Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Characters/CharacterNetworking.cs
2020-03-04 13:04:10 +01:00

547 lines
22 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
partial class Character
{
public string OwnerClientEndPoint;
public string OwnerClientName;
public bool ClientDisconnected;
public float KillDisconnectedTimer;
private bool networkUpdateSent;
private double LastInputTime;
public float GetPositionUpdateInterval(Client recipient)
{
if (!Enabled) { return 1000.0f; }
Vector2 comparePosition = recipient.SpectatePos == null ? recipient.Character.WorldPosition : recipient.SpectatePos.Value;
float distance = Vector2.Distance(comparePosition, WorldPosition);
float priority = 1.0f - MathUtils.InverseLerp(
NetConfig.HighPrioCharacterPositionUpdateDistance,
NetConfig.LowPrioCharacterPositionUpdateDistance,
distance);
float interval = MathHelper.Lerp(
NetConfig.LowPrioCharacterPositionUpdateInterval,
NetConfig.HighPrioCharacterPositionUpdateInterval,
priority);
if (IsDead)
{
interval = Math.Max(interval * 2, 0.1f);
}
return interval;
}
partial void UpdateNetInput()
{
if (!(this is AICharacter) || IsRemotePlayer)
{
if (!CanMove)
{
AnimController.Frozen = false;
if (memInput.Count > 0)
{
prevDequeuedInput = dequeuedInput;
dequeuedInput = memInput[memInput.Count - 1].states;
memInput.RemoveAt(memInput.Count - 1);
}
}
else if (memInput.Count == 0)
{
AnimController.Frozen = true;
if (Timing.TotalTime > LastInputTime + 0.5)
{
//no inputs have been received in 0.5 seconds, reset input
//(if there's a temporary network hiccup that prevents us from receiving inputs, we assume the inputs haven't changed,
//but if it takes too long, for example due to a client crashing/disconnecting, we don't want to keep the character
//firing a welding tool or whatever else they were doing until the kill disconnect timer kicks in)
prevDequeuedInput = dequeuedInput =
dequeuedInput.HasFlag(InputNetFlags.FacingLeft) ? InputNetFlags.FacingLeft : InputNetFlags.None;
}
}
else
{
AnimController.Frozen = false;
prevDequeuedInput = dequeuedInput;
LastProcessedID = memInput[memInput.Count - 1].networkUpdateID;
dequeuedInput = memInput[memInput.Count - 1].states;
double aimAngle = ((double)memInput[memInput.Count - 1].intAim / 65535.0) * 2.0 * Math.PI;
cursorPosition = AimRefPosition + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 500.0f;
//reset focus when attempting to use/select something
if (memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Use) ||
memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Select) ||
memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Deselect) ||
memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Health) ||
memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Grab))
{
focusedItem = null;
FocusedCharacter = null;
}
var closestEntity = FindEntityByID(memInput[memInput.Count - 1].interact);
if (closestEntity is Item)
{
if (CanInteractWith((Item)closestEntity))
{
focusedItem = (Item)closestEntity;
FocusedCharacter = null;
}
}
else if (closestEntity is Character)
{
if (CanInteractWith((Character)closestEntity))
{
FocusedCharacter = (Character)closestEntity;
focusedItem = null;
}
}
memInput.RemoveAt(memInput.Count - 1);
TransformCursorPos();
