Reminder to self: Submarines must spawn attached shuttles in Dedicated Server, must've been something I missed when moving over client-specific code
618 lines
22 KiB
C#
618 lines
22 KiB
C#
using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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class CharacterStateInfo : PosInfo
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{
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public readonly Direction Direction;
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public readonly Entity Interact; //the entity being interacted with
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public readonly AnimController.Animation Animation;
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public CharacterStateInfo(Vector2 pos, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, 0, time, dir, interact, animation)
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{
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}
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public CharacterStateInfo(Vector2 pos, UInt16 ID, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
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: this(pos, ID, 0.0f, dir, interact, animation)
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{
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}
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protected CharacterStateInfo(Vector2 pos, UInt16 ID, float time, Direction dir, Entity interact, AnimController.Animation animation = AnimController.Animation.None)
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: base(pos, ID, time)
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{
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Direction = dir;
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Interact = interact;
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Animation = animation;
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}
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}
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partial class Character
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{
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[Flags]
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private enum InputNetFlags : ushort
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{
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None = 0x0,
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Left = 0x1,
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Right = 0x2,
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Up = 0x4,
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Down = 0x8,
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FacingLeft = 0x10,
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Run = 0x20,
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Crouch = 0x40,
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Select = 0x80,
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Use = 0x100,
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Aim = 0x200,
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Attack = 0x400,
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MaxVal = 0x7FF
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}
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private InputNetFlags dequeuedInput = 0;
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private InputNetFlags prevDequeuedInput = 0;
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public UInt16 LastNetworkUpdateID = 0;
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/// <summary>
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/// ID of the last inputs the server has processed
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/// </summary>
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public UInt16 LastProcessedID;
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private struct NetInputMem
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{
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public InputNetFlags states; //keys pressed/other boolean states at this step
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public UInt16 intAim; //aim angle, represented as an unsigned short where 0=0º, 65535=just a bit under 360º
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public UInt16 interact; //id of the entity being interacted with
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public UInt16 networkUpdateID;
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}
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private List<NetInputMem> memInput = new List<NetInputMem>();
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private List<CharacterStateInfo> memState = new List<CharacterStateInfo>();
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private List<CharacterStateInfo> memLocalState = new List<CharacterStateInfo>();
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private bool networkUpdateSent;
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public bool isSynced = false;
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public List<CharacterStateInfo> MemState
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{
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get { return memState; }
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}
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public List<CharacterStateInfo> MemLocalState
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{
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get { return memLocalState; }
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}
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public void ResetNetState()
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{
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memInput.Clear();
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memState.Clear();
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memLocalState.Clear();
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LastNetworkUpdateID = 0;
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LastProcessedID = 0;
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}
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private void UpdateNetInput()
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{
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if (this != Character.Controlled)
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{
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if (GameMain.Client != null)
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{
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//freeze AI characters if more than 1 seconds have passed since last update from the server
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if (lastRecvPositionUpdateTime < NetTime.Now - 1.0f)
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{
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AnimController.Frozen = true;
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memState.Clear();
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//hide after 2 seconds
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if (lastRecvPositionUpdateTime < NetTime.Now - 2.0f)
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{
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Enabled = false;
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return;
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}
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}
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}
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else if (GameMain.Server != null && (!(this is AICharacter) || IsRemotePlayer))
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{
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if (!AllowInput)
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{
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AnimController.Frozen = false;
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}
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else if (memInput.Count == 0)
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{
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AnimController.Frozen = true;
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}
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else
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{
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AnimController.Frozen = false;
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prevDequeuedInput = dequeuedInput;
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LastProcessedID = memInput[memInput.Count - 1].networkUpdateID;
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dequeuedInput = memInput[memInput.Count - 1].states;
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double aimAngle = ((double)memInput[memInput.Count - 1].intAim / 65535.0) * 2.0 * Math.PI;
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cursorPosition = (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position)
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+ new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
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var closestEntity = Entity.FindEntityByID(memInput[memInput.Count - 1].interact);
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if (closestEntity is Item)
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{
