Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/Source/Items/Item.cs
T
Joonas Rikkonen 81fafaf3f5 633e54b...7cc231b
commit 7cc231bc51890e7fde50bbac3413328dd7bc5189
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Mar 20 14:23:06 2019 +0200

    Fixed server creating network events in Item.Load due to CreateServerEvent calls in some of the ItemComponent properties (e.g. LightComponent.IsOn). Caused syncing problems because the entity spawn events aren't created until the item has been loaded, leading to situations where clients fail to read events because the entity doesn't exist at their end yet (see #1293). TODO: get rid of console errors when attempting to create events during component initialization in the Item constructor.

commit ac1bf32edf125d95d56775e1e8ce54ac7671328c
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 13:49:55 2019 +0200

    Fix Hammerhead attack causing warping. Adjust the targeting priorities.

commit e3e032d7c3a753397269bb4236c1494ab0809004
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Wed Mar 20 13:48:47 2019 +0200

    Enemy AI fixes:
    - Fix enemies "fleeing" after they have been shot. There was a steering issue when they targeted characters that were inside the sub when they were outside of it
    - Fix the previous target resetting too often
    - Fix the wall target resetting too often
    - Use world positions instead of sim positions where possible, because the sub positions are then taken into account

commit 847cf5ffd9212a542000dbf12332b2c08756579a
Author: Daniel Asteljoki <daniel.asteljoki@gmail.com>
Date:   Wed Mar 20 12:00:15 2019 +0200

    Remora: added power connection between sub and drone, removed non-scaling hull parts

commit a9c2e8cc124713e90dd44a9adf2fcbb3204b2c4d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Wed Mar 20 11:24:37 2019 +0200

    Server sets clients' last received campaign save/update IDs to one before the current up-to-date IDs (instead of zero) when a campaign changes. Zero would get interpreted as a more up-to-date ID if the IDs of the current campaign are close to ushort.MaxValue where the IDs wrap around.

commit 07d82b64e6990eacaf8905aed1a5d7c61224e47d
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Tue Mar 19 18:24:01 2019 +0200

    Log level inequality error messages & client error reports handled by the server to GameAnalytics
2019-03-20 14:25:03 +02:00

