Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Characters/CharacterNetworking.cs
Juan Pablo Arce 3f2c843247 Unstable v0.19.3.0
2022-09-02 15:10:56 -03:00

750 lines
36 KiB
C#

using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
namespace Barotrauma
{
partial class Character
{
partial void UpdateNetInput()
{
if (GameMain.Client != null)
{
if (this != Controlled)
{
if (GameMain.Client.EndCinematic != null &&
GameMain.Client.EndCinematic.Running) // Freezes the characters during the ending cinematic
{
AnimController.Frozen = true;
memState.Clear();
return;
}
//freeze AI characters if more than x seconds have passed since last update from the server
if (lastRecvPositionUpdateTime < Lidgren.Network.NetTime.Now - NetConfig.FreezeCharacterIfPositionDataMissingDelay)
{
AnimController.Frozen = true;
memState.Clear();
//hide after y seconds
if (lastRecvPositionUpdateTime < Lidgren.Network.NetTime.Now - NetConfig.DisableCharacterIfPositionDataMissingDelay)
{
Enabled = false;
return;
}
}
}
else
{
var posInfo = new CharacterStateInfo(
SimPosition,
AnimController.Collider.Rotation,
LastNetworkUpdateID,
AnimController.TargetDir,
SelectedCharacter,
SelectedItem,
SelectedSecondaryItem,
AnimController.Anim);
memLocalState.Add(posInfo);
InputNetFlags newInput = InputNetFlags.None;
if (IsKeyDown(InputType.Left)) newInput |= InputNetFlags.Left;
if (IsKeyDown(InputType.Right)) newInput |= InputNetFlags.Right;
if (IsKeyDown(InputType.Up)) newInput |= InputNetFlags.Up;
if (IsKeyDown(InputType.Down)) newInput |= InputNetFlags.Down;
if (IsKeyDown(InputType.Run)) newInput |= InputNetFlags.Run;
if (IsKeyDown(InputType.Crouch)) newInput |= InputNetFlags.Crouch;
if (IsKeyHit(InputType.Select)) newInput |= InputNetFlags.Select; //TODO: clean up the way this input is registered
if (IsKeyHit(InputType.Deselect)) newInput |= InputNetFlags.Deselect;
if (IsKeyHit(InputType.Health)) newInput |= InputNetFlags.Health;
if (IsKeyHit(InputType.Grab)) newInput |= InputNetFlags.Grab;
if (IsKeyDown(InputType.Use)) newInput |= InputNetFlags.Use;
if (IsKeyDown(InputType.Aim)) newInput |= InputNetFlags.Aim;
if (IsKeyDown(InputType.Shoot)) newInput |= InputNetFlags.Shoot;
if (IsKeyDown(InputType.Attack)) newInput |= InputNetFlags.Attack;
if (IsKeyDown(InputType.Ragdoll)) newInput |= InputNetFlags.Ragdoll;
if (AnimController.TargetDir == Direction.Left) newInput |= InputNetFlags.FacingLeft;
Vector2 relativeCursorPos = cursorPosition - AimRefPosition;
relativeCursorPos.Normalize();
UInt16 intAngle = (UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI));
NetInputMem newMem = new NetInputMem
{
states = newInput,
intAim = intAngle
};
if (FocusedCharacter != null &&
FocusedCharacter.CampaignInteractionType != CampaignMode.InteractionType.None &&
newMem.states.HasFlag(InputNetFlags.Use))
{
newMem.interact = FocusedCharacter.ID;
}
else if (newMem.states.HasFlag(InputNetFlags.Use) && (FocusedCharacter?.IsPet ?? false))
{
newMem.interact = FocusedCharacter.ID;
}
else if (focusedItem != null && !CharacterInventory.DraggingItemToWorld &&
!newMem.states.HasFlag(InputNetFlags.Grab) && !newMem.states.HasFlag(InputNetFlags.Health))
{
newMem.interact = focusedItem.ID;
}
else if (FocusedCharacter != null)
{
newMem.interact = FocusedCharacter.ID;
}
memInput.Insert(0, newMem);
LastNetworkUpdateID++;
if (memInput.Count > 60)
{
memInput.RemoveRange(60, memInput.Count - 60);