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closestItem = (Item)closestEntity;
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closestCharacter = null;
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}
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else if (closestEntity is Character)
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{
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closestCharacter = (Character)closestEntity;
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closestItem = null;
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}
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memInput.RemoveAt(memInput.Count - 1);
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TransformCursorPos();
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if ((dequeuedInput == InputNetFlags.None || dequeuedInput == InputNetFlags.FacingLeft) && Math.Abs(AnimController.Collider.LinearVelocity.X) < 0.005f && Math.Abs(AnimController.Collider.LinearVelocity.Y) < 0.2f)
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{
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while (memInput.Count > 5 && memInput[memInput.Count - 1].states == dequeuedInput)
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{
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//remove inputs where the player is not moving at all
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//helps the server catch up, shouldn't affect final position
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LastProcessedID = memInput[memInput.Count - 1].networkUpdateID;
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memInput.RemoveAt(memInput.Count - 1);
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}
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}
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}
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}
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}
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else if (GameMain.Client != null)
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{
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var posInfo = new CharacterStateInfo(
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SimPosition,
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LastNetworkUpdateID,
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AnimController.TargetDir,
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selectedCharacter == null ? (Entity)selectedConstruction : (Entity)selectedCharacter,
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AnimController.Anim);
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memLocalState.Add(posInfo);
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InputNetFlags newInput = InputNetFlags.None;
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if (IsKeyDown(InputType.Left)) newInput |= InputNetFlags.Left;
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if (IsKeyDown(InputType.Right)) newInput |= InputNetFlags.Right;
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if (IsKeyDown(InputType.Up)) newInput |= InputNetFlags.Up;
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if (IsKeyDown(InputType.Down)) newInput |= InputNetFlags.Down;
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if (IsKeyDown(InputType.Run)) newInput |= InputNetFlags.Run;
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if (IsKeyDown(InputType.Crouch)) newInput |= InputNetFlags.Crouch;
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if (IsKeyHit(InputType.Select)) newInput |= InputNetFlags.Select; //TODO: clean up the way this input is registered
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if (IsKeyDown(InputType.Use)) newInput |= InputNetFlags.Use;
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if (IsKeyDown(InputType.Aim)) newInput |= InputNetFlags.Aim;
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if (IsKeyDown(InputType.Attack)) newInput |= InputNetFlags.Attack;
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if (AnimController.TargetDir == Direction.Left) newInput |= InputNetFlags.FacingLeft;
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Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position);
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relativeCursorPos.Normalize();
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UInt16 intAngle = (UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI));
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NetInputMem newMem = new NetInputMem();
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newMem.states = newInput;
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newMem.intAim = intAngle;
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if (closestItem != null)
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{
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newMem.interact = closestItem.ID;
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}
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else if (closestCharacter != null)
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{
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newMem.interact = closestCharacter.ID;
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}
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memInput.Insert(0, newMem);
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LastNetworkUpdateID++;
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if (memInput.Count > 60)
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{
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memInput.RemoveRange(60, memInput.Count - 60);
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}
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}
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else //this == Character.Controlled && GameMain.Client == null
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{
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AnimController.Frozen = false;
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}
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if (networkUpdateSent)
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{
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foreach (Key key in keys)
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{
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key.DequeueHit();
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key.DequeueHeld();
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}
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networkUpdateSent = false;
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}
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}
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public virtual void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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if (GameMain.Server == null) return;
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switch (type)
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{
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case ClientNetObject.CHARACTER_INPUT:
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if (c.Character != this)
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{
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#if DEBUG
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DebugConsole.Log("Received a character update message from a client who's not controlling the character");
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#endif
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return;
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}
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UInt16 networkUpdateID = msg.ReadUInt16();
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byte inputCount = msg.ReadByte();
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if (AllowInput) Enabled = true;
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for (int i = 0; i < inputCount; i++)
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{
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InputNetFlags newInput = (InputNetFlags)msg.ReadRangedInteger(0, (int)InputNetFlags.MaxVal);
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UInt16 newAim = 0;
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UInt16 newInteract = 0;
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if (newInput.HasFlag(InputNetFlags.Aim))
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{
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newAim = msg.ReadUInt16();
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}
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if (newInput.HasFlag(InputNetFlags.Select) || newInput.HasFlag(InputNetFlags.Use))
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{
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newInteract = msg.ReadUInt16();
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}
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if (AllowInput)
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{
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if (NetIdUtils.IdMoreRecent((ushort)(networkUpdateID - i), LastNetworkUpdateID) && (i < 60))
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{
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NetInputMem newMem = new NetInputMem();
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newMem.states = newInput;
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newMem.intAim = newAim;
