using Barotrauma.Items.Components; using Barotrauma.Networking; using Lidgren.Network; using Microsoft.Xna.Framework; using System; using System.Linq; namespace Barotrauma { partial class Item : MapEntity, IDamageable, ISerializableEntity, IServerSerializable, IClientSerializable { public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null) { string errorMsg = ""; if (extraData == null || extraData.Length == 0 || !(extraData[0] is NetEntityEvent.Type)) { if (extraData == null) { errorMsg = "Failed to write a network event for the item \"" + Name + "\" - event data was null."; } else if (extraData.Length == 0) { errorMsg = "Failed to write a network event for the item \"" + Name + "\" - event data was empty."; } else { errorMsg = "Failed to write a network event for the item \"" + Name + "\" - event type not set."; } msg.WriteRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1, (int)NetEntityEvent.Type.Invalid); DebugConsole.Log(errorMsg); GameAnalyticsManager.AddErrorEventOnce("Item.ServerWrite:InvalidData" + Name, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); return; } int initialWritePos = msg.LengthBits; NetEntityEvent.Type eventType = (NetEntityEvent.Type)extraData[0]; msg.WriteRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1, (int)eventType); switch (eventType) { case NetEntityEvent.Type.ComponentState: if (extraData.Length < 2 || !(extraData[1] is int)) { errorMsg = "Failed to write a component state event for the item \"" + Name + "\" - component index not given."; break; } int componentIndex = (int)extraData[1]; if (componentIndex < 0 || componentIndex >= components.Count) { errorMsg = "Failed to write a component state event for the item \"" + Name + "\" - component index out of range (" + componentIndex + ")."; break; } else if (!(components[componentIndex] is IServerSerializable)) { errorMsg = "Failed to write a component state event for the item \"" + Name + "\" - component \"" + components[componentIndex] + "\" is not server serializable."; break; } msg.WriteRangedInteger(0, components.Count - 1, componentIndex); (components[componentIndex] as IServerSerializable).ServerWrite(msg, c, extraData); break; case NetEntityEvent.Type.InventoryState: if (extraData.Length < 2 || !(extraData[1] is int)) { errorMsg = "Failed to write an inventory state event for the item \"" + Name + "\" - component index not given."; break; } int containerIndex = (int)extraData[1]; if (containerIndex < 0 || containerIndex >= components.Count) { errorMsg = "Failed to write an inventory state event for the item \"" + Name + "\" - container index out of range (" + containerIndex + ")."; break; } else if (!(components[containerIndex] is ItemContainer)) { errorMsg = "Failed to write an inventory state event for the item \"" + Name + "\" - component \"" + components[containerIndex] + "\" is not server serializable."; break; } msg.WriteRangedInteger(0, components.Count - 1, containerIndex); (components[containerIndex] as ItemContainer).Inventory.ServerWrite(msg, c); break; case NetEntityEvent.Type.Status: msg.Write(condition); break; case NetEntityEvent.Type.Treatment: { ItemComponent targetComponent = (ItemComponent)extraData[1]; ActionType actionType = (ActionType)extraData[2]; ushort targetID = (ushort)extraData[3]; Limb targetLimb = (Limb)extraData[4]; Character targetCharacter = FindEntityByID(targetID) as Character; byte targetLimbIndex = targetLimb != null && targetCharacter != null ? (byte)Array.IndexOf(targetCharacter.AnimController.Limbs, targetLimb) : (byte)255; msg.Write((byte)components.IndexOf(targetComponent)); msg.WriteRangedInteger(0, Enum.GetValues(typeof(ActionType)).Length - 1, (int)actionType); msg.Write(targetID); msg.Write(targetLimbIndex); } break; case NetEntityEvent.Type.ApplyStatusEffect: { ActionType actionType = (ActionType)extraData[1]; ItemComponent targetComponent = extraData.Length > 2 ? (ItemComponent)extraData[2] : null; ushort targetID = extraData.Length > 3 ? (ushort)extraData[3] : (ushort)0; Limb targetLimb = extraData.Length > 4 ? (Limb)extraData[4] : null; Character targetCharacter = FindEntityByID(targetID) as Character; byte targetLimbIndex = targetLimb != null && targetCharacter != null ? (byte)Array.IndexOf(targetCharacter.AnimController.Limbs, targetLimb) : (byte)255; msg.WriteRangedInteger(0, Enum.GetValues(typeof(ActionType)).Length - 1, (int)actionType); msg.Write((byte)(targetComponent == null ? 255 : components.IndexOf(targetComponent))); msg.Write(targetID); msg.Write(targetLimbIndex); } break; case NetEntityEvent.Type.ChangeProperty: try { WritePropertyChange(msg, extraData, false); } catch (Exception e) { errorMsg = "Failed to write a ChangeProperty network event for the item \"" + Name + "\" (" + e.Message + ")"; } break; default: errorMsg = "Failed to write a network event for the item \"" + Name + "\" - \"" + eventType + "\" is not a valid entity event type for items."; break; } if (!string.IsNullOrEmpty(errorMsg)) { //something went wrong - rewind the write position and write invalid event type to prevent creating an unreadable event msg.ReadBits(msg.Data, 0, initialWritePos); msg.LengthBits = initialWritePos; msg.WriteRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1, (int)NetEntityEvent.Type.Invalid); DebugConsole.Log(errorMsg); GameAnalyticsManager.AddErrorEventOnce("Item.ServerWrite:" + errorMsg, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); } } public void ServerRead(ClientNetObject