508 lines
23 KiB
C#
508 lines
23 KiB
C#
using Barotrauma.Extensions;
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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namespace Barotrauma
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{
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partial class Character
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{
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partial void UpdateNetInput()
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{
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if (GameMain.Client != null)
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{
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if (this != Controlled)
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{
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if (GameMain.Client.EndCinematic != null) // Freezes the characters during the ending cinematic
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{
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AnimController.Frozen = true;
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memState.Clear();
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return;
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}
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//freeze AI characters if more than x seconds have passed since last update from the server
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if (lastRecvPositionUpdateTime < Lidgren.Network.NetTime.Now - NetConfig.FreezeCharacterIfPositionDataMissingDelay)
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{
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AnimController.Frozen = true;
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memState.Clear();
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//hide after y seconds
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if (lastRecvPositionUpdateTime < Lidgren.Network.NetTime.Now - NetConfig.DisableCharacterIfPositionDataMissingDelay)
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{
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Enabled = false;
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return;
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}
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}
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}
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else
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{
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var posInfo = new CharacterStateInfo(
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SimPosition,
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AnimController.Collider.Rotation,
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LastNetworkUpdateID,
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AnimController.TargetDir,
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SelectedCharacter,
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SelectedConstruction,
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AnimController.Anim);
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memLocalState.Add(posInfo);
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InputNetFlags newInput = InputNetFlags.None;
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if (IsKeyDown(InputType.Left)) newInput |= InputNetFlags.Left;
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if (IsKeyDown(InputType.Right)) newInput |= InputNetFlags.Right;
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if (IsKeyDown(InputType.Up)) newInput |= InputNetFlags.Up;
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if (IsKeyDown(InputType.Down)) newInput |= InputNetFlags.Down;
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if (IsKeyDown(InputType.Run)) newInput |= InputNetFlags.Run;
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if (IsKeyDown(InputType.Crouch)) newInput |= InputNetFlags.Crouch;
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if (IsKeyHit(InputType.Select)) newInput |= InputNetFlags.Select; //TODO: clean up the way this input is registered
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if (IsKeyHit(InputType.Deselect)) newInput |= InputNetFlags.Deselect;
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if (IsKeyHit(InputType.Health)) newInput |= InputNetFlags.Health;
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if (IsKeyHit(InputType.Grab)) newInput |= InputNetFlags.Grab;
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if (IsKeyDown(InputType.Use)) newInput |= InputNetFlags.Use;
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if (IsKeyDown(InputType.Aim)) newInput |= InputNetFlags.Aim;
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if (IsKeyDown(InputType.Shoot)) newInput |= InputNetFlags.Shoot;
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if (IsKeyDown(InputType.Attack)) newInput |= InputNetFlags.Attack;
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if (IsKeyDown(InputType.Ragdoll)) newInput |= InputNetFlags.Ragdoll;
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if (AnimController.TargetDir == Direction.Left) newInput |= InputNetFlags.FacingLeft;
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Vector2 relativeCursorPos = cursorPosition - AimRefPosition;
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relativeCursorPos.Normalize();
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UInt16 intAngle = (UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI));
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NetInputMem newMem = new NetInputMem
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{
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states = newInput,
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intAim = intAngle
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};
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if (focusedItem != null && !CharacterInventory.DraggingItemToWorld &&
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(!newMem.states.HasFlag(InputNetFlags.Grab) && !newMem.states.HasFlag(InputNetFlags.Health)))
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{
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newMem.interact = focusedItem.ID;
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}
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else if (FocusedCharacter != null)
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{
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newMem.interact = FocusedCharacter.ID;
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}
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memInput.Insert(0, newMem);
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LastNetworkUpdateID++;
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if (memInput.Count > 60)
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{
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memInput.RemoveRange(60, memInput.Count - 60);
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}
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}
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}
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else //this == Character.Controlled && GameMain.Client == null
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{
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AnimController.Frozen = false;
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}
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}
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public virtual void ClientWrite(IWriteMessage msg, object[] extraData = null)
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{
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if (extraData != null)
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{
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switch ((NetEntityEvent.Type)extraData[0])
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{
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case NetEntityEvent.Type.InventoryState:
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msg.WriteRangedInteger(0, 0, 3);
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Inventory.ClientWrite(msg, extraData);
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break;
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case NetEntityEvent.Type.Treatment:
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msg.WriteRangedInteger(1, 0, 3);
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msg.Write(AnimController.Anim == AnimController.Animation.CPR);
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break;
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case NetEntityEvent.Type.Status:
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msg.WriteRangedInteger(2, 0, 3);
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break;
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}
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}
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else
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{
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msg.Write((byte)ClientNetObject.CHARACTER_INPUT);
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if (memInput.Count > 60)
