- AICharacter, hull, structure and submarine updates from clients are ignored - character updates from anyone else than the client controlling the character are ignored - players can't pick/drop items from anyone else's inventory (unless the target is unconscious/stunned/cuffed) - server has authority over reactor temperature
159 lines
4.5 KiB
C#
159 lines
4.5 KiB
C#
using System.Collections.Generic;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Barotrauma.Networking;
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using System.Linq;
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using System;
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namespace Barotrauma
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{
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class Entity
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{
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private static Dictionary<ushort, Entity> dictionary = new Dictionary<ushort, Entity>();
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private ushort id;
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protected AITarget aiTarget;
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//protected float soundRange;
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//protected float sightRange;
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public ushort ID
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{
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get
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{
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return id;
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}
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set
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{
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Entity thisEntity;
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if (dictionary.TryGetValue(id, out thisEntity) && thisEntity == this)
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{
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dictionary.Remove(id);
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}
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//if there's already an entity with the same ID, give it the old ID of this one
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Entity existingEntity;
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if (dictionary.TryGetValue(value, out existingEntity))
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{
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System.Diagnostics.Debug.WriteLine(existingEntity+" had the same ID as "+this);
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dictionary.Remove(value);
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dictionary.Add(id, existingEntity);
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existingEntity.id = id;
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}
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id = value;
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dictionary.Add(id, this);
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}
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}
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public virtual Vector2 SimPosition
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{
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get { return Vector2.Zero; }
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}
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public virtual Vector2 Position
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{
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get { return Vector2.Zero; }
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}
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public virtual Vector2 WorldPosition
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{
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get { return Submarine == null ? Position : Submarine.Position + Position; }
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}
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public virtual Vector2 DrawPosition
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{
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get { return Submarine == null ? Position : Submarine.DrawPosition + Position; }
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}
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public Submarine Submarine
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{
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get;
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set;
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}
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public AITarget AiTarget
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{
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get { return aiTarget; }
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}
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public Entity(Submarine submarine)
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{
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this.Submarine = submarine;
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//give an unique ID
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bool IDfound;
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id = submarine == null ? (ushort)1 : submarine.IdOffset;
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do
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{
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id += 1;
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IDfound = dictionary.ContainsKey(id);
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} while (IDfound);
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dictionary.Add(id, this);
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}
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/// <summary>
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/// Writes the state of the entity into the message
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/// </summary>
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/// <param name="data">some data that was saved when the networkevent was created</param>
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/// <returns>false if something went wrong when filling the message, true if the msg is ready to be sent</returns>
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public virtual bool FillNetworkData(NetworkEventType type, NetBuffer message, object data)
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{
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return false;
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}
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/// <summary>
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/// Updates the state of the entity based on the data in the message
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/// </summary>
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/// <param name="sendingTime"></param>
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/// <param name="data"></param>
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/// <returns>false if the message is not valid (client trying to change something they're not authorized to, corrupt data, etc) and should be ignored</returns>
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public virtual bool ReadNetworkData(NetworkEventType type, NetIncomingMessage message, float sendingTime, out object data)
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{
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data = null;
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return false;
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}
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/// <summary>
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/// Find an entity based on the ID
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/// </summary>
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public static Entity FindEntityByID(ushort ID)
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{
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Entity matchingEntity;
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dictionary.TryGetValue(ID, out matchingEntity);
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return matchingEntity;
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}
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public static void RemoveAll()
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{
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List<Entity> list = new List<Entity>(dictionary.Values);
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foreach (Entity e in list)
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{
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e.Remove();
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}
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dictionary.Clear();
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}
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public virtual void Remove()
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{
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dictionary.Remove(ID);
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}
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public static void DumpIds(int count)
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{
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List<Entity> entities = dictionary.Values.OrderByDescending(e => e.id).ToList();
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count = Math.Min(entities.Count, count);
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for (int i = 0; i < count; i++)
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{
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DebugConsole.ThrowError(entities[i].id + ": " + entities[i].ToString());
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}
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}
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}
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}
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