partial void UpdateNetPlayerPositionProjSpecific(float deltaTime, float lowestSubPos) { if (character != GameMain.Client.Character || !character.AllowInput) { //remove states without a timestamp (there may still be ID-based states //in the list when the controlled character switches to timestamp-based interpolation) character.MemState.RemoveAll(m => m.Timestamp == 0.0f); //use simple interpolation for other players' characters and characters that can't move if (character.MemState.Count > 0) { CharacterStateInfo serverPos = character.MemState.Last(); if (!character.isSynced) { SetPosition(serverPos.Position, false); Collider.LinearVelocity = Vector2.Zero; character.MemLocalState.Clear(); character.LastNetworkUpdateID = serverPos.ID; character.isSynced = true; return; } if (character.MemState[0].SelectedCharacter == null || character.MemState[0].SelectedCharacter.Removed) { character.DeselectCharacter(); } else if (character.MemState[0].SelectedCharacter != null) { character.SelectCharacter(character.MemState[0].SelectedCharacter); } if (character.MemState[0].SelectedItem == null || character.MemState[0].SelectedItem.Removed) { character.SelectedConstruction = null; } else { if (character.SelectedConstruction != character.MemState[0].SelectedItem) { foreach (var ic in character.MemState[0].SelectedItem.Components) { if (ic.CanBeSelected) { ic.Select(character); } } } character.SelectedConstruction = character.MemState[0].SelectedItem; } if (character.MemState[0].Animation == AnimController.Animation.CPR) { character.AnimController.Anim = AnimController.Animation.CPR; } else if (character.AnimController.Anim == AnimController.Animation.CPR) { character.AnimController.Anim = AnimController.Animation.None; } Vector2 newVelocity = Collider.LinearVelocity; Vector2 newPosition = Collider.SimPosition; float newRotation = Collider.Rotation; float newAngularVelocity = Collider.AngularVelocity; Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity); newVelocity = newVelocity.ClampLength(100.0f); if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; } overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero; Collider.LinearVelocity = newVelocity; Collider.AngularVelocity = newAngularVelocity; float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition); float errorTolerance = character.AllowInput ? 0.01f : 0.2f; if (distSqrd > errorTolerance) { if (distSqrd > 10.0f || !character.AllowInput) { Collider.TargetRotation = newRotation; SetPosition(newPosition, lerp: distSqrd < 5.0f); } else { Collider.TargetRotation = newRotation; Collider.TargetPosition = newPosition; Collider.MoveToTargetPosition(true); } } //unconscious/dead characters can't correct their position using AnimController movement // -> we need to correct it manually if (!character.AllowInput) { float mainLimbDistSqrd = Vector2.DistanceSquared(MainLimb.PullJointWorldAnchorA, Collider.SimPosition); float mainLimbErrorTolerance = 0.1f; //if the main limb is roughly at the correct position and the collider isn't moving (much at least), //don't attempt to correct the position. if (mainLimbDistSqrd > mainLimbErrorTolerance || Collider.LinearVelocity.LengthSquared() > 0.05f) { MainLimb.PullJointWorldAnchorB = Collider.SimPosition; MainLimb.PullJointEnabled = true; } } } character.MemLocalState.Clear(); } else { //remove states with a timestamp (there may still timestamp-based states //in the list if the controlled character switches from timestamp-based interpolation to ID-based) character.MemState.RemoveAll(m => m.Timestamp > 0.0f); for (int i = 0; i < character.MemLocalState.Count; i++) { if (character.Submarine == null) { //transform in-sub coordinates to outside coordinates if (character.MemLocalState[i].Position.Y > lowestSubPos) { character.MemLocalState[i].TransformInToOutside(); } } else if (currentHull?.Submarine != null) { //transform outside coordinates to in-sub coordinates if (character.MemLocalState[i].Position.Y < lowestSubPos) { character.MemLocalState[i].TransformOutToInside(currentHull.Submarine); } } } if (character.MemState.Count < 1) { return; } overrideTargetMovement = Vector2.Zero; CharacterStateInfo serverPos = character.MemState.Last(); if (!character.isSynced) { SetPosition(serverPos.Position, false); Collider.LinearVelocity = Vector2.Zero; character.MemLocalState.Clear(); character.LastNetworkUpdateID = serverPos.ID; character.isSynced = true; return; } int localPosIndex = character.MemLocalState.FindIndex(m => m.ID == serverPos.ID); if (localPosIndex > -1) { CharacterStateInfo localPos = character.MemLocalState[localPosIndex]; //the entity we're interacting with doesn't match the server's if (localPos.SelectedCharacter != serverPos.SelectedCharacter) { if (serverPos.SelectedCharacter == null || serverPos.SelectedCharacter.Removed) { character.DeselectCharacter(); } else