type, NetBuffer msg, Client c) { NetEntityEvent.Type eventType = (NetEntityEvent.Type)msg.ReadRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1); c.KickAFKTimer = 0.0f; switch (eventType) { case NetEntityEvent.Type.ComponentState: int componentIndex = msg.ReadRangedInteger(0, components.Count - 1); (components[componentIndex] as IClientSerializable).ServerRead(type, msg, c); break; case NetEntityEvent.Type.InventoryState: int containerIndex = msg.ReadRangedInteger(0, components.Count - 1); (components[containerIndex] as ItemContainer).Inventory.ServerRead(type, msg, c); break; case NetEntityEvent.Type.Treatment: if (c.Character == null || !c.Character.CanInteractWith(this)) return; UInt16 characterID = msg.ReadUInt16(); byte limbIndex = msg.ReadByte(); Character targetCharacter = FindEntityByID(characterID) as Character; if (targetCharacter == null) break; if (targetCharacter != c.Character && c.Character.SelectedCharacter != targetCharacter) break; Limb targetLimb = limbIndex < targetCharacter.AnimController.Limbs.Length ? targetCharacter.AnimController.Limbs[limbIndex] : null; if (ContainedItems == null || ContainedItems.All(i => i == null)) { GameServer.Log(c.Character.LogName + " used item " + Name, ServerLog.MessageType.ItemInteraction); } else { GameServer.Log( c.Character.LogName + " used item " + Name + " (contained items: " + string.Join(", ", ContainedItems.Select(i => i.Name)) + ")", ServerLog.MessageType.ItemInteraction); } ApplyTreatment(c.Character, targetCharacter, targetLimb); break; case NetEntityEvent.Type.ChangeProperty: ReadPropertyChange(msg, true, c); break; } } public void WriteSpawnData(NetBuffer msg) { if (GameMain.Server == null) return; msg.Write(Prefab.Name); msg.Write(Prefab.Identifier); msg.Write(Description != prefab.Description); if (Description != prefab.Description) { msg.Write(Description); } msg.Write(ID); if (ParentInventory == null || ParentInventory.Owner == null) { msg.Write((ushort)0); msg.Write(Position.X); msg.Write(Position.Y); msg.Write(Submarine != null ? Submarine.ID : (ushort)0); } else { msg.Write(ParentInventory.Owner.ID); //find the index of the ItemContainer this item is inside to get the item to //spawn in the correct inventory in multi-inventory items like fabricators byte containerIndex = 0; if (Container != null) { for (int i = 0; i < Container.components.Count; i++) { if (Container.components[i] is ItemContainer container && container.Inventory == ParentInventory) { containerIndex = (byte)i; break; } } } msg.Write(containerIndex); int slotIndex = ParentInventory.FindIndex(this); msg.Write(slotIndex < 0 ? (byte)255 : (byte)slotIndex); } byte teamID = 0; foreach (WifiComponent wifiComponent in GetComponents()) { teamID = (byte)wifiComponent.TeamID; break; } msg.Write(teamID); bool tagsChanged = tags.Count != prefab.Tags.Count || !tags.All(t => prefab.Tags.Contains(t)); msg.Write(tagsChanged); if (tagsChanged) { msg.Write(Tags); } } partial void UpdateNetPosition(float deltaTime) { if (parentInventory != null || body == null || !body.Enabled || Removed) { PositionUpdateInterval = float.PositiveInfinity; return; } //gradually increase the interval of position updates PositionUpdateInterval += deltaTime; float maxInterval = 30.0f; float velSqr = body.LinearVelocity.LengthSquared(); if (velSqr > 10.0f * 10.0f) { //over 10 m/s (projectile, thrown item or similar) -> send updates very frequently maxInterval = 0.1f; } else if (velSqr > 1.0f) { //over 1 m/s maxInterval = 0.25f; } else if (velSqr > 0.05f * 0.05f) { //over 0.05 m/s maxInterval = 1.0f; } PositionUpdateInterval = Math.Min(PositionUpdateInterval, maxInterval); } public float GetPositionUpdateInterval(Client recipient) { if (PositionUpdateInterval == float.PositiveInfinity) { return float.PositiveInfinity; } if (recipient.Character == null || recipient.Character.IsDead) { //less frequent updates for clients who aren't controlling a character (max 2 updates/sec) return Math.Max(PositionUpdateInterval, 0.5f); } else { float distSqr = Vector2.DistanceSquared(recipient.Character.WorldPosition, WorldPosition); if (distSqr > 20000.0f * 20000.0f) { //don't send position updates at all if >20 000 units away return float.PositiveInfinity; } else if (distSqr > 10000.0f * 10000.0f) { //drop the update rate to 10% if too far to see the item return PositionUpdateInterval * 10; } else if (distSqr > 1000.0f * 1000.0f) { //halve the update rate if the client is far away (but still close enough to possibly see the item) return PositionUpdateInterval * 2; } return PositionUpdateInterval; } } public void ServerWritePosition(NetBuffer msg, Client c, object[] extraData = null) { msg.Write(ID); NetBuffer tempBuffer = new NetBuffer(); body.ServerWrite(tempBuffer, c, extraData); msg.Write((byte)tempBuffer.LengthBytes); msg.Write(tempBuffer); msg.WritePadBits(); } public void CreateServerEvent(T ic) where T : ItemComponent, IServerSerializable { if (GameMain.Server == null) return; if (!ItemList.Contains(this)) { string errorMsg = "Attempted to create a network event for an item (" + Name + ") that hasn't been fully initialized yet."; DebugConsole.ThrowError(errorMsg); GameAnalyticsManager.AddErrorEventOnce("Item.CreateServerEvent:EventForUninitializedItem" + Name + ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); return; } int index = components.IndexOf(ic); if (index == -1) return; GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.ComponentState, index }); } } }