}
}
}
else //this == Character.Controlled && GameMain.Client == null
{
AnimController.Frozen = false;
}
}
public void ClientWriteInput(IWriteMessage msg)
{
msg.WriteByte((byte)ClientNetObject.CHARACTER_INPUT);
if (memInput.Count > 60)
{
memInput.RemoveRange(60, memInput.Count - 60);
}
msg.WriteUInt16(LastNetworkUpdateID);
byte inputCount = Math.Min((byte)memInput.Count, (byte)60);
msg.WriteByte(inputCount);
for (int i = 0; i < inputCount; i++)
{
msg.WriteRangedInteger((int)memInput[i].states, 0, (int)InputNetFlags.MaxVal);
msg.WriteUInt16(memInput[i].intAim);
if (memInput[i].states.HasFlag(InputNetFlags.Select) ||
memInput[i].states.HasFlag(InputNetFlags.Deselect) ||
memInput[i].states.HasFlag(InputNetFlags.Use) ||
memInput[i].states.HasFlag(InputNetFlags.Health) ||
memInput[i].states.HasFlag(InputNetFlags.Grab))
{
msg.WriteUInt16(memInput[i].interact);
}
}
}
public virtual void ClientEventWrite(IWriteMessage msg, NetEntityEvent.IData extraData = null)
{
if (!(extraData is IEventData eventData)) { throw new Exception($"Malformed character event: expected {nameof(Character)}.{nameof(IEventData)}"); }
msg.WriteRangedInteger((int)eventData.EventType, (int)EventType.MinValue, (int)EventType.MaxValue);
switch (eventData)
{
case InventoryStateEventData inventoryStateEventData:
Inventory.ClientEventWrite(msg, inventoryStateEventData);
break;
case TreatmentEventData _:
msg.WriteBoolean(AnimController.Anim == AnimController.Animation.CPR);
break;
case CharacterStatusEventData _:
//do nothing
break;
case UpdateTalentsEventData _:
msg.WriteUInt16((ushort)characterTalents.Count);
foreach (var unlockedTalent in characterTalents)
{
msg.WriteUInt32(unlockedTalent.Prefab.UintIdentifier);
}
break;
default:
throw new Exception($"Malformed character event: did not expect {eventData.GetType().Name}");
}
}
public void ClientReadPosition(IReadMessage msg, float sendingTime)
{
bool facingRight = AnimController.Dir > 0.0f;
lastRecvPositionUpdateTime = (float)Lidgren.Network.NetTime.Now;
AnimController.Frozen = false;
Enabled = true;
//if we start receiving position updates, it means the character's no longer disabled
if (DisabledByEvent && !Removed)
{
DisabledByEvent = false;
}
UInt16 networkUpdateID = 0;
if (msg.ReadBoolean())
{
networkUpdateID = msg.ReadUInt16();
}
else
{
bool aimInput = msg.ReadBoolean();
keys[(int)InputType.Aim].Held = aimInput;
keys[(int)InputType.Aim].SetState(false, aimInput);
bool shootInput = msg.ReadBoolean();
keys[(int)InputType.Shoot].Held = shootInput;
keys[(int)InputType.Shoot].SetState(false, shootInput);
bool useInput = msg.ReadBoolean();
keys[(int)InputType.Use].Held = useInput;
keys[(int)InputType.Use].SetState(false, useInput);
if (AnimController is HumanoidAnimController)
{
bool crouching = msg.ReadBoolean();
keys[(int)InputType.Crouch].Held = crouching;
keys[(int)InputType.Crouch].SetState(false, crouching);
}
bool attackInput = msg.ReadBoolean();
keys[(int)InputType.Attack].Held = attackInput;
keys[(int)InputType.Attack].SetState(false, attackInput);
double aimAngle = msg.ReadUInt16() / 65535.0 * 2.0 * Math.PI;
cursorPosition = AimRefPosition + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 500.0f;
TransformCursorPos();
bool ragdollInput = msg.ReadBoolean();
keys[(int)InputType.Ragdoll].Held = ragdollInput;
keys[(int)InputType.Ragdoll].SetState(false, ragdollInput);
