using Barotrauma.Networking; using FarseerPhysics; using Lidgren.Network; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Xml.Linq; namespace Barotrauma.Items.Components { partial class ConnectionPanel : ItemComponent, IServerSerializable, IClientSerializable { public void ServerRead(ClientNetObject type, NetBuffer msg, Client c) { List[] wires = new List[Connections.Count]; //read wire IDs for each connection for (int i = 0; i < Connections.Count; i++) { wires[i] = new List(); for (int j = 0; j < Connection.MaxLinked; j++) { ushort wireId = msg.ReadUInt16(); Item wireItem = Entity.FindEntityByID(wireId) as Item; if (wireItem == null) continue; Wire wireComponent = wireItem.GetComponent(); if (wireComponent != null) { wires[i].Add(wireComponent); } } } //don't allow rewiring locked panels if (Locked) return; item.CreateServerEvent(this); //check if the character can access this connectionpanel //and all the wires they're trying to connect if (!item.CanClientAccess(c)) return; for (int i = 0; i < Connections.Count; i++) { foreach (Wire wire in wires[i]) { //wire not found in any of the connections yet (client is trying to connect a new wire) // -> we need to check if the client has access to it if (!Connections.Any(connection => connection.Wires.Contains(wire))) { if (!wire.Item.CanClientAccess(c)) return; } } } //go through existing wire links for (int i = 0; i < Connections.Count; i++) { int j = -1; foreach (Wire existingWire in Connections[i].Wires) { j++; if (existingWire == null) continue; //existing wire not in the list of new wires -> disconnect it if (!wires[i].Contains(existingWire)) { if (existingWire.Locked) { //this should not be possible unless the client is running a modified version of the game GameServer.Log(c.Character.LogName + " attempted to disconnect a locked wire from " + Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.Error); continue; } existingWire.RemoveConnection(item); if (existingWire.Connections[0] == null && existingWire.Connections[1] == null) { GameServer.Log(c.Character.LogName + " disconnected a wire from " + Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.ItemInteraction); } else if (existingWire.Connections[0] != null) { GameServer.Log(c.Character.LogName + " disconnected a wire from " + Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[0].Item.Name + " (" + existingWire.Connections[0].Name + ")", ServerLog.MessageType.ItemInteraction); //wires that are not in anyone's inventory (i.e. not currently being rewired) //can never be connected to only one connection // -> the client must have dropped the wire from the connection panel if (existingWire.Item.ParentInventory == null && !wires.Any(w => w.Contains(existingWire))) { //let other clients know the item was also disconnected from the other connection existingWire.Connections[0].Item.CreateServerEvent(existingWire.Connections[0].Item.GetComponent()); existingWire.Item.Drop(c.Character); } } else if (existingWire.Connections[1] != null) { GameServer.Log(c.Character.LogName + " disconnected a wire from " + Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[1].Item.Name + " (" + existingWire.Connections[1].Name + ")", ServerLog.MessageType.ItemInteraction); if (existingWire.Item.ParentInventory == null && !wires.Any(w => w.Contains(existingWire))) { //let other clients know the item was also disconnected from the other connection existingWire.Connections[1].Item.CreateServerEvent(existingWire.Connections[1].Item.GetComponent()); existingWire.Item.Drop(c.Character); } } Connections[i].SetWire(j, null); } } } //go through new wires for (int i = 0; i < Connections.Count; i++) { foreach (Wire newWire in wires[i]) { //already connected, no need to do anything if (Connections[i].Wires.Contains(newWire)) continue; Connections[i].TryAddLink(newWire); newWire.Connect(Connections[i], true, true); var otherConnection = newWire.OtherConnection(Connections[i]); if (otherConnection == null) { GameServer.Log(c.Character.LogName + " connected a wire to " + Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.ItemInteraction); } else { GameServer.Log(c.Character.LogName + " connected a wire from " + Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + (otherConnection == null ? "none" : otherConnection.Item.Name + " (" + (otherConnection.Name) + ")"), ServerLog.MessageType.ItemInteraction); } } } } public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null) { ClientWrite(msg, extraData); } } }