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{
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memInput.RemoveRange(60, memInput.Count - 60);
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}
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msg.Write(LastNetworkUpdateID);
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byte inputCount = Math.Min((byte)memInput.Count, (byte)60);
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msg.Write(inputCount);
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for (int i = 0; i < inputCount; i++)
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{
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msg.WriteRangedInteger((int)memInput[i].states, 0, (int)InputNetFlags.MaxVal);
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msg.Write(memInput[i].intAim);
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if (memInput[i].states.HasFlag(InputNetFlags.Select) ||
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memInput[i].states.HasFlag(InputNetFlags.Deselect) ||
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memInput[i].states.HasFlag(InputNetFlags.Use) ||
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memInput[i].states.HasFlag(InputNetFlags.Health) ||
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memInput[i].states.HasFlag(InputNetFlags.Grab))
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{
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msg.Write(memInput[i].interact);
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}
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}
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}
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msg.WritePadBits();
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}
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public virtual void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime)
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{
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switch (type)
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{
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case ServerNetObject.ENTITY_POSITION:
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bool facingRight = AnimController.Dir > 0.0f;
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lastRecvPositionUpdateTime = (float)Lidgren.Network.NetTime.Now;
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AnimController.Frozen = false;
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Enabled = true;
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UInt16 networkUpdateID = 0;
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if (msg.ReadBoolean())
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{
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networkUpdateID = msg.ReadUInt16();
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}
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else
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{
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bool aimInput = msg.ReadBoolean();
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keys[(int)InputType.Aim].Held = aimInput;
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keys[(int)InputType.Aim].SetState(false, aimInput);
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bool shootInput = msg.ReadBoolean();
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keys[(int)InputType.Shoot].Held = shootInput;
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keys[(int)InputType.Shoot].SetState(false, shootInput);
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bool useInput = msg.ReadBoolean();
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keys[(int)InputType.Use].Held = useInput;
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keys[(int)InputType.Use].SetState(false, useInput);
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if (AnimController is HumanoidAnimController)
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{
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bool crouching = msg.ReadBoolean();
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keys[(int)InputType.Crouch].Held = crouching;
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keys[(int)InputType.Crouch].SetState(false, crouching);
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}
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bool attackInput = msg.ReadBoolean();
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keys[(int)InputType.Attack].Held = attackInput;
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keys[(int)InputType.Attack].SetState(false, attackInput);
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double aimAngle = msg.ReadUInt16() / 65535.0 * 2.0 * Math.PI;
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cursorPosition = AimRefPosition + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 500.0f;
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TransformCursorPos();
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bool ragdollInput = msg.ReadBoolean();
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keys[(int)InputType.Ragdoll].Held = ragdollInput;
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keys[(int)InputType.Ragdoll].SetState(false, ragdollInput);
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facingRight = msg.ReadBoolean();
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}
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bool entitySelected = msg.ReadBoolean();
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Character selectedCharacter = null;
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Item selectedItem = null;
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AnimController.Animation animation = AnimController.Animation.None;
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if (entitySelected)
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{
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ushort characterID = msg.ReadUInt16();
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ushort itemID = msg.ReadUInt16();
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selectedCharacter = FindEntityByID(characterID) as Character;
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selectedItem = FindEntityByID(itemID) as Item;
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if (characterID != NullEntityID)
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{
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bool doingCpr = msg.ReadBoolean();
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if (doingCpr && SelectedCharacter != null)
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{
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animation = AnimController.Animation.CPR;
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}
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}
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}
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Vector2 pos = new Vector2(
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msg.ReadSingle(),
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msg.ReadSingle());
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float MaxVel = NetConfig.MaxPhysicsBodyVelocity;
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Vector2 linearVelocity = new Vector2(
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msg.ReadRangedSingle(-MaxVel, MaxVel, 12),
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msg.ReadRangedSingle(-MaxVel, MaxVel, 12));
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linearVelocity = NetConfig.Quantize(linearVelocity, -MaxVel, MaxVel, 12);
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bool fixedRotation = msg.ReadBoolean();
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float? rotation = null;
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float? angularVelocity = null;
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if (!fixedRotation)
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{
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rotation = msg.ReadSingle();
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float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity;
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angularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8);
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angularVelocity = NetConfig.Quantize(angularVelocity.Value, -MaxAngularVel, MaxAngularVel, 8);
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}
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bool readStatus = msg.ReadBoolean();
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if (readStatus)
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{
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ReadStatus(msg);
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}
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msg.ReadPadBits();
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int index = 0;
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if (GameMain.Client.Character == this && CanMove)
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{
