436 lines
18 KiB
C#
436 lines
18 KiB
C#
using Barotrauma.Networking;
|
|
using Lidgren.Network;
|
|
using Microsoft.Xna.Framework;
|
|
using System;
|
|
using System.Linq;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
partial class Character
|
|
{
|
|
partial void UpdateNetInput()
|
|
{
|
|
if (GameMain.Client != null)
|
|
{
|
|
if (this != Controlled)
|
|
{
|
|
//freeze AI characters if more than 1 seconds have passed since last update from the server
|
|
if (lastRecvPositionUpdateTime < NetTime.Now - 1.0f)
|
|
{
|
|
AnimController.Frozen = true;
|
|
memState.Clear();
|
|
//hide after 2 seconds
|
|
if (lastRecvPositionUpdateTime < NetTime.Now - 2.0f)
|
|
{
|
|
Enabled = false;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var posInfo = new CharacterStateInfo(
|
|
SimPosition,
|
|
AnimController.Collider.Rotation,
|
|
LastNetworkUpdateID,
|
|
AnimController.TargetDir,
|
|
SelectedCharacter == null ? (Entity)SelectedConstruction : (Entity)SelectedCharacter,
|
|
AnimController.Anim);
|
|
|
|
memLocalState.Add(posInfo);
|
|
|
|
InputNetFlags newInput = InputNetFlags.None;
|
|
if (IsKeyDown(InputType.Left)) newInput |= InputNetFlags.Left;
|
|
if (IsKeyDown(InputType.Right)) newInput |= InputNetFlags.Right;
|
|
if (IsKeyDown(InputType.Up)) newInput |= InputNetFlags.Up;
|
|
if (IsKeyDown(InputType.Down)) newInput |= InputNetFlags.Down;
|
|
if (IsKeyDown(InputType.Run)) newInput |= InputNetFlags.Run;
|
|
if (IsKeyDown(InputType.Crouch)) newInput |= InputNetFlags.Crouch;
|
|
if (IsKeyHit(InputType.Select)) newInput |= InputNetFlags.Select; //TODO: clean up the way this input is registered
|
|
if (IsKeyHit(InputType.Health)) newInput |= InputNetFlags.Health;
|
|
if (IsKeyHit(InputType.Grab)) newInput |= InputNetFlags.Grab;
|
|
if (IsKeyDown(InputType.Use)) newInput |= InputNetFlags.Use;
|
|
if (IsKeyDown(InputType.Aim)) newInput |= InputNetFlags.Aim;
|
|
if (IsKeyDown(InputType.Attack)) newInput |= InputNetFlags.Attack;
|
|
if (IsKeyDown(InputType.Ragdoll)) newInput |= InputNetFlags.Ragdoll;
|
|
|
|
if (AnimController.TargetDir == Direction.Left) newInput |= InputNetFlags.FacingLeft;
|
|
|
|
Vector2 relativeCursorPos = cursorPosition - AimRefPosition;
|
|
relativeCursorPos.Normalize();
|
|
UInt16 intAngle = (UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI));
|
|
|
|
NetInputMem newMem = new NetInputMem
|
|
{
|
|
states = newInput,
|
|
intAim = intAngle
|
|
};
|
|
if (focusedItem != null && (!newMem.states.HasFlag(InputNetFlags.Grab) && !newMem.states.HasFlag(InputNetFlags.Health)))
|
|
{
|
|
newMem.interact = focusedItem.ID;
|
|
}
|
|
else if (focusedCharacter != null)
|
|
{
|
|
newMem.interact = focusedCharacter.ID;
|
|
}
|
|
|
|
memInput.Insert(0, newMem);
|
|
LastNetworkUpdateID++;
|
|
if (memInput.Count > 60)
|
|
{
|
|
memInput.RemoveRange(60, memInput.Count - 60);
|
|
}
|
|
}
|
|
}
|
|
else //this == Character.Controlled && GameMain.Client == null
|
|
{
|
|
AnimController.Frozen = false;
|
|
}
|
|
}
|
|
|
|
public virtual void ClientWrite(NetBuffer msg, object[] extraData = null)
|
|
{
|
|
if (extraData != null)
|
|
{
|
|
switch ((NetEntityEvent.Type)extraData[0])
|
|
{
|
|
case NetEntityEvent.Type.InventoryState:
|
|