if ((dequeuedInput == InputNetFlags.None || dequeuedInput == InputNetFlags.FacingLeft) && Math.Abs(AnimController.Collider.LinearVelocity.X) < 0.005f && Math.Abs(AnimController.Collider.LinearVelocity.Y) < 0.2f)
{
while (memInput.Count > 5 && memInput[memInput.Count - 1].states == dequeuedInput)
{
//remove inputs where the player is not moving at all
//helps the server catch up, shouldn't affect final position
LastProcessedID = memInput[memInput.Count - 1].networkUpdateID;
memInput.RemoveAt(memInput.Count - 1);
}
}
}
}
AnimController.Frozen = false;
if (networkUpdateSent)
{
foreach (Key key in keys)
{
key.DequeueHit();
key.DequeueHeld();
}
networkUpdateSent = false;
}
}
public virtual void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
{
if (GameMain.Server == null) return;
switch (type)
{
case ClientNetObject.CHARACTER_INPUT:
if (c.Character != this)
{
#if DEBUG
DebugConsole.Log("Received a character update message from a client who's not controlling the character");
#endif
return;
}
UInt16 networkUpdateID = msg.ReadUInt16();
byte inputCount = msg.ReadByte();
if (AllowInput) { Enabled = true; }
for (int i = 0; i < inputCount; i++)
{
InputNetFlags newInput = (InputNetFlags)msg.ReadRangedInteger(0, (int)InputNetFlags.MaxVal);
UInt16 newAim = 0;
UInt16 newInteract = 0;
if (newInput != InputNetFlags.None && newInput != InputNetFlags.FacingLeft)
{
c.KickAFKTimer = 0.0f;
}
else if (AnimController.Dir < 0.0f != newInput.HasFlag(InputNetFlags.FacingLeft))
{
//character changed the direction they're facing
c.KickAFKTimer = 0.0f;
}
newAim = msg.ReadUInt16();
if (newInput.HasFlag(InputNetFlags.Select) ||
newInput.HasFlag(InputNetFlags.Deselect) ||
newInput.HasFlag(InputNetFlags.Use) ||
newInput.HasFlag(InputNetFlags.Health) ||
newInput.HasFlag(InputNetFlags.Grab))
{
newInteract = msg.ReadUInt16();
}
if (NetIdUtils.IdMoreRecent((ushort)(networkUpdateID - i), LastNetworkUpdateID) && (i < 60))
{
if ((i > 0 && memInput[i - 1].intAim != newAim))
{
c.KickAFKTimer = 0.0f;
}
NetInputMem newMem = new NetInputMem
{
states = newInput,
intAim = newAim,
interact = newInteract,
networkUpdateID = (ushort)(networkUpdateID - i)
};
memInput.Insert(i, newMem);
LastInputTime = Timing.TotalTime;
}
}
if (NetIdUtils.IdMoreRecent(networkUpdateID, LastNetworkUpdateID))
{
LastNetworkUpdateID = networkUpdateID;
}
if (memInput.Count > 60)
{
//deleting inputs from the queue here means the server is way behind and data needs to be dropped
//we'll make the server drop down to 30 inputs for good measure
memInput.RemoveRange(30, memInput.Count - 30);
}
break;
case ClientNetObject.ENTITY_STATE:
int eventType = msg.ReadRangedInteger(0, 3);
switch (eventType)
{
case 0:
Inventory.ServerRead(type, msg, c);
break;
case 1:
bool doingCPR = msg.ReadBoolean();
if (c.Character != this)
{
#if DEBUG
DebugConsole.Log("Received a character update message from a client who's not controlling the character");
#endif
return;
}
AnimController.Anim = doingCPR ? AnimController.Animation.CPR : AnimController.Animation.None;
break;
case 2:
if (c.Character != this)
{
#if DEBUG
DebugConsole.Log("Received a character update message from a client who's not controlling the character");
#endif
return;
}
if (IsUnconscious)
{
var causeOfDeath = CharacterHealth.GetCauseOfDeath();
Kill(causeOfDeath.First, causeOfDeath.Second);
}
break;
}
break;
}
msg.ReadPadBits();
}
public virtual void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