facingRight = msg.ReadBoolean();
}
bool entitySelected = msg.ReadBoolean();
Character selectedCharacter = null;
Item selectedItem = null, selectedSecondaryItem = null;
AnimController.Animation animation = AnimController.Animation.None;
if (entitySelected)
{
ushort characterID = msg.ReadUInt16();
ushort itemID = msg.ReadUInt16();
ushort secondaryItemID = msg.ReadUInt16();
selectedCharacter = FindEntityByID(characterID) as Character;
selectedItem = FindEntityByID(itemID) as Item;
selectedSecondaryItem = FindEntityByID(secondaryItemID) as Item;
if (characterID != NullEntityID)
{
bool doingCpr = msg.ReadBoolean();
if (doingCpr && SelectedCharacter != null)
{
animation = AnimController.Animation.CPR;
}
}
}
Vector2 pos = new Vector2(
msg.ReadSingle(),
msg.ReadSingle());
float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
Vector2 linearVelocity = new Vector2(
msg.ReadRangedSingle(-MaxVel, MaxVel, 12),
msg.ReadRangedSingle(-MaxVel, MaxVel, 12));
linearVelocity = NetConfig.Quantize(linearVelocity, -MaxVel, MaxVel, 12);
bool fixedRotation = msg.ReadBoolean();
float? rotation = null;
float? angularVelocity = null;
if (!fixedRotation)
{
rotation = msg.ReadSingle();
float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
angularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8);
angularVelocity = NetConfig.Quantize(angularVelocity.Value, -MaxAngularVel, MaxAngularVel, 8);
}
bool readStatus = msg.ReadBoolean();
if (readStatus)
{
ReadStatus(msg);
AIController?.ClientRead(msg);
}
msg.ReadPadBits();
int index = 0;
if (GameMain.Client.Character == this && CanMove)
{
var posInfo = new CharacterStateInfo(
pos, rotation,
networkUpdateID,
facingRight ? Direction.Right : Direction.Left,
selectedCharacter, selectedItem, selectedSecondaryItem, animation);
while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
index++;
memState.Insert(index, posInfo);
}
else
{
var posInfo = new CharacterStateInfo(
pos, rotation,
linearVelocity, angularVelocity,
sendingTime, facingRight ? Direction.Right : Direction.Left,
selectedCharacter, selectedItem, selectedSecondaryItem, animation);
while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
index++;
memState.Insert(index, posInfo);
}
}
public virtual void ClientEventRead(IReadMessage msg, float sendingTime)
{
EventType eventType = (EventType)msg.ReadRangedInteger((int)EventType.MinValue, (int)EventType.MaxValue);
switch (eventType)
{
case EventType.InventoryState:
if (Inventory == null)
{
string errorMsg = "Received an inventory update message for an entity with no inventory ([name], removed: " + Removed + ")";
DebugConsole.ThrowError(errorMsg.Replace("[name]", Name));
GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ClientRead:NoInventory" + ID, GameAnalyticsManager.ErrorSeverity.Error, errorMsg.Replace("[name]", SpeciesName.Value));
//read anyway to prevent messing up reading the rest of the message
_ = msg.ReadUInt16();
byte inventoryItemCount = msg.ReadByte();
for (int i = 0; i < inventoryItemCount; i++)
{
msg.ReadUInt16();
}
}
else
{
Inventory.ClientEventRead(msg, sendingTime);
}
break;
case EventType.Control:
bool myCharacter = msg.ReadBoolean();
byte ownerID = msg.ReadByte();
ResetNetState();
if (myCharacter)
{
if (controlled != null)
{
LastNetworkUpdateID = controlled.LastNetworkUpdateID;
}
if (!IsDead) { Controlled = this; }
IsRemotePlayer = false;
