Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Map/Hull.cs
NotAlwaysTrue 59bc21973a OBT/1.2.0(Spring Update)
Sync with Upstream
2026-04-25 13:25:41 +08:00

269 lines
13 KiB
C#

using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
namespace Barotrauma
{
partial class Hull : MapEntity, ISerializableEntity, IServerSerializable, IClientSerializable
{
private float lastSentVolume;
private float lastSentOxygen;
private int lastSentFireCount;
private float statusUpdateTimer;
private float decalUpdateTimer;
private float backgroundSectionUpdateTimer;
private bool decalUpdatePending;
public override bool IsMouseOn(Vector2 position)
{
return false;
}
partial void UpdateProjSpecific(float deltaTime, Camera cam)
{
if (IdFreed) { return; }
//don't create updates if all clients are very far from the hull
float hullUpdateDistanceSqr = NetConfig.HullUpdateDistance * NetConfig.HullUpdateDistance;
if (!GameMain.Server.ConnectedClients.Any(c =>
(c.Character != null && Vector2.DistanceSquared(c.Character.WorldPosition, WorldPosition) < hullUpdateDistanceSqr) ||
(c.SpectatePos != null && Vector2.DistanceSquared(c.SpectatePos.Value, WorldPosition) < hullUpdateDistanceSqr)) )
{
return;
}
statusUpdateTimer += deltaTime;
decalUpdateTimer += deltaTime;
backgroundSectionUpdateTimer += deltaTime;
//update client hulls if the amount of water has changed by >10%
//or if oxygen percentage has changed by 5%
bool shouldSendStatusUpdate =
(Math.Abs(lastSentVolume - waterVolume) > Volume * 0.1f
|| Math.Abs(lastSentOxygen - OxygenPercentage) > 5f
|| lastSentFireCount != FireSources.Count)
&& (statusUpdateTimer > NetConfig.HullUpdateInterval);
//force an update every 5 seconds even if nothing's changed (in case a client's gotten out of sync somehow)
if (shouldSendStatusUpdate || statusUpdateTimer > NetConfig.SparseHullUpdateInterval)
{
GameMain.NetworkMember.CreateEntityEvent(this, new StatusEventData());
lastSentVolume = waterVolume;
lastSentOxygen = OxygenPercentage;
lastSentFireCount = FireSources.Count;
statusUpdateTimer = 0;
}
if (decalUpdatePending && decalUpdateTimer > NetConfig.HullUpdateInterval)
{
GameMain.NetworkMember.CreateEntityEvent(this, new DecalEventData());
decalUpdateTimer = 0;
decalUpdatePending = false;
}
if (pendingSectorUpdates.Count > 0 && backgroundSectionUpdateTimer > NetConfig.HullUpdateInterval)
{
foreach (int pendingSectorUpdate in pendingSectorUpdates)
{
GameMain.NetworkMember.CreateEntityEvent(this, new BackgroundSectionsEventData(pendingSectorUpdate));
}
backgroundSectionUpdateTimer = 0;
pendingSectorUpdates.Clear();
}
}
public void ForceStatusUpdate()
{
statusUpdateTimer = NetConfig.SparseHullUpdateInterval;
}
public void CreateStatusEvent()
{
GameMain.NetworkMember?.CreateEntityEvent(this, new StatusEventData());
}
public void ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData = null)
{
if (!(extraData is IEventData eventData)) { throw new Exception($"Malformed hull event: expected {nameof(Hull)}.{nameof(IEventData)}"); }
msg.WriteRangedInteger((int)eventData.EventType, (int)EventType.MinValue, (int)EventType.MaxValue);
switch (eventData)
{
case StatusEventData statusEventData:
msg.WriteRangedSingle(MathHelper.Clamp(OxygenPercentage, 0.0f, 100.0f), 0.0f, 100.0f, 8);
SharedStatusWrite(msg);
break;
case BackgroundSectionsEventData backgroundSectionsEventData:
SharedBackgroundSectionsWrite(msg, backgroundSectionsEventData);
break;
case DecalEventData decalEventData:
msg.WriteRangedInteger(decals.Count, 0, MaxDecalsPerHull);
foreach (Decal decal in decals)
{
msg.WriteUInt32(decal.Prefab.UintIdentifier);
msg.WriteByte((byte)decal.SpriteIndex);
float normalizedXPos = MathHelper.Clamp(MathUtils.InverseLerp(0.0f, rect.Width, decal.CenterPosition.X), 0.0f, 1.0f);
float normalizedYPos = MathHelper.Clamp(MathUtils.InverseLerp(-rect.Height, 0.0f, decal.CenterPosition.Y), 0.0f, 1.0f);
msg.WriteRangedSingle(normalizedXPos, 0.0f, 1.0f, 8);
msg.WriteRangedSingle(normalizedYPos, 0.0f, 1.0f, 8);
msg.WriteRangedSingle(decal.Scale, 0f, 2f, 12);
msg.WriteRangedSingle(decal.BaseAlpha, 0f, 1f, 8);
}
break;
case BallastFloraEventData ballastFloraEventData:
ballastFloraEventData.Behavior.ServerWrite(msg, ballastFloraEventData.SubEventData);
break;
default:
throw new Exception($"Malformed hull event: did not expect {eventData.GetType().Name}");
}
}
//used when clients use the water/fire console commands or section / decal updates are received
public void ServerEventRead(IReadMessage msg, Client c)
{
EventType eventType = (EventType)msg.ReadRangedInteger((int)EventType.MinValue, (int)EventType.MaxValue);
switch (eventType)
{
case EventType.Status:
SharedStatusRead(
msg,
out float newWaterVolume,
out NetworkFireSource[] newFireSources);
if (!c.HasPermission(ClientPermissions.ConsoleCommands) ||
!c.PermittedConsoleCommands.Any(command => command.Names.Contains("fire".ToIdentifier()) || command.Names.Contains("editfire".ToIdentifier())))
{
return;
}
WaterVolume = newWaterVolume;
if (newFireSources.Length != FireSources.Count)
{
//number of fire sources has changed, force a network update
ForceStatusUpdate();
}
for (int i = 0; i < newFireSources.Length; i++)
{
Vector2 pos = newFireSources[i].Position;
float size = newFireSources[i].Size;
var newFire = i < FireSources.Count ?
