- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
297 lines
11 KiB
C#
297 lines
11 KiB
C#
using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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partial class Character
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{
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public virtual void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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if (GameMain.Server != null) return;
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if (extraData != null)
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{
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switch ((NetEntityEvent.Type)extraData[0])
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{
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case NetEntityEvent.Type.InventoryState:
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msg.WriteRangedInteger(0, 2, 0);
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inventory.ClientWrite(msg, extraData);
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break;
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case NetEntityEvent.Type.Repair:
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msg.WriteRangedInteger(0, 2, 1);
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msg.Write(AnimController.Anim == AnimController.Animation.CPR);
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break;
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case NetEntityEvent.Type.Status:
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msg.WriteRangedInteger(0, 2, 2);
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break;
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}
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msg.WritePadBits();
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}
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else
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{
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msg.Write((byte)ClientNetObject.CHARACTER_INPUT);
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if (memInput.Count > 60)
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{
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memInput.RemoveRange(60, memInput.Count - 60);
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}
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msg.Write(LastNetworkUpdateID);
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byte inputCount = Math.Min((byte)memInput.Count, (byte)60);
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msg.Write(inputCount);
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for (int i = 0; i < inputCount; i++)
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{
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msg.WriteRangedInteger(0, (int)InputNetFlags.MaxVal, (int)memInput[i].states);
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if (memInput[i].states.HasFlag(InputNetFlags.Aim))
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{
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msg.Write(memInput[i].intAim);
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}
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if (memInput[i].states.HasFlag(InputNetFlags.Select) || memInput[i].states.HasFlag(InputNetFlags.Use))
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{
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msg.Write(memInput[i].interact);
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}
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}
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}
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}
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public virtual void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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if (GameMain.Server != null) return;
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switch (type)
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{
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case ServerNetObject.ENTITY_POSITION:
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bool facingRight = AnimController.Dir > 0.0f;
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lastRecvPositionUpdateTime = (float)NetTime.Now;
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AnimController.Frozen = false;
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Enabled = true;
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UInt16 networkUpdateID = 0;
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if (msg.ReadBoolean())
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{
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networkUpdateID = msg.ReadUInt16();
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}
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else
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{
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bool aimInput = msg.ReadBoolean();
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keys[(int)InputType.Aim].Held = aimInput;
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keys[(int)InputType.Aim].SetState(false, aimInput);
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bool useInput = msg.ReadBoolean();
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keys[(int)InputType.Use].Held = useInput;
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keys[(int)InputType.Use].SetState(false, useInput);
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bool hasAttackLimb = msg.ReadBoolean();
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if (hasAttackLimb)
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{
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bool attackInput = msg.ReadBoolean();
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keys[(int)InputType.Attack].Held = attackInput;
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keys[(int)InputType.Attack].SetState(false, attackInput);
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}
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if (aimInput)
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{
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double aimAngle = ((double)msg.ReadUInt16() / 65535.0) * 2.0 * Math.PI;
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cursorPosition = (ViewTarget == null ? AnimController.Collider.Position : ViewTarget.Position)
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+ new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f;
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TransformCursorPos();
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}
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facingRight = msg.ReadBoolean();
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}
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bool entitySelected = msg.ReadBoolean();
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Entity selectedEntity = null;
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AnimController.Animation animation = AnimController.Animation.None;
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if (entitySelected)
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{
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ushort entityID = msg.ReadUInt16();
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selectedEntity = FindEntityByID(entityID);
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if (selectedEntity is Character)
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{
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bool doingCpr = msg.ReadBoolean();
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if (doingCpr && selectedCharacter != null)
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{
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animation = AnimController.Animation.CPR;
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}
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}
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}
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Vector2 pos = new Vector2(
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msg.ReadFloat(),
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msg.ReadFloat());
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int index = 0;
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if (GameMain.NetworkMember.Character == this && AllowInput)
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{
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var posInfo = new CharacterStateInfo(pos, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
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while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
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index++;
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memState.Insert(index, posInfo);
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}
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else
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{
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var posInfo = new CharacterStateInfo(pos, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation);
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while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
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index++;
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memState.Insert(index, posInfo);
