Regalis
067db912f4
- EntitySpawner recursively deletes contained items when an item is deleted
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- 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
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
8d8620047d
Fixed clients who leave a server and re-join becoming desynced and not being kicked by the server.
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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
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):
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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.
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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
5bdb57b98a
Merge branch 'master' into new-netcode
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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
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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
e406b76cd5
Some more logic to handle missing sub files and active file transfers when starting a round:
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- 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
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
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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
ecb7500df9
Converted UInt32 ID's to UInt16
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TODO: test everything, make sure nothing broke
2017-03-06 16:25:12 -03:00
Regalis
c96fcf7f34
Clients can't use headsets that are in the inventory
2017-03-03 20:31:07 +02:00
Regalis
65625777e5
Monster syncing fixes:
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- 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
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- fixed clients reconnecting automatically after being kicked for desync
2017-03-01 17:04:51 -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
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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
Regalis
502211c6a7
Resetting entity event IDs (lastSentToAll & client-specific IDs) when a round ends
2017-02-20 20:26:12 +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
juanjp600
c46856167c
Stopped server events that hadn't been sent to everyone from being removed
2017-02-16 20:34:29 -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)
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+ 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
Regalis
b98ebe6e21
Readded client permissions
2017-02-06 21:07:24 +02:00
Regalis
4b8d1054b1
Changed lobby & chatMsg IDs to from uint to ushort, added a utility class that handles the wrap around of IDs
2017-02-05 22:55:19 +02:00
Regalis
9bda79036a
- server doesn't send the STARTGAME message to all clients when someone joins mid-round
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- 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)
2017-02-05 21:58:31 +02:00
Regalis
89e881cb57
Readded voting (submarine, mode, end round & kick)
2017-02-04 18:30:40 +02:00
Regalis
b5bac67c4a
WIP item position syncing
2017-02-02 20:40:58 +02:00
Regalis
05c5880269
Displaying the names of the connected players in the server lobby
2017-02-01 18:10:48 +02:00
Regalis
0cd2d7a0b9
Readded traitors
2017-01-30 19:49:13 +02:00
Regalis
e27fa1c7ee
Readded team assignment logic
2017-01-15 20:39:06 +02:00
Regalis
b0231105a2
Reimplemented private chat messages
2017-01-15 17:49:31 +02:00
Regalis
bd7766d3e7
Server clears EntityEventManager before starting a new round, not just when ending it (fixes events breaking during the next round if an item created an event when unloading the previous sub) + some additional error checks
2017-01-14 20:26:41 +02:00
Regalis
6252db7928
- fixed server validating its own name instead of the name of a client who's logging in
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- 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
2017-01-14 16:57:47 +02:00
Regalis
9b03b2bcc1
Server ignores UPDATE_INGAME messages if the game isn't running, server doesn't set any of the clients' lastRecvIDs above the ID of the latest chatMsg/event/etc (clients can't have received something the server hasn't sent yet)
2017-01-13 18:07:00 +02:00
Regalis
08053bec85
Clients can join the game mid-round
2017-01-12 20:42:15 +02:00
Regalis
ed675dc75e
Lobby update ID isn't included in ingame update messages, resetting lastRecvGeneralUpdate in InitClientSync
2017-01-11 23:37:30 +02:00
Regalis
037bd09c2c
- clients ignore lobby updates if they already received a more up-to-date one
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- 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)
2017-01-11 21:31:19 +02:00
Regalis
df59f0d089
Fixed speech bubbles, server sends the ID of a speaking character instead of the name
2017-01-10 18:40:12 +02:00
Regalis
ff96f152ce
Resetting EntityEvent & EntitySpawner IDs when starting a new round, LOS effect is enabled when a client takes control of a character
2017-01-09 18:22:37 +02:00
Regalis
05cb5989dc
Chat range also affects the server host if they're controlling a character, fixed missing sender names in the server lobby
2017-01-07 20:24:01 +02:00
Regalis
402c745fc3
Reimplemented chat range & radio messages. Each client now has their own chatMsgQueue, so all chat messages don't have to be sent to all clients.
2017-01-07 19:22:48 +02:00
Regalis
44cbd0d9bf
Fixed AI characters constantly flipping over the X-axis when inside, fixed clients not receiving a msg about characters spawned by RespawnManager
2017-01-07 16:51:51 +02:00
Regalis
5d83a33876
Notifying clients when the round ends
2017-01-06 19:06:11 +02:00