Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/Source/Items/Item.cs
2019-03-27 20:52:47 +02:00

353 lines
16 KiB
C#

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<WifiComponent>())
{
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>(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 });
}
}
}