Files
LuaCsForBarotraumaEP/Subsurface/Source/Items/Components/Signal/RelayComponent.cs
Regalis 9a36df0f52 ItemComponent syncing fixes:
- Relay and lightcomponent states are synced (otherwise clients won't be notified if the state is, for example, toggled by a signal from a button).
- Clients don't play door sounds if a signal attempts to set the state to the same value as the predicted state, but DO play if a correction from the server changes the state from the predicted one.
- Clients are notified if a reactor receives a shutdown signal.
- Powercontainer updates are sent if the charge changes by 1%, not by 1 unit.
2017-04-11 20:38:07 +03:00

109 lines
2.9 KiB
C#

using Barotrauma.Networking;
using Lidgren.Network;
using System;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class RelayComponent : PowerTransfer, IServerSerializable
{
private float maxPower;
[Editable, HasDefaultValue(1000.0f, true)]
public float MaxPower
{
get { return maxPower; }
set
{
maxPower = Math.Max(0.0f, value);
}
}
private bool isOn;
[Editable, HasDefaultValue(false, true)]
public bool IsOn
{
get
{
return IsActive;
}
set
{
isOn = value;
IsActive = value;
if (!IsActive)
{
currPowerConsumption = 0.0f;
}
}
}
public RelayComponent(Item item, XElement element)
: base (item, element)
{
IsActive = isOn;
}
public override void Update(float deltaTime, Camera cam)
{
base.Update(deltaTime, cam);
item.SendSignal(0, IsOn ? "1" : "0", "state_out");
}
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
{
if (connection.IsPower && connection.Name.Contains("_out")) return;
if (item.Condition <= 0.0f) return;
if (power > maxPower) item.Condition = 0.0f;
if (connection.Name.Contains("_in"))
{
if (!IsOn) return;
string outConnection = connection.Name.Contains("power_in") ? "power_out" : "signal_out";
int connectionNumber = -1;
int.TryParse(connection.Name.Substring(connection.Name.Length - 1, 1), out connectionNumber);
if (connectionNumber > 0) outConnection += connectionNumber;
item.SendSignal(stepsTaken, signal, outConnection, power);
}
else if (connection.Name == "toggle")
{
SetState(!IsOn, false);
}
else if (connection.Name == "set_state")
{
SetState(signal != "0", false);
}
}
public void SetState(bool on, bool isNetworkMessage)
{
if (GameMain.Client != null && !isNetworkMessage) return;
if (on != IsOn && GameMain.Server != null)
{
item.CreateServerEvent(this);
}
IsOn = on;
}
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
msg.Write(isOn);
}
public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
{
SetState(msg.ReadBoolean(), true);
}
}
}