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newMem.interact = newInteract;
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newMem.networkUpdateID = (ushort)(networkUpdateID - i);
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memInput.Insert(i, newMem);
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}
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}
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}
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if (NetIdUtils.IdMoreRecent(networkUpdateID, LastNetworkUpdateID))
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{
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LastNetworkUpdateID = networkUpdateID;
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}
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if (memInput.Count > 60)
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{
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//deleting inputs from the queue here means the server is way behind and data needs to be dropped
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//we'll make the server drop down to 30 inputs for good measure
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memInput.RemoveRange(30, memInput.Count - 30);
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}
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break;
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case ClientNetObject.ENTITY_STATE:
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int eventType = msg.ReadRangedInteger(0,2);
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switch (eventType)
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{
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case 0:
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inventory.ServerRead(type, msg, c);
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break;
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case 1:
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if (c.Character != this)
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{
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#if DEBUG
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DebugConsole.Log("Received a character update message from a client who's not controlling the character");
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#endif
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return;
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}
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bool doingCPR = msg.ReadBoolean();
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AnimController.Anim = doingCPR ? AnimController.Animation.CPR : AnimController.Animation.None;
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break;
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case 2:
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if (c.Character != this)
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{
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#if DEBUG
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DebugConsole.Log("Received a character update message from a client who's not controlling the character");
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#endif
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return;
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}
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if (IsUnconscious)
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{
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Kill(lastAttackCauseOfDeath);
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}
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break;
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}
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msg.ReadPadBits();
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break;
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}
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}
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public virtual void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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if (GameMain.Server == null) return;
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if (extraData != null)
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{
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switch ((NetEntityEvent.Type)extraData[0])
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{
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case NetEntityEvent.Type.InventoryState:
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msg.WriteRangedInteger(0, 2, 0);
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inventory.ClientWrite(msg, extraData);
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break;
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case NetEntityEvent.Type.Control:
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msg.WriteRangedInteger(0, 2, 1);
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Client owner = ((Client)extraData[1]);
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msg.Write(owner == null ? (byte)0 : owner.ID);
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break;
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case NetEntityEvent.Type.Status:
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msg.WriteRangedInteger(0, 2, 2);
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WriteStatus(msg);
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break;
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}
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msg.WritePadBits();
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}
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else
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{
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msg.Write(ID);
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NetBuffer tempBuffer = new NetBuffer();
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if (this == c.Character)
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{
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tempBuffer.Write(true);
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if (LastNetworkUpdateID < memInput.Count + 1)
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{
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tempBuffer.Write((UInt16)0);
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}
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else
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{
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tempBuffer.Write((UInt16)(LastNetworkUpdateID - memInput.Count - 1));
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}
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}
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else
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{
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tempBuffer.Write(false);
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bool aiming = false;
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bool use = false;
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bool attack = false;
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if (IsRemotePlayer)
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{
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aiming = dequeuedInput.HasFlag(InputNetFlags.Aim);
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use = dequeuedInput.HasFlag(InputNetFlags.Use);
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attack = dequeuedInput.HasFlag(InputNetFlags.Attack);
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}
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else if (keys != null)
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{
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aiming = keys[(int)InputType.Aim].GetHeldQueue;
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use = keys[(int)InputType.Use].GetHeldQueue;
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attack = keys[(int)InputType.Attack].GetHeldQueue;
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networkUpdateSent = true;
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}
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tempBuffer.Write(aiming);
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tempBuffer.Write(use);
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bool hasAttackLimb = AnimController.Limbs.Any(l => l != null && l.attack != null);
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tempBuffer.Write(hasAttackLimb);
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if (hasAttackLimb) tempBuffer.Write(attack);
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if (aiming)
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{
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Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position);
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tempBuffer.Write((UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)));
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}
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tempBuffer.Write(AnimController.TargetDir == Direction.Right);
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}
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if (selectedCharacter != null || selectedConstruction != null)
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{
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tempBuffer.Write(true);