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var posInfo = new CharacterStateInfo(
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pos, rotation,
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networkUpdateID,
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facingRight ? Direction.Right : Direction.Left,
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selectedCharacter, selectedItem, animation);
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while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID))
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index++;
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memState.Insert(index, posInfo);
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}
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else
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{
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var posInfo = new CharacterStateInfo(
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pos, rotation,
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linearVelocity, angularVelocity,
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sendingTime, facingRight ? Direction.Right : Direction.Left,
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selectedCharacter, selectedItem, animation);
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while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp)
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index++;
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memState.Insert(index, posInfo);
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}
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break;
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case ServerNetObject.ENTITY_EVENT:
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int eventType = msg.ReadRangedInteger(0, 3);
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switch (eventType)
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{
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case 0:
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if (Inventory == null)
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{
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string errorMsg = "Received an inventory update message for an entity with no inventory (" + Name + ", removed: " + Removed + ")";
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ClientRead:NoInventory" + ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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//read anyway to prevent messing up reading the rest of the message
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UInt16 lastEventID = msg.ReadUInt16();
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byte itemCount = msg.ReadByte();
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for (int i = 0; i < itemCount; i++)
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{
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msg.ReadUInt16();
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}
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}
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else
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{
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Inventory.ClientRead(type, msg, sendingTime);
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}
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break;
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case 1:
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byte ownerID = msg.ReadByte();
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ResetNetState();
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if (ownerID == GameMain.Client.ID)
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{
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if (controlled != null)
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{
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LastNetworkUpdateID = controlled.LastNetworkUpdateID;
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}
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if (!IsDead) { Controlled = this; }
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IsRemotePlayer = false;
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GameMain.Client.HasSpawned = true;
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GameMain.Client.Character = this;
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GameMain.LightManager.LosEnabled = true;
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}
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else
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{
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if (controlled == this)
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{
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Controlled = null;
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IsRemotePlayer = ownerID > 0;
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}
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}
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break;
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case 2:
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ReadStatus(msg);
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break;
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case 3:
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int skillCount = msg.ReadByte();
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for (int i = 0; i < skillCount; i++)
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{
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string skillIdentifier = msg.ReadString();
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float skillLevel = msg.ReadSingle();
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info?.SetSkillLevel(skillIdentifier, skillLevel, WorldPosition + Vector2.UnitY * 150.0f);
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}
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break;
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}
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msg.ReadPadBits();
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break;
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}
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}
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public static Character ReadSpawnData(IReadMessage inc)
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{
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DebugConsole.Log("Reading character spawn data");
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if (GameMain.Client == null) return null;
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bool noInfo = inc.ReadBoolean();
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ushort id = inc.ReadUInt16();
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string speciesName = inc.ReadString();
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string seed = inc.ReadString();
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Vector2 position = new Vector2(inc.ReadSingle(), inc.ReadSingle());
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bool enabled = inc.ReadBoolean();
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DebugConsole.Log("Received spawn data for " + speciesName);
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Character character = null;
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if (noInfo)
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{
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character = Create(speciesName, position, seed, null, true);
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character.ID = id;
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bool containsStatusData = inc.ReadBoolean();
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if (containsStatusData)
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{
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character.ReadStatus(inc);
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}
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}
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else
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{
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bool hasOwner = inc.ReadBoolean();
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int ownerId = hasOwner ? inc.ReadByte() : -1;
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byte teamID = inc.ReadByte();
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bool hasAi = inc.ReadBoolean();
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string infoSpeciesName = inc.ReadString();
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CharacterInfo info = CharacterInfo.ClientRead(infoSpeciesName, inc);
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character = Create(speciesName, position, seed, info, GameMain.Client.ID != ownerId, hasAi);
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character.ID = id;
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character.TeamID = (TeamType)teamID;
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// Check if the character has a current order
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if (inc.ReadBoolean())
