Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/Source/Items/Inventory.cs
T
Joonas Rikkonen 23687fbf2f aeafa16...4d3cf73
2019-03-18 22:57:05 +02:00

139 lines
5.0 KiB
C#

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