353 lines
16 KiB
C#

using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
namespace Barotrauma
{
partial class Item : MapEntity, IDamageable, ISerializableEntity, IServerSerializable, IClientSerializable
{
public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
{
string errorMsg = "";
if (extraData == null || extraData.Length == 0 || !(extraData[0] is NetEntityEvent.Type))
{
if (extraData == null)
{
errorMsg = "Failed to write a network event for the item \"" + Name + "\" - event data was null.";
}
else if (extraData.Length == 0)
{
errorMsg = "Failed to write a network event for the item \"" + Name + "\" - event data was empty.";
}
else
{
errorMsg = "Failed to write a network event for the item \"" + Name + "\" - event type not set.";
}
msg.WriteRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1, (int)NetEntityEvent.Type.Invalid);
DebugConsole.Log(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Item.ServerWrite:InvalidData" + Name, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
int initialWritePos = msg.LengthBits;
NetEntityEvent.Type eventType = (NetEntityEvent.Type)extraData[0];
msg.WriteRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1, (int)eventType);
switch (eventType)
{
case NetEntityEvent.Type.ComponentState:
if (extraData.Length < 2 || !(extraData[1] is int))
{
errorMsg = "Failed to write a component state event for the item \"" + Name + "\" - component index not given.";
break;
}
int componentIndex = (int)extraData[1];
if (componentIndex < 0 || componentIndex >= components.Count)
{
errorMsg = "Failed to write a component state event for the item \"" + Name + "\" - component index out of range (" + componentIndex + ").";
break;
}
else if (!(components[componentIndex] is IServerSerializable))
{
errorMsg = "Failed to write a component state event for the item \"" + Name + "\" - component \"" + components[componentIndex] + "\" is not server serializable.";
break;
}
msg.WriteRangedInteger(0, components.Count - 1, componentIndex);
(components[componentIndex] as IServerSerializable).ServerWrite(msg, c, extraData);
break;
case NetEntityEvent.Type.InventoryState:
if (extraData.Length < 2 || !(extraData[1] is int))
{
errorMsg = "Failed to write an inventory state event for the item \"" + Name + "\" - component index not given.";
break;
}
int containerIndex = (int)extraData[1];
if (containerIndex < 0 || containerIndex >= components.Count)
{
errorMsg = "Failed to write an inventory state event for the item \"" + Name + "\" - container index out of range (" + containerIndex + ").";
break;
}
else if (!(components[containerIndex] is ItemContainer))
{
errorMsg = "Failed to write an inventory state event for the item \"" + Name + "\" - component \"" + components[containerIndex] + "\" is not server serializable.";
break;
}
msg.WriteRangedInteger(0, components.Count - 1, containerIndex);
(components[containerIndex] as ItemContainer).Inventory.ServerWrite(msg, c);
break;
case NetEntityEvent.Type.Status:
msg.Write(condition);
break;
case NetEntityEvent.Type.Treatment:
{
ItemComponent targetComponent = (ItemComponent)extraData[1];
ActionType actionType = (ActionType)extraData[2];
ushort targetID = (ushort)extraData[3];
Limb targetLimb = (Limb)extraData[4];
Character targetCharacter = FindEntityByID(targetID) as Character;
byte targetLimbIndex = targetLimb != null && targetCharacter != null ? (byte)Array.IndexOf(targetCharacter.AnimController.Limbs, targetLimb) : (byte)255;
msg.Write((byte)components.IndexOf(targetComponent));
msg.WriteRangedInteger(0, Enum.GetValues(typeof(ActionType)).Length - 1, (int)actionType);
msg.Write(targetID);
msg.Write(targetLimbIndex);
}
break;
case NetEntityEvent.Type.ApplyStatusEffect:
{
ActionType actionType = (ActionType)extraData[1];
ItemComponent targetComponent = extraData.Length > 2 ? (ItemComponent)extraData[2] : null;
ushort targetID = extraData.Length > 3 ? (ushort)extraData[3] : (ushort)0;
Limb targetLimb = extraData.Length > 4 ? (Limb)extraData[4] : null;
Character targetCharacter = FindEntityByID(targetID) as Character;
byte targetLimbIndex = targetLimb != null && targetCharacter != null ? (byte)Array.IndexOf(targetCharacter.AnimController.Limbs, targetLimb) : (byte)255;
msg.WriteRangedInteger(0, Enum.GetValues(typeof(ActionType)).Length - 1, (int)actionType);
msg.Write((byte)(targetComponent == null ? 255 : components.IndexOf(targetComponent)));
msg.Write(targetID);
msg.Write(targetLimbIndex);
}
break;
case NetEntityEvent.Type.ChangeProperty:
try
{
WritePropertyChange(msg, extraData, false);
}
catch (Exception e)
{
errorMsg = "Failed to write a ChangeProperty network event for the item \"" + Name + "\" (" + e.Message + ")";
}
break;
default:
errorMsg = "Failed to write a network event for the item \"" + Name + "\" - \"" + eventType + "\" is not a valid entity event type for items.";
break;
}
if (!string.IsNullOrEmpty(errorMsg))
{
//something went wrong - rewind the write position and write invalid event type to prevent creating an unreadable event
msg.ReadBits(msg.Data, 0, initialWritePos);
msg.LengthBits = initialWritePos;
msg.WriteRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1, (int)NetEntityEvent.Type.Invalid);
DebugConsole.Log(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Item.ServerWrite:" + errorMsg, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
}
}
public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
{
NetEntityEvent.Type eventType =