FireSources[i] :
new FireSource(Submarine == null ? pos : pos + Submarine.Position, sourceCharacter: null, isNetworkMessage: true);
newFire.Position = pos;
newFire.Size = new Vector2(size, newFire.Size.Y);
//ignore if the fire wasn't added to this room (invalid position)?
if (!FireSources.Contains(newFire))
{
newFire.Remove();
continue;
}
}
for (int i = FireSources.Count - 1; i >= newFireSources.Length; i--)
{
FireSources[i].Remove();
if (i < FireSources.Count)
{
FireSources.RemoveAt(i);
}
}
break;
case EventType.BackgroundSections:
bool addPendingSectorUpdate = false;
SharedBackgroundSectionRead(
msg,
bsnu =>
{
int i = bsnu.SectionIndex;
Color color = bsnu.Color;
float colorStrength = bsnu.ColorStrength;
if (c.Character is not { AllowInput: true }) { return; }
//ideally the server would just run the painting logic the same way as clients instead of relying on the clients setting colors on the hull,
//but that's non-trivial because the server doesn't know the client's exact cursor position, just the direction they're aiming at
//and we want the painting to be precise, lag shouldn't cause the paint to end up in the wrong place, etc.
//but now that clients set the colors themselves, we need to do some sanity checks:
var sprayer = c.Character.HeldItems
.Select(it => it.GetComponent<Sprayer>())
.FirstOrDefault(component => component != null);
if (sprayer == null) { return; }
Item liquidItem = sprayer.LiquidContainer?.Inventory?.FirstOrDefault();
if (liquidItem == null) { return; }
if (!sprayer.LiquidColors.TryGetValue(liquidItem.Prefab.Identifier, out Color paintColor)) { return; }
bool isCleaning = paintColor.A == 0;
var backgroundSectionPos = GetBackgroundSectionWorldPos(BackgroundSections[i]);
//rough distance check to disallow painting from very far away
//(slightly longer range than the normal range of the sprayer to give the client some leeway)
if (Vector2.Distance(backgroundSectionPos, sprayer.Item.WorldPosition) > sprayer.Range * 1.1f)
{
return;
}
//if we get to this point (client can paint this section), let's sync the changes
//the color change below may fail if the color is out of sync client-side, even if the client isn't doing anything malicious,
//in which case we want to get the client back in sync
addPendingSectorUpdate = true;
if (isCleaning)
{
//if we're cleaning, strength of the color must go down
if (colorStrength >= BackgroundSections[i].ColorStrength) { return; }
}
else
{
Vector3 colorChange = color.ToVector3() - BackgroundSections[i].Color.ToVector3();
Vector3 expectedColorChange = paintColor.ToVector3() - BackgroundSections[i].Color.ToVector3();
//color should be going towards the color of the paint, if it's not, don't allow changing it
if (Math.Sign(colorChange.X) != Math.Sign(expectedColorChange.X) ||
Math.Sign(colorChange.Y) != Math.Sign(expectedColorChange.Y) ||
Math.Sign(colorChange.Z) != Math.Sign(expectedColorChange.Z))
{
return;
}
BackgroundSections[i].SetColor(color);
}
BackgroundSections[i].SetColorStrength(colorStrength);
},
out int sectorToUpdate);
if (addPendingSectorUpdate)
{
RefreshAveragePaintedColor();
//add to pending updates to notify other clients as well
pendingSectorUpdates.Add(sectorToUpdate);
}
break;
case EventType.Decal:
byte decalIndex = msg.ReadByte();
float decalAlpha = msg.ReadRangedSingle(0f, 1f, 8);
if (decalIndex < 0 || decalIndex >= decals.Count) { return; }
if (c.Character != null && c.Character.AllowInput && c.Character.HeldItems.Any(it => it.GetComponent<Sprayer>() != null))
{
decals[decalIndex].BaseAlpha = decalAlpha;
}
decalUpdatePending = true;
break;
default:
throw new Exception($"Malformed incoming hull event: {eventType} is not a supported event type");
}
}
}
}