Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/Source/Items/Components/Signal/Wire.cs
T
2019-09-20 20:11:18 +03:00

41 lines
1.5 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
partial class Wire : ItemComponent, IDrawableComponent, IServerSerializable
{
private void CreateNetworkEvent()
{
if (GameMain.Server == null) return;
//split into multiple events because one might not be enough to fit all the nodes
int eventCount = Math.Max((int)Math.Ceiling(nodes.Count / (float)MaxNodesPerNetworkEvent), 1);
for (int i = 0; i < eventCount; i++)
{
GameMain.Server.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ComponentState, item.GetComponentIndex(this), i });
}
}
public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
{
int eventIndex = (int)extraData[2];
int nodeStartIndex = eventIndex * MaxNodesPerNetworkEvent;
int nodeCount = MathHelper.Clamp(nodes.Count - nodeStartIndex, 0, MaxNodesPerNetworkEvent);
msg.WriteRangedInteger(eventIndex, 0, (int)Math.Ceiling(MaxNodeCount / (float)MaxNodesPerNetworkEvent));
msg.WriteRangedInteger(nodeCount, 0, MaxNodesPerNetworkEvent);
for (int i = nodeStartIndex; i < nodeStartIndex + nodeCount; i++)
{
msg.Write(nodes[i].X);
msg.Write(nodes[i].Y);
}
}
}
}