223 lines
11 KiB
C#
223 lines
11 KiB
C#
using Barotrauma.Networking;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class ConnectionPanel : ItemComponent, IServerSerializable, IClientSerializable
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{
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public void ServerRead(ClientNetObject type, IReadMessage msg, Client c)
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{
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List<Wire>[] wires = new List<Wire>[Connections.Count];
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//read wire IDs for each connection
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for (int i = 0; i < Connections.Count; i++)
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{
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wires[i] = new List<Wire>();
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for (int j = 0; j < Connection.MaxLinked; j++)
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{
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ushort wireId = msg.ReadUInt16();
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if (!(Entity.FindEntityByID(wireId) is Item wireItem)) { continue; }
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Wire wireComponent = wireItem.GetComponent<Wire>();
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if (wireComponent != null)
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{
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wires[i].Add(wireComponent);
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}
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}
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}
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List<Wire> clientSideDisconnectedWires = new List<Wire>();
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ushort disconnectedWireCount = msg.ReadUInt16();
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for (int i = 0; i < disconnectedWireCount; i++)
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{
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ushort wireId = msg.ReadUInt16();
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if (!(Entity.FindEntityByID(wireId) is Item wireItem)) { continue; }
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Wire wireComponent = wireItem.GetComponent<Wire>();
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if (wireComponent == null) { continue; }
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clientSideDisconnectedWires.Add(wireComponent);
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}
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//don't allow rewiring locked panels
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if (Locked || !GameMain.NetworkMember.ServerSettings.AllowRewiring) { return; }
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item.CreateServerEvent(this);
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//check if the character can access this connectionpanel
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//and all the wires they're trying to connect
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if (!item.CanClientAccess(c)) { return; }
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for (int i = 0; i < Connections.Count; i++)
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{
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foreach (Wire wire in wires[i])
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{
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//wire not found in any of the connections yet (client is trying to connect a new wire)
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// -> we need to check if the client has access to it
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if (!Connections.Any(connection => connection.Wires.Contains(wire)) && !DisconnectedWires.Contains(wire))
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{
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if (!wire.Item.CanClientAccess(c)) { return; }
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}
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}
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}
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if (!CheckCharacterSuccess(c.Character))
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{
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item.CreateServerEvent(this);
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c.Character.Inventory?.CreateNetworkEvent();
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for (int i = 0; i < 2; i++)
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{
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var selectedWire = c.Character.SelectedItems[i]?.GetComponent<Wire>();
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if (selectedWire == null) { continue; }
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selectedWire.CreateNetworkEvent();
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var panel1 = selectedWire.Connections[0]?.ConnectionPanel;
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if (panel1 != null && panel1 != this) { panel1.item.CreateServerEvent(panel1); }
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var panel2 = selectedWire.Connections[1]?.ConnectionPanel;
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if (panel2 != null && panel2 != this) { panel2.item.CreateServerEvent(panel2); }
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CoroutineManager.InvokeAfter(() =>
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{
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item.CreateServerEvent(this);
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if (panel1 != null && panel1 != this) { panel1.item.CreateServerEvent(panel1); }
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if (panel2 != null && panel2 != this) { panel2.item.CreateServerEvent(panel2); }
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if (!selectedWire.Item.Removed) { selectedWire.CreateNetworkEvent(); }
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}, 1.0f);
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}
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GameMain.Server?.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFailure, this, c.Character.ID });
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return;
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}
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//go through existing wire links
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for (int i = 0; i < Connections.Count; i++)
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{
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int j = -1;
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foreach (Wire existingWire in Connections[i].Wires)
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{
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j++;
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if (existingWire == null) { continue; }
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//existing wire not in the list of new wires -> disconnect it
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if (!wires[i].Contains(existingWire))
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{
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if (existingWire.Locked)
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{
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//this should not be possible unless the client is running a modified version of the game
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GameServer.Log(GameServer.CharacterLogName(c.Character) + " attempted to disconnect a locked wire from " +
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Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.Error);
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continue;
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}
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existingWire.RemoveConnection(item);
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if (existingWire.Item.ParentInventory == null)
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{
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item.GetComponent<ConnectionPanel>()?.DisconnectedWires.Add(existingWire);
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}
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if (!wires.Any(w => w.Contains(existingWire)))
