Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Items/Components/Signal/ConnectionPanel.cs
2023-06-15 16:46:54 +03:00

216 lines
11 KiB
C#

using Barotrauma.Networking;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma.Items.Components
{
partial class ConnectionPanel : ItemComponent, IServerSerializable, IClientSerializable
{
public void ServerEventRead(IReadMessage msg, Client c)
{
List<Wire>[] wires = new List<Wire>[Connections.Count];
//read wire IDs for each connection
for (int i = 0; i < Connections.Count; i++)
{
wires[i] = new List<Wire>();
uint wireCount = msg.ReadVariableUInt32();
for (int j = 0; j < wireCount; j++)
{
ushort wireId = msg.ReadUInt16();
if (!(Entity.FindEntityByID(wireId) is Item wireItem)) { continue; }
Wire wireComponent = wireItem.GetComponent<Wire>();
if (wireComponent != null)
{
wires[i].Add(wireComponent);
}
}
}
List<Wire> clientSideDisconnectedWires = new List<Wire>();
ushort disconnectedWireCount = msg.ReadUInt16();
for (int i = 0; i < disconnectedWireCount; i++)
{
ushort wireId = msg.ReadUInt16();
if (!(Entity.FindEntityByID(wireId) is Item wireItem)) { continue; }
Wire wireComponent = wireItem.GetComponent<Wire>();
if (wireComponent == null) { continue; }
clientSideDisconnectedWires.Add(wireComponent);
}
//don't allow rewiring locked panels
if (Locked || TemporarilyLocked || !GameMain.NetworkMember.ServerSettings.AllowRewiring) { return; }
item.CreateServerEvent(this);
//check if the character can access this connectionpanel
//and all the wires they're trying to connect
if (!item.CanClientAccess(c)) { return; }
for (int i = 0; i < Connections.Count; i++)
{
foreach (Wire wire in wires[i])
{
//wire not found in any of the connections yet (client is trying to connect a new wire)
// -> we need to check if the client has access to it
if (!Connections.Any(connection => connection.Wires.Contains(wire)) && !DisconnectedWires.Contains(wire))
{
if (!wire.Item.CanClientAccess(c)) { return; }
}
}
}
if (!CheckCharacterSuccess(c.Character))
{
item.CreateServerEvent(this);
c.Character.Inventory?.CreateNetworkEvent();
foreach (Item heldItem in c.Character.HeldItems)
{
var selectedWire = heldItem?.GetComponent<Wire>();
if (selectedWire == null) { continue; }
selectedWire.CreateNetworkEvent();
var panel1 = selectedWire.Connections[0]?.ConnectionPanel;
if (panel1 != null && panel1 != this) { panel1.item.CreateServerEvent(panel1); }
var panel2 = selectedWire.Connections[1]?.ConnectionPanel;
if (panel2 != null && panel2 != this) { panel2.item.CreateServerEvent(panel2); }
CoroutineManager.Invoke(() =>
{
item.CreateServerEvent(this);
if (panel1 != null && panel1 != this) { panel1.item.CreateServerEvent(panel1); }
if (panel2 != null && panel2 != this) { panel2.item.CreateServerEvent(panel2); }
if (!selectedWire.Item.Removed) { selectedWire.CreateNetworkEvent(); }
}, 1.0f);
}
GameMain.Server?.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnFailure, this, c.Character));
return;
}
//go through existing wire links
for (int i = 0; i < Connections.Count; i++)
{
foreach (Wire existingWire in Connections[i].Wires.ToArray())
{
//existing wire not in the list of new wires -> disconnect it
if (!wires[i].Contains(existingWire))
{
if (existingWire.Locked)
{
//this should not be possible unless the client is running a modified version of the game
GameServer.Log(GameServer.CharacterLogName(c.Character) + " attempted to disconnect a locked wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.Error);
continue;
}
existingWire.RemoveConnection(item);
if (existingWire.Item.ParentInventory == null)
{
item.GetComponent<ConnectionPanel>()?.DisconnectedWires.Add(existingWire);
}
