139 lines
5.0 KiB
C#
139 lines
5.0 KiB
C#
using Barotrauma.Items.Components;
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using Barotrauma.Networking;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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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 Inventory : IServerSerializable, IClientSerializable
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{
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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List<Item> prevItems = new List<Item>(Items);
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ushort[] newItemIDs = new ushort[capacity];
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for (int i = 0; i < capacity; i++)
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{
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newItemIDs[i] = msg.ReadUInt16();
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}
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if (c == null || c.Character == null) return;
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bool accessible = c.Character.CanAccessInventory(this);
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if (this is CharacterInventory && accessible)
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{
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if (Owner == null || !(Owner is Character))
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{
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accessible = false;
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}
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else if (!((CharacterInventory)this).AccessibleWhenAlive && !((Character)Owner).IsDead)
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{
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accessible = false;
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}
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}
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if (!accessible)
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{
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//create a network event to correct the client's inventory state
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//otherwise they may have an item in their inventory they shouldn't have been able to pick up,
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//and receiving an event for that inventory later will cause the item to be dropped
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CreateNetworkEvent();
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for (int i = 0; i < capacity; i++)
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{
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var item = Entity.FindEntityByID(newItemIDs[i]) as Item;
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if (item == null) continue;
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if (item.ParentInventory != null && item.ParentInventory != this)
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{
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item.ParentInventory.CreateNetworkEvent();
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}
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}
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return;
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}
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List<Inventory> prevItemInventories = new List<Inventory>(Items.Select(i => i?.ParentInventory));
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for (int i = 0; i < capacity; i++)
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{
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Item newItem = newItemIDs[i] == 0 ? null : Entity.FindEntityByID(newItemIDs[i]) as Item;
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prevItemInventories.Add(newItem?.ParentInventory);
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if (newItemIDs[i] == 0 || (newItem != Items[i]))
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{
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if (Items[i] != null) Items[i].Drop(null);
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System.Diagnostics.Debug.Assert(Items[i] == null);
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}
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}
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for (int i = 0; i < capacity; i++)
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{
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if (newItemIDs[i] > 0)
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{
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var item = Entity.FindEntityByID(newItemIDs[i]) as Item;
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if (item == null || item == Items[i]) continue;
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if (GameMain.Server != null)
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{
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var holdable = item.GetComponent<Holdable>();
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if (holdable != null && !holdable.CanBeDeattached()) continue;
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if (!item.CanClientAccess(c)) continue;
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}
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TryPutItem(item, i, true, true, c.Character, false);
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for (int j = 0; j < capacity; j++)
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{
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if (Items[j] == item && newItemIDs[j] != item.ID)
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{
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Items[j] = null;
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}
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}
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}
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}
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CreateNetworkEvent();
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foreach (Inventory prevInventory in prevItemInventories.Distinct())
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{
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if (prevInventory != this) prevInventory?.CreateNetworkEvent();
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}
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foreach (Item item in Items.Distinct())
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{
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if (item == null) continue;
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if (!prevItems.Contains(item))
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{
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if (Owner == c.Character)
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{
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GameServer.Log(c.Character.LogName+ " picked up " + item.Name, ServerLog.MessageType.Inventory);
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}
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else
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{
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GameServer.Log(c.Character.LogName + " placed " + item.Name + " in " + Owner, ServerLog.MessageType.Inventory);
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}
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}
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}
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foreach (Item item in prevItems.Distinct())
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{
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if (item == null) continue;
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if (!Items.Contains(item))
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{
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if (Owner == c.Character)
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{
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GameServer.Log(c.Character.LogName + " dropped " + item.Name, ServerLog.MessageType.Inventory);
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}
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else
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{
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GameServer.Log(c.Character.LogName + " removed " + item.Name + " from " + Owner, ServerLog.MessageType.Inventory);
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}
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}
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}
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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SharedWrite(msg, extraData);
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}
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}
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}
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