msg.WriteRangedInteger(0, 3, 0);
|
|
Inventory.ClientWrite(msg, extraData);
|
|
break;
|
|
case NetEntityEvent.Type.Treatment:
|
|
msg.WriteRangedInteger(0, 3, 1);
|
|
msg.Write(AnimController.Anim == AnimController.Animation.CPR);
|
|
break;
|
|
case NetEntityEvent.Type.Status:
|
|
msg.WriteRangedInteger(0, 3, 2);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
msg.Write((byte)ClientNetObject.CHARACTER_INPUT);
|
|
|
|
if (memInput.Count > 60)
|
|
{
|
|
memInput.RemoveRange(60, memInput.Count - 60);
|
|
}
|
|
|
|
msg.Write(LastNetworkUpdateID);
|
|
byte inputCount = Math.Min((byte)memInput.Count, (byte)60);
|
|
msg.Write(inputCount);
|
|
for (int i = 0; i < inputCount; i++)
|
|
{
|
|
msg.WriteRangedInteger(0, (int)InputNetFlags.MaxVal, (int)memInput[i].states);
|
|
if (memInput[i].states.HasFlag(InputNetFlags.Aim))
|
|
{
|
|
msg.Write(memInput[i].intAim);
|
|
}
|
|
if (memInput[i].states.HasFlag(InputNetFlags.Select) ||
|
|
memInput[i].states.HasFlag(InputNetFlags.Use) ||
|
|
memInput[i].states.HasFlag(InputNetFlags.Health) ||
|
|
memInput[i].states.HasFlag(InputNetFlags.Grab))
|
|
{
|
|
msg.Write(memInput[i].interact);
|
|
}
|
|
}
|
|
}
|
|
msg.WritePadBits();
|
|
}
|
|
|
|
public virtual void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
|
|
{
|
|
switch (type)
|
|
{
|
|
case ServerNetObject.ENTITY_POSITION:
|
|
bool facingRight = AnimController.Dir > 0.0f;
|
|
|
|
lastRecvPositionUpdateTime = (float)NetTime.Now;
|
|
|
|
AnimController.Frozen = false;
|
|
Enabled = true;
|
|
|
|
UInt16 networkUpdateID = 0;
|
|
if (msg.ReadBoolean())
|
|
{
|
|
networkUpdateID = msg.ReadUInt16();
|
|
}
|
|
else
|
|
{
|
|
bool aimInput = msg.ReadBoolean();
|
|
keys[(int)InputType.Aim].Held = aimInput;
|
|
keys[(int)InputType.Aim].SetState(false, aimInput);
|
|
|
|
bool useInput = msg.ReadBoolean();
|
|
keys[(int)InputType.Use].Held = useInput;
|
|
keys[(int)InputType.Use].SetState(false, useInput);
|
|
|
|
if (AnimController is HumanoidAnimController)
|
|
{
|
|
bool crouching = msg.ReadBoolean();
|
|
keys[(int)InputType.Crouch].Held = crouching;
|
|
keys[(int)InputType.Crouch].SetState(false, crouching);
|
|
}
|
|
|
|
bool attackInput = msg.ReadBoolean();
|
|
keys[(int)InputType.Attack].Held = attackInput;
|
|
keys[(int)InputType.Attack].SetState(false, attackInput);
|
|
|
|
if (aimInput)
|
|
{
|
|
double aimAngle = ((double)msg.ReadUInt16() / 65535.0) * 2.0 * Math.PI;
|
|
cursorPosition = AimRefPosition + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
|
|
TransformCursorPos();
|
|
}
|
|
bool ragdollInput = msg.ReadBoolean();
|
|
keys[(int)InputType.Ragdoll].Held = ragdollInput;
|
|
keys[(int)InputType.Ragdoll].SetState(false, ragdollInput);
|
|
|
|
facingRight = msg.ReadBoolean();
|
|
}
|
|
|
|
bool entitySelected = msg.ReadBoolean();
|
|
Entity selectedEntity = null;
|
|
|
|
AnimController.Animation animation = AnimController.Animation.None;
|
|
if (entitySelected)
|
|
{
|
|
ushort entityID = msg.ReadUInt16();
|
|
selectedEntity = FindEntityByID(entityID);
|
|
if (selectedEntity is Character)
|
|
{
|
|
bool doingCpr = msg.ReadBoolean();
|
|
if (doingCpr && SelectedCharacter != null)
|
|
{
|
|
animation = AnimController.Animation.CPR;
|
|
}
|
|
}
|
|
}
|