GameMain.Client.HasSpawned = true;
GameMain.Client.Character = this;
GameMain.LightManager.LosEnabled = true;
GameMain.LightManager.LosAlpha = 1f;
GameMain.Client.WaitForNextRoundRespawn = null;
}
else
{
if (controlled == this)
{
Controlled = null;
}
if (GameMain.Client?.Character == this)
{
GameMain.Client.Character = null;
}
IsRemotePlayer = ownerID > 0;
}
break;
case EventType.Status:
ReadStatus(msg);
break;
case EventType.UpdateSkills:
int skillCount = msg.ReadByte();
for (int i = 0; i < skillCount; i++)
{
Identifier skillIdentifier = msg.ReadIdentifier();
float skillLevel = msg.ReadSingle();
info?.SetSkillLevel(skillIdentifier, skillLevel);
}
break;
case EventType.SetAttackTarget:
case EventType.ExecuteAttack:
int attackLimbIndex = msg.ReadByte();
UInt16 targetEntityID = msg.ReadUInt16();
int targetLimbIndex = msg.ReadByte();
float targetX = msg.ReadSingle();
float targetY = msg.ReadSingle();
Vector2 targetSimPos = new Vector2(targetX, targetY);
//255 = entity already removed, no need to do anything
if (attackLimbIndex == 255 || Removed) { break; }
if (attackLimbIndex >= AnimController.Limbs.Length)
{
//it's possible to get these errors when mid-round syncing, as the client may not
//yet know about afflictions that have given the character extra limbs (e.g. spineling genes)
//ignoring the error should be safe though, not executing the attack should not cause any further issues
if (!GameMain.Client.MidRoundSyncing)
{
string errorMsg = $"Received invalid {(eventType == EventType.SetAttackTarget ? "SetAttackTarget" : "ExecuteAttack")} message. Limb index out of bounds (character: {Name}, limb index: {attackLimbIndex}, limb count: {AnimController.Limbs.Length})";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Character.ClientEventRead:AttackLimbOutOfBounds", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
}
break;
}
Limb attackLimb = AnimController.Limbs[attackLimbIndex];
Limb targetLimb = null;
IDamageable targetEntity = FindEntityByID(targetEntityID) as IDamageable;
if (targetEntity == null && eventType == EventType.SetAttackTarget)
{
DebugConsole.ThrowError($"Received invalid SetAttackTarget message. Target entity not found (ID {targetEntityID})");
GameAnalyticsManager.AddErrorEventOnce("Character.ClientEventRead:TargetNotFound", GameAnalyticsManager.ErrorSeverity.Error, "Received invalid SetAttackTarget message. Target entity not found.");
break;
}
if (targetEntity is Character targetCharacter && targetLimbIndex != 255)
{
if (targetLimbIndex >= targetCharacter.AnimController.Limbs.Length)
{
DebugConsole.ThrowError($"Received invalid {(eventType == EventType.SetAttackTarget ? "SetAttackTarget" : "ExecuteAttack")} message. Target limb index out of bounds (target character: {targetCharacter.Name}, limb index: {targetLimbIndex}, limb count: {targetCharacter.AnimController.Limbs.Length})");
string errorMsgWithoutName = $"Received invalid {(eventType == EventType.SetAttackTarget ? "SetAttackTarget" : "ExecuteAttack")} message. Target limb index out of bounds (target character: {targetCharacter.SpeciesName}, limb index: {targetLimbIndex}, limb count: {targetCharacter.AnimController.Limbs.Length})";
GameAnalyticsManager.AddErrorEventOnce("Character.ClientEventRead:TargetLimbOutOfBounds", GameAnalyticsManager.ErrorSeverity.Error, errorMsgWithoutName);
break;
}