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{
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GameMain.Server.KarmaManager.OnWireDisconnected(c.Character, existingWire);
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}
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if (existingWire.Connections[0] == null && existingWire.Connections[1] == null)
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{
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GameServer.Log(GameServer.CharacterLogName(c.Character) + " disconnected a wire from " +
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Connections[i].Item.Name + " (" + Connections[i].Name + ")", ServerLog.MessageType.Wiring);
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if (existingWire.Item.ParentInventory != null)
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{
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//in an inventory and not connected to anything -> the wire cannot have any nodes
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existingWire.ClearConnections();
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}
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else if (!clientSideDisconnectedWires.Contains(existingWire))
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{
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//not in an inventory, not connected to anything, not hanging loose from any panel -> must be dropped
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existingWire.Item.Drop(c.Character);
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}
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}
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else if (existingWire.Connections[0] != null)
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{
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GameServer.Log(GameServer.CharacterLogName(c.Character) + " disconnected a wire from " +
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Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[0].Item.Name + " (" + existingWire.Connections[0].Name + ")", ServerLog.MessageType.Wiring);
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//wires that are not in anyone's inventory (i.e. not currently being rewired)
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//can never be connected to only one connection
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// -> the client must have dropped the wire from the connection panel
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/*if (existingWire.Item.ParentInventory == null && !wires.Any(w => w.Contains(existingWire)))
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{
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//let other clients know the item was also disconnected from the other connection
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existingWire.Connections[0].Item.CreateServerEvent(existingWire.Connections[0].Item.GetComponent<ConnectionPanel>());
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existingWire.Item.Drop(c.Character);
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}*/
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}
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else if (existingWire.Connections[1] != null)
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{
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GameServer.Log(GameServer.CharacterLogName(c.Character) + " disconnected a wire from " +
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Connections[i].Item.Name + " (" + Connections[i].Name + ") to " + existingWire.Connections[1].Item.Name + " (" + existingWire.Connections[1].Name + ")", ServerLog.MessageType.Wiring);
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/*if (existingWire.Item.ParentInventory == null && !wires.Any(w => w.Contains(existingWire)))
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{
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//let other clients know the item was also disconnected from the other connection
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existingWire.Connections[1].Item.CreateServerEvent(existingWire.Connections[1].Item.GetComponent<ConnectionPanel>());
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existingWire.Item.Drop(c.Character);
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}*/
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}
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Connections[i].SetWire(j, null);
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}
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}
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}
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foreach (Wire disconnectedWire in DisconnectedWires.ToList())
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{
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if (disconnectedWire.Connections[0] == null &&
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disconnectedWire.Connections[1] == null &&
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!clientSideDisconnectedWires.Contains(disconnectedWire) &&
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disconnectedWire.Item.ParentInventory == null)
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{
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disconnectedWire.Item.Drop(c.Character);
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GameServer.Log(GameServer.CharacterLogName(c.Character) + " dropped " + disconnectedWire.Name, ServerLog.MessageType.Inventory);
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}
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}
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//go through new wires
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for (int i = 0; i < Connections.Count; i++)
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{
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foreach (Wire newWire in wires[i])
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{
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//already connected, no need to do anything
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if (Connections[i].Wires.Contains(newWire)) { continue; }
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Connections[i].TryAddLink(newWire);
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newWire.Connect(Connections[i], true, true);
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var otherConnection = newWire.OtherConnection(Connections[i]);
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if (otherConnection == null)
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{
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GameServer.Log(GameServer.CharacterLogName(c.Character) + " connected a wire to " +
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Connections[i].Item.Name + " (" + Connections[i].Name + ")",
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ServerLog.MessageType.Wiring);
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}
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else
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{
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GameServer.Log(GameServer.CharacterLogName(c.Character) + " connected a wire from " +
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Connections[i].Item.Name + " (" + Connections[i].Name + ") to " +
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(otherConnection == null ? "none" : otherConnection.Item.Name + " (" + (otherConnection.Name) + ")"),
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ServerLog.MessageType.Wiring);
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}
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}
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}
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}
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public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
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{
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msg.Write(user == null ? (ushort)0 : user.ID);
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ClientWrite(msg, extraData);
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}
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}
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}
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