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{
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int orderPrefabIndex = inc.ReadByte();
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Entity targetEntity = FindEntityByID(inc.ReadUInt16());
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Character orderGiver = inc.ReadBoolean() ? FindEntityByID(inc.ReadUInt16()) as Character : null;
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int orderOptionIndex = inc.ReadByte();
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if (orderPrefabIndex >= 0 && orderPrefabIndex < Order.PrefabList.Count)
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{
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var orderPrefab = Order.PrefabList[orderPrefabIndex];
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if ((orderPrefab.ItemComponentType == null && orderPrefab.ItemIdentifiers.None()) ||
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(targetEntity != null && (targetEntity as Item).Components.Any(c => c?.GetType() == orderPrefab.ItemComponentType)))
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{
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character.SetOrder(
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new Order(orderPrefab, targetEntity, (targetEntity as Item)?.Components.FirstOrDefault(c => c?.GetType() == orderPrefab.ItemComponentType), orderGiver: orderGiver),
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orderOptionIndex >= 0 && orderOptionIndex < orderPrefab.Options.Length ? orderPrefab.Options[orderOptionIndex] : null,
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orderGiver, speak: false);
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}
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else
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{
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DebugConsole.ThrowError("Could not set order \"" + orderPrefab.Identifier + "\" for character \"" + character.Name + "\" because required target entity was not found.");
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}
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}
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else
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{
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DebugConsole.ThrowError("Invalid order prefab index - index (" + orderPrefabIndex + ") out of bounds.");
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}
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}
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bool containsStatusData = inc.ReadBoolean();
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if (containsStatusData)
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{
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character.ReadStatus(inc);
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}
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if (character.IsHuman && character.TeamID != TeamType.FriendlyNPC && !character.IsDead)
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{
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CharacterInfo duplicateCharacterInfo = GameMain.GameSession.CrewManager.GetCharacterInfos().FirstOrDefault(c => c.ID == info.ID);
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GameMain.GameSession.CrewManager.RemoveCharacterInfo(duplicateCharacterInfo);
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GameMain.GameSession.CrewManager.AddCharacter(character);
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}
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if (GameMain.Client.ID == ownerId)
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{
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GameMain.Client.HasSpawned = true;
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GameMain.Client.Character = character;
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if (!character.IsDead) { Controlled = character; }
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GameMain.LightManager.LosEnabled = true;
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character.memInput.Clear();
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character.memState.Clear();
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character.memLocalState.Clear();
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}
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}
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character.Enabled = Controlled == character || enabled;
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return character;
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}
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private void ReadStatus(IReadMessage msg)
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{
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bool isDead = msg.ReadBoolean();
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if (isDead)
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{
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CauseOfDeathType causeOfDeathType = (CauseOfDeathType)msg.ReadRangedInteger(0, Enum.GetValues(typeof(CauseOfDeathType)).Length - 1);
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AfflictionPrefab causeOfDeathAffliction = null;
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if (causeOfDeathType == CauseOfDeathType.Affliction)
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{
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string afflictionName = msg.ReadString();
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if (!AfflictionPrefab.Prefabs.ContainsKey(afflictionName))
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{
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string errorMsg = $"Error in CharacterNetworking.ReadStatus: affliction not found ({afflictionName})";
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causeOfDeathType = CauseOfDeathType.Unknown;
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GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ReadStatus:AfflictionIndexOutOfBounts", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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}
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else
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{
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causeOfDeathAffliction = AfflictionPrefab.Prefabs[afflictionName];
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}
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}
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byte severedLimbCount = msg.ReadByte();
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if (!IsDead)
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{
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if (causeOfDeathType == CauseOfDeathType.Pressure)
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{
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Implode(true);
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}
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else
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{
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Kill(causeOfDeathType, causeOfDeathAffliction?.Instantiate(1.0f), true);
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}
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}
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for (int i = 0; i < severedLimbCount; i++)
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{
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int severedJointIndex = msg.ReadByte();
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if (severedJointIndex < 0 || severedJointIndex >= AnimController.LimbJoints.Length)
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{
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string errorMsg = $"Error in CharacterNetworking.ReadStatus: severed joint index out of bounds (index: {severedJointIndex}, joint count: {AnimController.LimbJoints.Length})";
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GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ReadStatus:JointIndexOutOfBounts", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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}
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else
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{
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AnimController.SeverLimbJoint(AnimController.LimbJoints[severedJointIndex]);
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}
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}
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}
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else
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{
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if (IsDead) { Revive(); }
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CharacterHealth.ClientRead(msg);
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}
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}
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}
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}
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