targetLimb = targetCharacter.AnimController.Limbs[targetLimbIndex];
}
if (attackLimb?.attack != null && Controlled != this)
{
if (eventType == EventType.SetAttackTarget)
{
SetAttackTarget(attackLimb, targetEntity, targetSimPos);
PlaySound(CharacterSound.SoundType.Attack, maxInterval: 3);
}
else
{
attackLimb.ExecuteAttack(targetEntity, targetLimb, out _);
}
}
break;
case EventType.AssignCampaignInteraction:
byte campaignInteractionType = msg.ReadByte();
bool requireConsciousness = msg.ReadBoolean();
(GameMain.GameSession?.GameMode as CampaignMode)?.AssignNPCMenuInteraction(this, (CampaignMode.InteractionType)campaignInteractionType);
RequireConsciousnessForCustomInteract = requireConsciousness;
break;
case EventType.ObjectiveManagerState:
// 1 = order, 2 = objective
AIObjectiveManager.ObjectiveType msgType
= (AIObjectiveManager.ObjectiveType)msg.ReadRangedInteger(
(int)AIObjectiveManager.ObjectiveType.MinValue,
(int)AIObjectiveManager.ObjectiveType.MaxValue);
if (msgType == 0) { break; }
bool validData = msg.ReadBoolean();
if (!validData) { break; }
if (msgType == AIObjectiveManager.ObjectiveType.Order)
{
UInt32 orderPrefabUintIdentifier = msg.ReadUInt32();
var orderPrefab = OrderPrefab.Prefabs.Find(p => p.UintIdentifier == orderPrefabUintIdentifier);
Identifier option = Identifier.Empty;
if (orderPrefab.HasOptions)
{
int optionIndex = msg.ReadRangedInteger(-1, orderPrefab.AllOptions.Length);
if (optionIndex > -1)
{
option = orderPrefab.AllOptions[optionIndex];
}
}
GameMain.GameSession?.CrewManager?.SetOrderHighlight(this, orderPrefab.Identifier, option);
}
else if (msgType == AIObjectiveManager.ObjectiveType.Objective)
{
Identifier identifier = msg.ReadIdentifier();
Identifier option = msg.ReadIdentifier();
ushort objectiveTargetEntityId = msg.ReadUInt16();
var objectiveTargetEntity = FindEntityByID(objectiveTargetEntityId);
GameMain.GameSession?.CrewManager?.CreateObjectiveIcon(this, identifier, option, objectiveTargetEntity);
}
break;
case EventType.TeamChange:
byte newTeamId = msg.ReadByte();
ChangeTeam((CharacterTeamType)newTeamId);
break;
case EventType.AddToCrew:
GameMain.GameSession.CrewManager.AddCharacter(this);
CharacterTeamType teamID = (CharacterTeamType)msg.ReadByte();
ushort itemCount = msg.ReadUInt16();
for (int i = 0; i < itemCount; i++)
{
ushort itemID = msg.ReadUInt16();
if (!(Entity.FindEntityByID(itemID) is Item item)) { continue; }
item.AllowStealing = true;
var wifiComponent = item.GetComponent<WifiComponent>();
if (wifiComponent != null)
{
wifiComponent.TeamID = teamID;
}
var idCard = item.GetComponent<IdCard>();
if (idCard != null)
{
idCard.TeamID = teamID;
idCard.SubmarineSpecificID = 0;
}
}
break;
case EventType.UpdateExperience:
int experienceAmount = msg.ReadInt32();
info?.SetExperience(experienceAmount);
break;
case EventType.UpdateTalents:
ushort talentCount = msg.ReadUInt16();
for (int i = 0; i < talentCount; i++)
{
bool addedThisRound = msg.ReadBoolean();
UInt32 talentIdentifier = msg.ReadUInt32();
GiveTalent(talentIdentifier, addedThisRound);
}
break;
case EventType.UpdateMoney:
int moneyAmount = msg.ReadInt32();
SetMoney(moneyAmount);
break;
case EventType.UpdatePermanentStats:
byte savedStatValueCount = msg.ReadByte();
StatTypes statType = (StatTypes)msg.ReadByte();
info?.ClearSavedStatValues(statType);
for (int i = 0; i < savedStatValueCount; i++)
{
string statIdentifier = msg.ReadString();