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}
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break;
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case ServerNetObject.ENTITY_EVENT:
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int eventType = msg.ReadRangedInteger(0, 2);
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switch (eventType)
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{
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case 0:
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inventory.ClientRead(type, msg, sendingTime);
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break;
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case 1:
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byte ownerID = msg.ReadByte();
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ResetNetState();
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if (ownerID == GameMain.Client.ID)
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{
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if (controlled != null)
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{
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LastNetworkUpdateID = controlled.LastNetworkUpdateID;
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}
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controlled = this;
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IsRemotePlayer = false;
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GameMain.Client.Character = this;
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}
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else if (controlled == this)
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{
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controlled = null;
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IsRemotePlayer = ownerID > 0;
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}
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break;
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case 2:
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ReadStatus(msg);
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break;
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}
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break;
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}
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}
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public static Character ReadSpawnData(NetBuffer inc, bool spawn = true)
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{
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DebugConsole.NewMessage("READING CHARACTER SPAWN DATA", Color.Cyan);
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if (GameMain.Server != null) return null;
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bool noInfo = inc.ReadBoolean();
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ushort id = inc.ReadUInt16();
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string configPath = inc.ReadString();
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Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
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bool enabled = inc.ReadBoolean();
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DebugConsole.Log("Received spawn data for " + configPath);
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Character character = null;
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if (noInfo)
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{
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if (!spawn) return null;
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character = Character.Create(configPath, position, null, true);
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character.ID = id;
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}
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else
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{
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bool hasOwner = inc.ReadBoolean();
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int ownerId = hasOwner ? inc.ReadByte() : -1;
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string newName = inc.ReadString();
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byte teamID = inc.ReadByte();
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bool hasAi = inc.ReadBoolean();
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bool isFemale = inc.ReadBoolean();
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int headSpriteID = inc.ReadByte();
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string jobName = inc.ReadString();
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JobPrefab jobPrefab = null;
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Dictionary<string, int> skillLevels = new Dictionary<string, int>();
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if (!string.IsNullOrEmpty(jobName))
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{
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jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
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int skillCount = inc.ReadByte();
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for (int i = 0; i < skillCount; i++)
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{
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string skillName = inc.ReadString();
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int skillLevel = inc.ReadRangedInteger(0, 100);
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skillLevels.Add(skillName, skillLevel);
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}
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}
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if (!spawn) return null;
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CharacterInfo ch = new CharacterInfo(configPath, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
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ch.HeadSpriteId = headSpriteID;
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System.Diagnostics.Debug.Assert(skillLevels.Count == ch.Job.Skills.Count);
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if (ch.Job != null)
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{
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foreach (KeyValuePair<string, int> skill in skillLevels)
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{
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Skill matchingSkill = ch.Job.Skills.Find(s => s.Name == skill.Key);
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if (matchingSkill == null)
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{
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DebugConsole.ThrowError("Skill \"" + skill.Key + "\" not found in character \"" + newName + "\"");
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continue;
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}
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matchingSkill.Level = skill.Value;
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}
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}
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character = Create(configPath, position, ch, GameMain.Client.ID != ownerId, hasAi);
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character.ID = id;
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character.TeamID = teamID;
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if (GameMain.Client.ID == ownerId)
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{
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GameMain.Client.Character = character;
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Controlled = character;
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GameMain.LightManager.LosEnabled = true;
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character.memInput.Clear();
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character.memState.Clear();
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character.memLocalState.Clear();
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}
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else
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{
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var ownerClient = GameMain.Client.ConnectedClients.Find(c => c.ID == ownerId);
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if (ownerClient != null)
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{
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ownerClient.Character = character;
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}
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}
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if (configPath == Character.HumanConfigFile)
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{
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GameMain.GameSession.CrewManager.characters.Add(character);
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}
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}
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character.Enabled = Controlled == character || enabled;
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return character;
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}
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}
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}
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