juanjp600
11b7903d4a
Fixed some ServerEntityEventManager ID comparisons
...
I'm probably still missing some comparisons.
2017-03-06 16:31:51 -03:00
juanjp600
29d06bbfc8
Fix build errors
2017-03-06 16:26:52 -03:00
juanjp600
00aa9aecb1
Merge branch 'new-netcode' of https://gitlab.com/poe.regalis/barotrauma into new-netcode
2017-03-06 16:25:29 -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
cf859eee7c
WIP file transfer logic
2017-03-06 20:31:24 +02:00
Regalis
c96fcf7f34
Clients can't use headsets that are in the inventory
2017-03-03 20:31:07 +02:00
juanjp600
ee16f0708b
-try-catch blocks for GUIComponents fixedChildren lists
...
-player name and IP address in debug messages
-crash logs now output up to 15 messages
2017-03-03 15:14:18 -03:00
juanjp600
ba026a8f88
Added list of homoglyphs for name comparison
...
Unicode is now allowed in player names, but it can't be easily exploited anymore
2017-03-02 12:09:08 -03:00
Regalis
65625777e5
Monster syncing fixes:
...
- 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)
2017-03-01 23:14:15 +02:00
juanjp600
7935ecce46
- fixed crash in UpdateVoteStatus
...
- fixed clients reconnecting automatically after being kicked for desync
2017-03-01 17:04:51 -03:00
juanjp600
983ab9c05b
Fixed potential null exception
2017-03-01 16:42:12 -03:00
juanjp600
e681a2d29a
Clients that are waiting for very old events are kicked
2017-03-01 16:40:07 -03:00
Regalis
27a883349c
Server keeps a reference to the StartGame coroutine and checks if it has stopped running before the round has started, and if so, resets autorestart timer and start button (i.e. an exception at any point during startup will trigger the reset)
2017-02-27 21:30:39 +02:00
Regalis
12466e304e
Fixed server failing to start a round if there's a selected cargo spawnpoint is not inside a hull
2017-02-25 15:03:10 +02:00
Regalis
3fcaff0288
Merge branch 'master' into new-netcode
...
Conflicts:
Subsurface/Properties/AssemblyInfo.cs
2017-02-22 23:33:14 +02:00
Regalis
d7aba531d7
Server port included in refresh and remove requests to master server, spectators see indicators for both subs during combat missions
2017-02-21 20:57:04 +02:00
juanjp600
6f821874a1
Fixed Scorpion + Fixed chat when controlling monsters + Shameless plug ;)
2017-02-21 13:58:30 -03:00
Regalis
502211c6a7
Resetting entity event IDs (lastSentToAll & client-specific IDs) when a round ends
2017-02-20 20:26:12 +02:00
Regalis
04f86865f7
Changed GUIMessageBox.MessageBoxes from a queue to a list to make it easier to remove messageboxes that aren't currently visible, fixed clients creating multiple "permissions changed" messageboxes if there's another messagebox on the screen
2017-02-18 15:58:46 +02:00
Regalis
6c8f5b8999
The server maintains a list of unique EntityEvents created during the round and sends them to clients who join mid-round
2017-02-18 15:09:13 +02:00
Regalis
0e66f2a69c
Fixed exceptions in ServerEntityEventManager if there are no clients on the server, clients who are in the lobby can't prevent outdated EntityEvents from being removed
2017-02-18 13:18:48 +02:00
juanjp600
c46856167c
Stopped server events that hadn't been sent to everyone from being removed
2017-02-16 20:34:29 -03:00
juanjp600
ae67be1775
Removing "sent" duplicates when a new event is added
2017-02-15 13:48:13 -03:00
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
d46207916f
Server doesn't send character position updates to far-away clients, clients disable characters if they haven't received position updates in a while
2017-02-07 18:59:25 +02:00