Reminder to self: Submarines must spawn attached shuttles in Dedicated Server, must've been something I missed when moving over client-specific code
68 lines
2.1 KiB
C#
68 lines
2.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Barotrauma.Networking;
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using Barotrauma.Items.Components;
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using System.Text;
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using FarseerPhysics;
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namespace Barotrauma
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{
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static partial class DebugConsole
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{
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public static List<string> QueuedCommands = new List<string>();
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public static void Update()
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{
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lock (QueuedCommands)
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{
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while (QueuedCommands.Count>0)
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{
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ExecuteCommand(QueuedCommands[0], GameMain.Instance);
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QueuedCommands.RemoveAt(0);
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}
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}
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}
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private static bool ExecProjSpecific(string[] commands)
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{
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switch (commands[0].ToLower())
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{
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case "startgame":
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case "startround":
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case "start":
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if (Screen.Selected == GameMain.GameScreen) break;
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if (!GameMain.Server.StartGame()) NewMessage("Failed to start server",Color.Yellow);
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break;
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case "endgame":
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case "endround":
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case "end":
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if (Screen.Selected == GameMain.NetLobbyScreen) break;
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GameMain.Server.EndGame();
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break;
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case "entitydata":
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Entity ent = Entity.FindEntityByID(Convert.ToUInt16(commands[1]));
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if (ent != null)
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{
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NewMessage(ent.ToString(), Color.Lime);
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}
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break;
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case "eventdata":
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ServerEntityEvent ev = GameMain.Server.EntityEventManager.Events[Convert.ToUInt16(commands[1])];
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if (ev != null)
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{
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NewMessage(ev.StackTrace, Color.Lime);
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}
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break;
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default:
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return false;
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break;
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}
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return true; //command found
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}
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}
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}
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