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tempBuffer.Write(selectedCharacter != null ? selectedCharacter.ID : selectedConstruction.ID);
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if (selectedCharacter != null)
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{
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tempBuffer.Write(AnimController.Anim == AnimController.Animation.CPR);
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}
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}
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else
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{
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tempBuffer.Write(false);
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}
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tempBuffer.Write(SimPosition.X);
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tempBuffer.Write(SimPosition.Y);
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tempBuffer.WritePadBits();
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msg.Write((byte)tempBuffer.LengthBytes);
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msg.Write(tempBuffer);
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}
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}
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private void WriteStatus(NetBuffer msg)
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{
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if (GameMain.Client != null)
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{
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DebugConsole.ThrowError("Client attempted to write character status to a networked message");
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return;
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}
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msg.Write(isDead);
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if (isDead)
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{
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msg.Write((byte)causeOfDeath);
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}
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else
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{
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msg.WriteRangedSingle(health, minHealth, maxHealth, 8);
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msg.Write(oxygen < 100.0f);
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if (oxygen < 100.0f)
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{
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msg.WriteRangedSingle(oxygen, -100.0f, 100.0f, 8);
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}
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msg.Write(bleeding > 0.0f);
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if (bleeding > 0.0f)
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{
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msg.WriteRangedSingle(bleeding, 0.0f, 5.0f, 8);
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}
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msg.Write(Stun > 0.0f);
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if (Stun > 0.0f)
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{
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msg.WriteRangedSingle(MathHelper.Clamp(Stun, 0.0f, MaxStun), 0.0f, MaxStun, 8);
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}
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msg.Write(HuskInfectionState > 0.0f);
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}
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}
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private void ReadStatus(NetBuffer msg)
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{
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if (GameMain.Server != null)
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{
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DebugConsole.ThrowError("Server attempted to read character status from a networked message");
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return;
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}
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bool isDead = msg.ReadBoolean();
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if (isDead)
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{
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causeOfDeath = (CauseOfDeath)msg.ReadByte();
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if (causeOfDeath == CauseOfDeath.Pressure)
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{
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Implode(true);
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}
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else
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{
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Kill(causeOfDeath, true);
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}
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}
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else
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{
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health = msg.ReadRangedSingle(minHealth, maxHealth, 8);
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bool lowOxygen = msg.ReadBoolean();
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if (lowOxygen)
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{
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Oxygen = msg.ReadRangedSingle(-100.0f, 100.0f, 8);
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}
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else
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{
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Oxygen = 100.0f;
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}
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bool isBleeding = msg.ReadBoolean();
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if (isBleeding)
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{
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bleeding = msg.ReadRangedSingle(0.0f, 5.0f, 8);
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}
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else
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{
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bleeding = 0.0f;
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}
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bool stunned = msg.ReadBoolean();
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if (stunned)
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{
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float newStunTimer = msg.ReadRangedSingle(0.0f, 60.0f, 8);
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SetStun(newStunTimer, true, true);
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}
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else
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{
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SetStun(0.0f, true, true);
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}
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bool huskInfected = msg.ReadBoolean();
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if (huskInfected)
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{
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HuskInfectionState = Math.Max(HuskInfectionState, 0.01f);
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}
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else
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{
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HuskInfectionState = 0.0f;
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}
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}
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}
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public void WriteSpawnData(NetBuffer msg)
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{
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if (GameMain.Server == null) return;
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msg.Write(Info == null);
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msg.Write(ID);
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msg.Write(ConfigPath);
|
|
|
|
msg.Write(WorldPosition.X);
|
|
msg.Write(WorldPosition.Y);
|
|
|
|
msg.Write(Enabled);
|
|
|
|
//character with no characterinfo (e.g. some monster)
|
|
if (Info == null) return;
|
|
|
|
Client ownerClient = GameMain.Server.ConnectedClients.Find(c => c.Character == this);
|
|
if (ownerClient != null)
|
|
{
|
|
msg.Write(true);
|
|
msg.Write(ownerClient.ID);
|
|
}
|
|
else if (GameMain.Server.Character == this)
|
|
{
|
|
msg.Write(true);
|
|
msg.Write((byte)0);
|
|
}
|
|
else
|
|
{
|
|
msg.Write(false);
|
|
}
|
|
|
|
msg.Write(Info.Name);
|
|
msg.Write(TeamID);
|
|
|
|
msg.Write(this is AICharacter);
|
|
msg.Write(Info.Gender == Gender.Female);
|
|
msg.Write((byte)Info.HeadSpriteId);
|
|
if (info.Job != null)
|
|
{
|
|
msg.Write(Info.Job.Name);
|
|
msg.Write((byte)info.Job.Skills.Count);
|
|
foreach (Skill skill in info.Job.Skills)
|
|
{
|
|
msg.Write(skill.Name);
|
|
msg.WriteRangedInteger(0, 100, MathHelper.Clamp(skill.Level, 0, 100));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
msg.Write("");
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|