if (GameMain.Server == null) return;
if (extraData != null)
{
switch ((NetEntityEvent.Type)extraData[0])
{
case NetEntityEvent.Type.InventoryState:
msg.WriteRangedInteger(0, 0, 3);
msg.Write(GameMain.Server.EntityEventManager.Events.Last()?.ID ?? (ushort)0);
Inventory.ServerWrite(msg, c);
break;
case NetEntityEvent.Type.Control:
msg.WriteRangedInteger(1, 0, 3);
Client owner = (Client)extraData[1];
msg.Write(owner != null && owner.Character == this && GameMain.Server.ConnectedClients.Contains(owner) ? owner.ID : (byte)0);
break;
case NetEntityEvent.Type.Status:
msg.WriteRangedInteger(2, 0, 3);
WriteStatus(msg);
break;
case NetEntityEvent.Type.UpdateSkills:
msg.WriteRangedInteger(3, 0, 3);
if (Info?.Job == null)
{
msg.Write((byte)0);
}
else
{
msg.Write((byte)Info.Job.Skills.Count);
foreach (Skill skill in Info.Job.Skills)
{
msg.Write(skill.Identifier);
msg.Write(skill.Level);
}
}
break;
default:
DebugConsole.ThrowError("Invalid NetworkEvent type for entity " + ToString() + " (" + (NetEntityEvent.Type)extraData[0] + ")");
break;
}
msg.WritePadBits();
}
else
{
msg.Write(ID);
IWriteMessage tempBuffer = new WriteOnlyMessage();
if (this == c.Character)
{
tempBuffer.Write(true);
if (LastNetworkUpdateID < memInput.Count + 1)
{
tempBuffer.Write((UInt16)0);
}
else
{
tempBuffer.Write((UInt16)(LastNetworkUpdateID - memInput.Count - 1));
}
}
else
{
tempBuffer.Write(false);
bool aiming = false;
bool use = false;
bool attack = false;
bool shoot = false;
if (IsRemotePlayer)
{
aiming = dequeuedInput.HasFlag(InputNetFlags.Aim);
use = dequeuedInput.HasFlag(InputNetFlags.Use);
attack = dequeuedInput.HasFlag(InputNetFlags.Attack);
shoot = dequeuedInput.HasFlag(InputNetFlags.Shoot);
}
else if (keys != null)
{
aiming = keys[(int)InputType.Aim].GetHeldQueue;
use = keys[(int)InputType.Use].GetHeldQueue;
attack = keys[(int)InputType.Attack].GetHeldQueue;
shoot = keys[(int)InputType.Shoot].GetHeldQueue;
networkUpdateSent = true;
}
tempBuffer.Write(aiming);
tempBuffer.Write(shoot);
tempBuffer.Write(use);
if (AnimController is HumanoidAnimController)
{
tempBuffer.Write(((HumanoidAnimController)AnimController).Crouching);
}
tempBuffer.Write(attack);
Vector2 relativeCursorPos = cursorPosition - AimRefPosition;
tempBuffer.Write((UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)));
tempBuffer.Write(IsRagdolled || IsUnconscious || Stun > 0.0f || IsDead);
tempBuffer.Write(AnimController.Dir > 0.0f);
}
if (SelectedCharacter != null || SelectedConstruction != null)
{
tempBuffer.Write(true);
tempBuffer.Write(SelectedCharacter != null ? SelectedCharacter.ID : NullEntityID);
tempBuffer.Write(SelectedConstruction != null ? SelectedConstruction.ID : NullEntityID);
if (SelectedCharacter != null)
{
tempBuffer.Write(AnimController.Anim == AnimController.Animation.CPR);
}
}
else
{
tempBuffer.Write(false);
}
tempBuffer.Write(SimPosition.X);
tempBuffer.Write(SimPosition.Y);
float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
AnimController.Collider.LinearVelocity = new Vector2(
MathHelper.Clamp(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel),
MathHelper.Clamp(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel));
tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.X, -MaxVel, MaxVel, 12);
tempBuffer.WriteRangedSingle(AnimController.Collider.LinearVelocity.Y, -MaxVel, MaxVel, 12);