float statValue = msg.ReadSingle();
bool removeOnDeath = msg.ReadBoolean();
info?.ChangeSavedStatValue(statType, statValue, statIdentifier, removeOnDeath, setValue: true);
}
break;
}
msg.ReadPadBits();
}
public static Character ReadSpawnData(IReadMessage inc)
{
DebugConsole.Log("Reading character spawn data");
if (GameMain.Client == null) { return null; }
bool noInfo = inc.ReadBoolean();
ushort id = inc.ReadUInt16();
string speciesName = inc.ReadString();
string seed = inc.ReadString();
Vector2 position = new Vector2(inc.ReadSingle(), inc.ReadSingle());
bool enabled = inc.ReadBoolean();
bool disabledByEvent = inc.ReadBoolean();
DebugConsole.Log("Received spawn data for " + speciesName);
Character character = null;
if (noInfo)
{
try
{
character = Create(speciesName, position, seed, characterInfo: null, id: id, isRemotePlayer: false);
}
catch (Exception e)
{
DebugConsole.ThrowError($"Failed to spawn character {speciesName}", e);
throw;
}
bool containsStatusData = inc.ReadBoolean();
if (containsStatusData)
{
character.ReadStatus(inc);
}
}
else
{
bool hasOwner = inc.ReadBoolean();
int ownerId = hasOwner ? inc.ReadByte() : -1;
float humanPrefabHealthMultiplier = inc.ReadSingle();
int balance = inc.ReadInt32();
int rewardDistribution = inc.ReadRangedInteger(0, 100);
byte teamID = inc.ReadByte();
bool hasAi = inc.ReadBoolean();
Identifier infoSpeciesName = inc.ReadIdentifier();
CharacterInfo info = CharacterInfo.ClientRead(infoSpeciesName, inc);
try
{
character = Create(speciesName, position, seed, characterInfo: info, id: id, isRemotePlayer: ownerId > 0 && GameMain.Client.SessionId != ownerId, hasAi: hasAi);
}
catch (Exception e)
{
DebugConsole.ThrowError($"Failed to spawn character {speciesName}", e);
throw;
}
character.TeamID = (CharacterTeamType)teamID;
character.CampaignInteractionType = (CampaignMode.InteractionType)inc.ReadByte();
if (character.CampaignInteractionType == CampaignMode.InteractionType.Store)
{
character.MerchantIdentifier = inc.ReadIdentifier();
}
character.HumanPrefabHealthMultiplier = humanPrefabHealthMultiplier;
character.Wallet.Balance = balance;
character.Wallet.RewardDistribution = rewardDistribution;
if (character.CampaignInteractionType != CampaignMode.InteractionType.None)
{
(GameMain.GameSession.GameMode as CampaignMode)?.AssignNPCMenuInteraction(character, character.CampaignInteractionType);
}
// Check if the character has current orders
int orderCount = inc.ReadByte();
for (int i = 0; i < orderCount; i++)
{
UInt32 orderPrefabUintIdentifier = inc.ReadUInt32();
Entity targetEntity = FindEntityByID(inc.ReadUInt16());
Character orderGiver = inc.ReadBoolean() ? FindEntityByID(inc.ReadUInt16()) as Character : null;
int orderOptionIndex = inc.ReadByte();
int orderPriority = inc.ReadByte();
OrderTarget targetPosition = null;
if (inc.ReadBoolean())
{
var x = inc.ReadSingle();
var y = inc.ReadSingle();
var hull = FindEntityByID(inc.ReadUInt16()) as Hull;
targetPosition = new OrderTarget(new Vector2(x, y), hull, creatingFromExistingData: true);
}
OrderPrefab orderPrefab =
OrderPrefab.Prefabs.Find(p => p.UintIdentifier == orderPrefabUintIdentifier);
if (orderPrefab != null)
{
var component = orderPrefab.GetTargetItemComponent(targetEntity as Item);
if (!orderPrefab.MustSetTarget || (targetEntity != null && component != null) || targetPosition != null)
{
var order = targetPosition == null ?