if (!wires.Any(w => w.Contains(existingWire)))
{
GameMain.Server.KarmaManager.OnWireDisconnected(c.Character, existingWire);
}
if (existingWire.Connections[0] == null && existingWire.Connections[1] == null)
{
GameServer.Log(GameServer.CharacterLogName(c.Character) + " disconnected a wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.Wiring);
if (existingWire.Item.ParentInventory != null)
{
//in an inventory and not connected to anything -> the wire cannot have any nodes
existingWire.ClearConnections();
}
else if (!clientSideDisconnectedWires.Contains(existingWire))
{
//not in an inventory, not connected to anything, not hanging loose from any panel -> must be dropped
existingWire.Item.Drop(c.Character);
}
}
else if (existingWire.Connections[0] != null)
{
GameServer.Log(GameServer.CharacterLogName(c.Character) + " disconnected a wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[0].Item.Name + " (" + existingWire.Connections[0].Name + ")", ServerLog.MessageType.Wiring);
//wires that are not in anyone's inventory (i.e. not currently being rewired)
//can never be connected to only one connection
// -> the client must have dropped the wire from the connection panel
/*if (existingWire.Item.ParentInventory == null && !wires.Any(w => w.Contains(existingWire)))
{
//let other clients know the item was also disconnected from the other connection
existingWire.Connections[0].Item.CreateServerEvent(existingWire.Connections[0].Item.GetComponent<ConnectionPanel>());
existingWire.Item.Drop(c.Character);
}*/
}
else if (existingWire.Connections[1] != null)
{
GameServer.Log(GameServer.CharacterLogName(c.Character) + " disconnected a wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[1].Item.Name + " (" + existingWire.Connections[1].Name + ")", ServerLog.MessageType.Wiring);
/*if (existingWire.Item.ParentInventory == null && !wires.Any(w => w.Contains(existingWire)))
{
//let other clients know the item was also disconnected from the other connection
existingWire.Connections[1].Item.CreateServerEvent(existingWire.Connections[1].Item.GetComponent<ConnectionPanel>());
existingWire.Item.Drop(c.Character);
}*/
}
Connections[i].DisconnectWire(existingWire);
}
}
}
foreach (Wire disconnectedWire in DisconnectedWires.ToList())
{
if (disconnectedWire.Connections[0] == null &&
disconnectedWire.Connections[1] == null &&
!clientSideDisconnectedWires.Contains(disconnectedWire) &&
disconnectedWire.Item.ParentInventory == null)
{
disconnectedWire.Item.Drop(c.Character);
GameServer.Log(GameServer.CharacterLogName(c.Character) + " dropped " + disconnectedWire.Name, ServerLog.MessageType.Inventory);
}
}
//go through new wires
for (int i = 0; i < Connections.Count; i++)
{
foreach (Wire newWire in wires[i])
{
//already connected, no need to do anything
if (Connections[i].Wires.Contains(newWire)) { continue; }
newWire.TryConnect(Connections[i], true, true);
Connections[i].TryAddLink(newWire);
var otherConnection = newWire.OtherConnection(Connections[i]);
if (otherConnection == null)
{
GameServer.Log(GameServer.CharacterLogName(c.Character) + " connected a wire to " +
Connections[i].Item.Name + " (" + Connections[i].Name + ")",
ServerLog.MessageType.Wiring);
}
else
{
GameServer.Log(GameServer.CharacterLogName(c.Character) + " connected a wire from " +
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " +
(otherConnection == null ? "none" : otherConnection.Item.Name + " (" + (otherConnection.Name) + ")"),
ServerLog.MessageType.Wiring);
}
}
}
}
public void ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData = null)
{
msg.WriteUInt16(user == null ? (ushort)0 : user.ID);
ClientEventWrite(msg, extraData);
}
}
}