|
|
|
Vector2 pos = new Vector2(
|
|
msg.ReadFloat(),
|
|
msg.ReadFloat());
|
|
float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
|
|
Vector2 linearVelocity = new Vector2(
|
|
msg.ReadRangedSingle(-MaxVel, MaxVel, 12),
|
|
msg.ReadRangedSingle(-MaxVel, MaxVel, 12));
|
|
|
|
bool fixedRotation = msg.ReadBoolean();
|
|
float rotation = AnimController.Collider.Rotation;
|
|
float angularVelocity = AnimController.Collider.AngularVelocity;
|
|
if (!fixedRotation)
|
|
{
|
|
rotation = msg.ReadFloat();
|
|
float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
|
|
angularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8);
|
|
}
|
|
|
|
bool readStatus = msg.ReadBoolean();
|
|
if (readStatus)
|
|
{
|
|
ReadStatus(msg);
|
|
}
|
|
|
|
msg.ReadPadBits();
|
|
|
|
int index = 0;
|
|
if (GameMain.Client.Character == this && AllowInput)
|
|
{
|
|
var posInfo = new CharacterStateInfo(pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
|
|
|
|
while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
|
|
index++;
|
|
memState.Insert(index, posInfo);
|
|
}
|
|
else
|
|
{
|
|
var posInfo = new CharacterStateInfo(pos, rotation, linearVelocity, angularVelocity, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
|
|
|
|
while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
|
|
index++;
|
|
memState.Insert(index, posInfo);
|
|
}
|
|
|
|
break;
|
|
case ServerNetObject.ENTITY_EVENT:
|
|
|
|
int eventType = msg.ReadRangedInteger(0, 3);
|
|
switch (eventType)
|
|
{
|
|
case 0:
|
|
if (Inventory == null)
|
|
{
|
|
string errorMsg = "Received an inventory update message for an entity with no inventory (" + Name + ")";
|
|
DebugConsole.ThrowError(errorMsg);
|
|
GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ClientRead:NoInventory" + ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
|
}
|
|
else
|
|
{
|
|
Inventory.ClientRead(type, msg, sendingTime);
|
|
}
|
|
break;
|
|
case 1:
|
|
byte ownerID = msg.ReadByte();
|
|
ResetNetState();
|
|
if (ownerID == GameMain.Client.ID)
|
|
{
|
|
if (controlled != null)
|
|
{
|
|
LastNetworkUpdateID = controlled.LastNetworkUpdateID;
|
|
}
|
|
|
|
Controlled = this;
|
|
IsRemotePlayer = false;
|
|
GameMain.Client.HasSpawned = true;
|
|
GameMain.Client.Character = this;
|
|
GameMain.LightManager.LosEnabled = true;
|
|
}
|
|
else
|
|
{
|
|
if (controlled == this)
|
|
{
|
|
Controlled = null;
|
|
IsRemotePlayer = ownerID > 0;
|
|
}
|
|
}
|
|
break;
|
|
case 2:
|
|
ReadStatus(msg);
|
|
break;
|
|
case 3:
|
|
int skillCount = msg.ReadByte();
|
|
for (int i = 0; i < skillCount; i++)
|
|
{
|
|
string skillIdentifier = msg.ReadString();
|
|
float skillLevel = msg.ReadSingle();
|
|
info?.SetSkillLevel(skillIdentifier, skillLevel, WorldPosition + Vector2.UnitY * 150.0f);
|
|
}
|
|
break;
|
|
}
|
|
msg.ReadPadBits();
|
|
break;
|
|
}
|
|
}
|
|
|
|
public static Character ReadSpawnData(NetBuffer inc, bool spawn = true)
|
|
{
|
|
DebugConsole.NewMessage("READING CHARACTER SPAWN DATA", Color.Cyan);
|
|
|
|
if (GameMain.Client == null) return null;
|
|
|
|
bool noInfo = inc.ReadBoolean();
|
|
ushort id = inc.ReadUInt16();
|
|
string speciesName = inc.ReadString();
|
|
string seed = inc.ReadString();
|
|
|
|
Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
|
|
|
|
bool enabled = inc.ReadBoolean();
|
|
|
|
DebugConsole.Log("Received spawn data for " + speciesName);
|
|
|
|
string configPath = GetConfigFile(speciesName);
|
|
if (string.IsNullOrEmpty(configPath))
|
|
{
|
|
throw new Exception("Error in character spawn data - could not find a config file for the character \"" + configPath + "\"!");
|
|
}
|
|
|
|
Character character = null;
|
|
if (noInfo)
|
|
{
|
|
if (!spawn) return null;
|
|
|
|
character = Create(configPath, position, seed, null, true);
|
|
character.ID = id;
|
|
}
|
|
else
|
|
{
|
|
bool hasOwner = inc.ReadBoolean();
|
|
int ownerId = hasOwner ? inc.ReadByte() : -1;
|
|
byte teamID = inc.ReadByte();
|
|
bool hasAi = inc.ReadBoolean();
|
|
string infoSpeciesName = inc.ReadString();
|
|
|
|
if (!spawn) return null;
|
|
|
|
string infoConfigPath = GetConfigFile(infoSpeciesName);
|
|
if (string.IsNullOrEmpty(infoConfigPath))
|
|
{
|
|
throw new Exception("Error in character spawn data - could not find a config file for the character info \"" + configPath + "\"!");
|
|
}
|
|
|
|
CharacterInfo info = CharacterInfo.ClientRead(infoConfigPath, inc);
|
|
|
|
character = Create(configPath, position, seed, info, GameMain.Client.ID != ownerId, hasAi);
|
|
character.ID = id;
|
|
character.TeamID = (TeamType)teamID;
|
|
|
|
if (configPath == HumanConfigFile)
|
|
{
|
|
CharacterInfo duplicateCharacterInfo = GameMain.GameSession.CrewManager.GetCharacterInfos().FirstOrDefault(c => c.ID == info.ID);
|
|
GameMain.GameSession.CrewManager.RemoveCharacterInfo(duplicateCharacterInfo);
|
|
GameMain.GameSession.CrewManager.AddCharacter(character);
|
|
}
|
|
|
|
if (GameMain.Client.ID == ownerId)
|
|
{
|
|
GameMain.Client.HasSpawned = true;
|
|
GameMain.Client.Character = character;
|
|
Controlled = character;
|
|
|
|
GameMain.LightManager.LosEnabled = true;
|
|
|
|
character.memInput.Clear();
|
|
character.memState.Clear();
|
|
character.memLocalState.Clear();
|
|
}
|
|
}
|
|
|
|
character.Enabled = Controlled == character || enabled;
|
|
|
|
return character;
|
|
}
|
|
|
|
private void ReadStatus(NetBuffer msg)
|
|
{
|
|
bool isDead = msg.ReadBoolean();
|
|
if (isDead)
|
|
{
|
|
CauseOfDeathType causeOfDeathType = (CauseOfDeathType)msg.ReadRangedInteger(0, Enum.GetValues(typeof(CauseOfDeathType)).Length - 1);
|
|
AfflictionPrefab causeOfDeathAffliction = null;
|
|
if (causeOfDeathType == CauseOfDeathType.Affliction)
|
|
{
|
|
int afflictionIndex = msg.ReadRangedInteger(0, AfflictionPrefab.List.Count - 1);
|
|
causeOfDeathAffliction = AfflictionPrefab.List[afflictionIndex];
|
|
}
|
|
|
|
byte severedLimbCount = msg.ReadByte();
|
|
if (!IsDead)
|
|
{
|
|
if (causeOfDeathType == CauseOfDeathType.Pressure)
|
|
{
|
|
Implode(true);
|
|
}
|
|
else
|
|
{
|
|
Kill(causeOfDeathType, causeOfDeathAffliction?.Instantiate(1.0f), true);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < severedLimbCount; i++)
|
|
{
|
|
int severedJointIndex = msg.ReadByte();
|
|
AnimController.SeverLimbJoint(AnimController.LimbJoints[severedJointIndex]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (IsDead) Revive();
|
|
|
|
CharacterHealth.ClientRead(msg);
|
|
}
|
|
}
|
|
}
|
|
}
|