152 lines
7.1 KiB
C#
152 lines
7.1 KiB
C#
using Barotrauma.Networking;
|
|
using FarseerPhysics;
|
|
using Lidgren.Network;
|
|
using Microsoft.Xna.Framework;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Xml.Linq;
|
|
|
|
namespace Barotrauma.Items.Components
|
|
{
|
|
partial class ConnectionPanel : ItemComponent, IServerSerializable, IClientSerializable
|
|
{
|
|
public void ServerRead(ClientNetObject type, NetBuffer 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>();
|
|
for (int j = 0; j < Connection.MaxLinked; 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
//don't allow rewiring locked panels
|
|
if (Locked || !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)))
|
|
{
|
|
if (!wire.Item.CanClientAccess(c)) { return; }
|
|
}
|
|
}
|
|
}
|
|
|
|
//go through existing wire links
|
|
for (int i = 0; i < Connections.Count; i++)
|
|
{
|
|
int j = -1;
|
|
foreach (Wire existingWire in Connections[i].Wires)
|
|
{
|
|
j++;
|
|
if (existingWire == null) { continue; }
|
|
|
|
//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(c.Character.LogName + " attempted to disconnect a locked wire from " +
|
|
Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.Error);
|
|
continue;
|
|
}
|
|
|
|
existingWire.RemoveConnection(item);
|
|
|
|
if (existingWire.Connections[0] == null && existingWire.Connections[1] == null)
|
|
{
|
|
GameServer.Log(c.Character.LogName + " disconnected a wire from " +
|
|
Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.ItemInteraction);
|
|
}
|
|
else if (existingWire.Connections[0] != null)
|
|
{
|
|
GameServer.Log(c.Character.LogName + " disconnected a wire from " +
|
|
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[0].Item.Name + " (" + existingWire.Connections[0].Name + ")", ServerLog.MessageType.ItemInteraction);
|
|
|
|
//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(c.Character.LogName + " disconnected a wire from " +
|
|
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[1].Item.Name + " (" + existingWire.Connections[1].Name + ")", ServerLog.MessageType.ItemInteraction);
|
|
|
|
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].SetWire(j, null);
|
|
}
|
|
}
|
|
}
|
|
|
|
//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; }
|
|
|
|
Connections[i].TryAddLink(newWire);
|
|
newWire.Connect(Connections[i], true, true);
|
|
|
|
var otherConnection = newWire.OtherConnection(Connections[i]);
|
|
|
|
if (otherConnection == null)
|
|
{
|
|
GameServer.Log(c.Character.LogName + " connected a wire to " +
|
|
Connections[i].Item.Name + " (" + Connections[i].Name + ")",
|
|
ServerLog.MessageType.ItemInteraction);
|
|
}
|
|
else
|
|
{
|
|
GameServer.Log(c.Character.LogName + " connected a wire from " +
|
|
Connections[i].Item.Name + " (" + Connections[i].Name + ") to " +
|
|
(otherConnection == null ? "none" : otherConnection.Item.Name + " (" + (otherConnection.Name) + ")"),
|
|
ServerLog.MessageType.ItemInteraction);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
|
|
{
|
|
ClientWrite(msg, extraData);
|
|
}
|
|
}
|
|
} |