bool fixedRotation = AnimController.Collider.FarseerBody.FixedRotation || !AnimController.Collider.PhysEnabled;
tempBuffer.Write(fixedRotation);
if (!fixedRotation)
{
tempBuffer.Write(AnimController.Collider.Rotation);
float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
AnimController.Collider.AngularVelocity = NetConfig.Quantize(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel, 8);
tempBuffer.WriteRangedSingle(MathHelper.Clamp(AnimController.Collider.AngularVelocity, -MaxAngularVel, MaxAngularVel), -MaxAngularVel, MaxAngularVel, 8);
}
bool writeStatus = healthUpdateTimer <= 0.0f;
tempBuffer.Write(writeStatus);
if (writeStatus)
{
WriteStatus(tempBuffer);
}
tempBuffer.WritePadBits();
msg.WriteVariableUInt32((uint)tempBuffer.LengthBytes);
msg.Write(tempBuffer.Buffer, 0, tempBuffer.LengthBytes);
}
}
private void WriteStatus(IWriteMessage msg)
{
msg.Write(IsDead);
if (IsDead)
{
msg.WriteRangedInteger((int)CauseOfDeath.Type, 0, Enum.GetValues(typeof(CauseOfDeathType)).Length - 1);
if (CauseOfDeath.Type == CauseOfDeathType.Affliction)
{
msg.Write(CauseOfDeath.Affliction.Identifier);
}
if (AnimController?.LimbJoints == null)
{
//0 limbs severed
msg.Write((byte)0);
}
else
{
List<int> severedJointIndices = new List<int>();
for (int i = 0; i < AnimController.LimbJoints.Length; i++)
{
if (AnimController.LimbJoints[i] != null && AnimController.LimbJoints[i].IsSevered)
{
severedJointIndices.Add(i);
}
}
msg.Write((byte)severedJointIndices.Count);
foreach (int jointIndex in severedJointIndices)
{
msg.Write((byte)jointIndex);
}
}
}
else
{
CharacterHealth.ServerWrite(msg);
}
}
public void WriteSpawnData(IWriteMessage msg, UInt16 entityId, bool restrictMessageSize)
{
if (GameMain.Server == null) return;
int msgLength = msg.LengthBytes;
msg.Write(Info == null);
msg.Write(entityId);
msg.Write(SpeciesName);
msg.Write(seed);
if (Removed)
{
msg.Write(0.0f);
msg.Write(0.0f);
}
else
{
msg.Write(WorldPosition.X);
msg.Write(WorldPosition.Y);
}
msg.Write(Enabled);
//character with no characterinfo (e.g. some monster)
if (Info == null)
{
TryWriteStatus(msg);
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((byte)TeamID);
msg.Write(this is AICharacter);
msg.Write(info.SpeciesName);
info.ServerWrite(msg);
// Current order
if (info.CurrentOrder != null)
{
msg.Write(true);
msg.Write((byte)Order.PrefabList.IndexOf(info.CurrentOrder.Prefab));
msg.Write(info.CurrentOrder.TargetEntity == null ? (UInt16)0 :
info.CurrentOrder.TargetEntity.ID);
if (info.CurrentOrder.OrderGiver != null)
{
msg.Write(true);
msg.Write(info.CurrentOrder.OrderGiver.ID);
}
else
{
msg.Write(false);
}
msg.Write((byte)(string.IsNullOrWhiteSpace(info.CurrentOrderOption) ? 0 :
Array.IndexOf(info.CurrentOrder.Prefab.Options, info.CurrentOrderOption)));
}
else
{
msg.Write(false);
}
TryWriteStatus(msg);
void TryWriteStatus(IWriteMessage msg)
{
var tempBuffer = new ReadWriteMessage();
WriteStatus(tempBuffer);
if (msg.LengthBytes + tempBuffer.LengthBytes >= 255 && restrictMessageSize)
{
msg.Write(false);
DebugConsole.ThrowError($"Error when writing character spawn data: status data caused the length of the message to exceed 255 bytes ({msg.LengthBytes} + {tempBuffer.LengthBytes})");
}
else
{
msg.Write(true);
WriteStatus(msg);
}
}
DebugConsole.Log("Character spawn message length: " + (msg.LengthBytes - msgLength));
}
}
}