new Order(orderPrefab, targetEntity, component, orderGiver: orderGiver) :
new Order(orderPrefab, targetPosition, orderGiver: orderGiver);
order = order.WithOption(
orderOptionIndex >= 0 && orderOptionIndex < orderPrefab.Options.Length
? orderPrefab.Options[orderOptionIndex]
: Identifier.Empty)
.WithManualPriority(orderPriority)
.WithOrderGiver(orderGiver);
character.SetOrder(order, isNewOrder: true, speak: false, force: true);
}
else
{
DebugConsole.ThrowError("Could not set order \"" + orderPrefab.Identifier + "\" for character \"" + character.Name + "\" because required target entity was not found.");
}
}
else
{
DebugConsole.ThrowError("Invalid order prefab index - index (" + orderPrefabUintIdentifier + ") out of bounds.");
}
}
bool containsStatusData = inc.ReadBoolean();
if (containsStatusData)
{
character.ReadStatus(inc);
}
if (character.IsHuman && character.TeamID != CharacterTeamType.FriendlyNPC && character.TeamID != CharacterTeamType.None && !character.IsDead)
{
CharacterInfo duplicateCharacterInfo = GameMain.GameSession.CrewManager.GetCharacterInfos().FirstOrDefault(c => c.ID == info.ID);
GameMain.GameSession.CrewManager.RemoveCharacterInfo(duplicateCharacterInfo);
GameMain.GameSession.CrewManager.AddCharacter(character);
}
if (GameMain.Client.SessionId == ownerId)
{
GameMain.Client.HasSpawned = true;
GameMain.Client.Character = character;
if (!character.IsDead) { Controlled = character; }
GameMain.LightManager.LosEnabled = true;
GameMain.LightManager.LosAlpha = 1f;
GameMain.NetLobbyScreen.CampaignCharacterDiscarded = false;
character.memInput.Clear();
character.memState.Clear();
character.memLocalState.Clear();
}
}
if (disabledByEvent)
{
character.DisabledByEvent = true;
}
else
{
character.Enabled = Controlled == character || enabled;
}
return character;
}
private void ReadStatus(IReadMessage msg)
{
bool isDead = msg.ReadBoolean();
if (isDead)
{
CauseOfDeathType causeOfDeathType = (CauseOfDeathType)msg.ReadRangedInteger(0, Enum.GetValues(typeof(CauseOfDeathType)).Length - 1);
AfflictionPrefab causeOfDeathAffliction = null;
if (causeOfDeathType == CauseOfDeathType.Affliction)
{
uint afflictionId = msg.ReadUInt32();
AfflictionPrefab afflictionPrefab = AfflictionPrefab.Prefabs.Find(p => p.UintIdentifier == afflictionId);
if (afflictionPrefab == null)
{
string errorMsg = $"Error in CharacterNetworking.ReadStatus: affliction not found (id {afflictionId})";
causeOfDeathType = CauseOfDeathType.Unknown;
GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ReadStatus:AfflictionNotFound", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
}
else
{
causeOfDeathAffliction = afflictionPrefab;
}
}
bool containsAfflictionData = msg.ReadBoolean();
if (!IsDead)
{
if (causeOfDeathType == CauseOfDeathType.Pressure || causeOfDeathAffliction == AfflictionPrefab.Pressure)
{
Implode(true);
}
else
{
Kill(causeOfDeathType, causeOfDeathAffliction?.Instantiate(1.0f), true);
}
}
if (containsAfflictionData)
{
CharacterHealth.ClientRead(msg);
CharacterHealth.ForceUpdateVisuals();
}
}
else
{
if (IsDead) { Revive(); }
CharacterHealth.ClientRead(msg);
}
byte severedLimbCount = msg.ReadByte();
for (int i = 0; i < severedLimbCount; i++)
{
int severedJointIndex = msg.ReadByte();
if (severedJointIndex < 0 || severedJointIndex >= AnimController.LimbJoints.Length)
{
string errorMsg = $"Error in CharacterNetworking.ReadStatus: severed joint index out of bounds (index: {severedJointIndex}, joint count: {AnimController.LimbJoints.Length})";
GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ReadStatus:JointIndexOutOfBounts", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
}
else
{
AnimController.SeverLimbJoint(AnimController.LimbJoints[severedJointIndex]);
}
}
}
}
}