(NetEntityEvent.Type)msg.ReadRangedInteger(0, Enum.GetValues(typeof(NetEntityEvent.Type)).Length - 1);
c.KickAFKTimer = 0.0f;
switch (eventType)
{
case NetEntityEvent.Type.ComponentState:
int componentIndex = msg.ReadRangedInteger(0, components.Count - 1);
(components[componentIndex] as IClientSerializable).ServerRead(type, msg, c);
break;
case NetEntityEvent.Type.InventoryState:
int containerIndex = msg.ReadRangedInteger(0, components.Count - 1);
(components[containerIndex] as ItemContainer).Inventory.ServerRead(type, msg, c);
break;
case NetEntityEvent.Type.Treatment:
if (c.Character == null || !c.Character.CanInteractWith(this)) return;
UInt16 characterID = msg.ReadUInt16();
byte limbIndex = msg.ReadByte();
Character targetCharacter = FindEntityByID(characterID) as Character;
if (targetCharacter == null) break;
if (targetCharacter != c.Character && c.Character.SelectedCharacter != targetCharacter) break;
Limb targetLimb = limbIndex < targetCharacter.AnimController.Limbs.Length ? targetCharacter.AnimController.Limbs[limbIndex] : null;
if (ContainedItems == null || ContainedItems.All(i => i == null))
{
GameServer.Log(c.Character.LogName + " used item " + Name, ServerLog.MessageType.ItemInteraction);
}
else
{
GameServer.Log(
c.Character.LogName + " used item " + Name + " (contained items: " + string.Join(", ", ContainedItems.Select(i => i.Name)) + ")",
ServerLog.MessageType.ItemInteraction);
}
ApplyTreatment(c.Character, targetCharacter, targetLimb);
break;
case NetEntityEvent.Type.ChangeProperty:
ReadPropertyChange(msg, true, c);
break;
}
}
public void WriteSpawnData(NetBuffer msg)
{
if (GameMain.Server == null) return;
msg.Write(Prefab.Name);
msg.Write(Prefab.Identifier);
msg.Write(Description != prefab.Description);
if (Description != prefab.Description)
{
msg.Write(Description);
}
msg.Write(ID);
if (ParentInventory == null || ParentInventory.Owner == null)
{
msg.Write((ushort)0);
msg.Write(Position.X);
msg.Write(Position.Y);
msg.Write(Submarine != null ? Submarine.ID : (ushort)0);
}
else
{
msg.Write(ParentInventory.Owner.ID);
//find the index of the ItemContainer this item is inside to get the item to
//spawn in the correct inventory in multi-inventory items like fabricators
byte containerIndex = 0;
if (Container != null)
{
for (int i = 0; i < Container.components.Count; i++)
{
if (Container.components[i] is ItemContainer container &&
container.Inventory == ParentInventory)
{
containerIndex = (byte)i;
break;
}
}
}
msg.Write(containerIndex);
int slotIndex = ParentInventory.FindIndex(this);
msg.Write(slotIndex < 0 ? (byte)255 : (byte)slotIndex);
}
byte teamID = 0;
foreach (WifiComponent wifiComponent in GetComponents<WifiComponent>())
{
teamID = (byte)wifiComponent.TeamID;
break;
}
msg.Write(teamID);
bool tagsChanged = tags.Count != prefab.Tags.Count || !tags.All(t => prefab.Tags.Contains(t));
msg.Write(tagsChanged);
if (tagsChanged)
{
msg.Write(Tags);
}
}
partial void UpdateNetPosition(float deltaTime)
{
if (parentInventory != null || body == null || !body.Enabled || Removed)
{
PositionUpdateInterval = float.PositiveInfinity;
return;
}
//gradually increase the interval of position updates
PositionUpdateInterval += deltaTime;
float maxInterval = 30.0f;
float velSqr = body.LinearVelocity.LengthSquared();
if (velSqr > 10.0f * 10.0f)
{
//over 10 m/s (projectile, thrown item or similar) -> send updates very frequently
maxInterval = 0.1f;
}
else if (velSqr > 1.0f)
{
//over 1 m/s
maxInterval = 0.25f;
}
else if (velSqr > 0.05f * 0.05f)
{
//over 0.05 m/s
maxInterval = 1.0f;
}
PositionUpdateInterval = Math.Min(PositionUpdateInterval, maxInterval);
}
public float GetPositionUpdateInterval(Client recipient)
{
if (PositionUpdateInterval == float.PositiveInfinity)
{
return float.PositiveInfinity;
}
if (recipient.Character == null || recipient.Character.IsDead)
{
//less frequent updates for clients who aren't controlling a character (max 2 updates/sec)
return Math.Max(PositionUpdateInterval, 0.5f);
}
else
{
float distSqr = Vector2.DistanceSquared(recipient.Character.WorldPosition, WorldPosition);
if (distSqr > 20000.0f * 20000.0f)
{
//don't send position updates at all if >20 000 units away
return float.PositiveInfinity;
}
else if (distSqr > 10000.0f * 10000.0f)
{
//drop the update rate to 10% if too far to see the item
return PositionUpdateInterval * 10;
}
else if (distSqr > 1000.0f * 1000.0f)
{
//halve the update rate if the client is far away (but still close enough to possibly see the item)
return PositionUpdateInterval * 2;
}
return PositionUpdateInterval;
}
}
public void ServerWritePosition(NetBuffer msg, Client c, object[] extraData = null)
{
msg.Write(ID);
NetBuffer tempBuffer = new NetBuffer();
body.ServerWrite(tempBuffer, c, extraData);
msg.Write((byte)tempBuffer.LengthBytes);
msg.Write(tempBuffer);
msg.WritePadBits();
}
public void CreateServerEvent<T>(T ic) where T : ItemComponent, IServerSerializable
{
if (GameMain.Server == null) return;
if (!ItemList.Contains(this))
{
string errorMsg = "Attempted to create a network event for an item (" + Name + ") that hasn't been fully initialized yet.";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Item.CreateServerEvent:EventForUninitializedItem" + Name + ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
int index = components.IndexOf(ic);
if (index == -1) return;
GameMain.Server.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.ComponentState, index });
}
}
}