if (serverPos.SelectedCharacter != null) { character.SelectCharacter(serverPos.SelectedCharacter); } } if (localPos.SelectedItem != serverPos.SelectedItem) { if (serverPos.SelectedItem == null || serverPos.SelectedItem.Removed) { character.SelectedConstruction = null; } else if (serverPos.SelectedItem != null) { if (character.SelectedConstruction != serverPos.SelectedItem) { serverPos.SelectedItem.TryInteract(character, true, true); } character.SelectedConstruction = serverPos.SelectedItem; } } if (localPos.Animation != serverPos.Animation) { if (serverPos.Animation == AnimController.Animation.CPR) { character.AnimController.Anim = AnimController.Animation.CPR; } else if (character.AnimController.Anim == AnimController.Animation.CPR) { character.AnimController.Anim = AnimController.Animation.None; } } Hull serverHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(serverPos.Position), character.CurrentHull, serverPos.Position.Y < lowestSubPos); Hull clientHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(localPos.Position), serverHull, localPos.Position.Y < lowestSubPos); if (serverHull != null && clientHull != null && serverHull.Submarine != clientHull.Submarine) { //hull subs don't match => teleport the camera to the other sub character.Submarine = serverHull.Submarine; character.CurrentHull = currentHull = serverHull; SetPosition(serverPos.Position); character.MemLocalState.Clear(); } else { Vector2 positionError = serverPos.Position - localPos.Position; float rotationError = serverPos.Rotation.HasValue && localPos.Rotation.HasValue ? serverPos.Rotation.Value - localPos.Rotation.Value : 0.0f; for (int i = localPosIndex; i < character.MemLocalState.Count; i++) { Hull pointHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(character.MemLocalState[i].Position), clientHull, character.MemLocalState[i].Position.Y < lowestSubPos); if (pointHull != clientHull && ((pointHull == null) || (clientHull == null) || (pointHull.Submarine == clientHull.Submarine))) { break; } character.MemLocalState[i].Translate(positionError, rotationError); } float errorMagnitude = positionError.Length(); if (errorMagnitude > 0.01f) { Collider.TargetPosition = Collider.SimPosition + positionError; Collider.TargetRotation = Collider.Rotation + rotationError; Collider.MoveToTargetPosition(lerp: true); if (errorMagnitude > 0.5f) { character.MemLocalState.Clear(); foreach (Limb limb in Limbs) { limb.body.TargetPosition = limb.body.SimPosition + positionError; limb.body.MoveToTargetPosition(lerp: true); } } } } } if (character.MemLocalState.Count > 120) { character.MemLocalState.RemoveRange(0, character.MemLocalState.Count - 120); } character.MemState.Clear(); } }
public virtual void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime) { if (GameMain.Server != null) { return; } switch (type) { case ServerNetObject.ENTITY_POSITION: bool facingRight = AnimController.Dir > 0.0f; lastRecvPositionUpdateTime = (float)NetTime.Now; AnimController.Frozen = false; Enabled = true; UInt16 networkUpdateID = 0; if (msg.ReadBoolean()) { networkUpdateID = msg.ReadUInt16(); } else { bool aimInput = msg.ReadBoolean(); keys[(int)InputType.Aim].Held = aimInput; keys[(int)InputType.Aim].SetState(false, aimInput); bool useInput = msg.ReadBoolean(); keys[(int)InputType.Use].Held = useInput; keys[(int)InputType.Use].SetState(false, useInput); if (AnimController is HumanoidAnimController) { bool crouching = msg.ReadBoolean(); keys[(int)InputType.Crouch].Held = crouching; keys[(int)InputType.Crouch].SetState(false, crouching); AnimController.GrabLimb = (LimbType)msg.ReadByte(); } bool hasAttackLimb = msg.ReadBoolean(); if (hasAttackLimb) { bool attackInput = msg.ReadBoolean(); keys[(int)InputType.Attack].Held = attackInput; keys[(int)InputType.Attack].SetState(false, attackInput); } if (aimInput) { double aimAngle = ((double)msg.ReadUInt16() / 65535.0) * 2.0 * Math.PI; cursorPosition = (ViewTarget == null ? AnimController.AimSourcePos : ViewTarget.Position) + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f; TransformCursorPos(); } bool ragdollInput = msg.ReadBoolean(); keys[(int)InputType.Ragdoll].Held = ragdollInput; keys[(int)InputType.Ragdoll].SetState(false, ragdollInput); facingRight = msg.ReadBoolean(); } bool entitySelected = msg.ReadBoolean(); Entity selectedEntity = null; AnimController.Animation animation = AnimController.Animation.None; if (entitySelected) { ushort entityID = msg.ReadUInt16(); selectedEntity = FindEntityByID(entityID); if (selectedEntity is Character) { bool doingCpr = msg.ReadBoolean(); if (doingCpr && SelectedCharacter != null) { animation = AnimController.Animation.CPR; } } } Vector2 pos = new Vector2( msg.ReadFloat(), msg.ReadFloat()); float rotation = msg.ReadFloat(); ReadStatus(msg); msg.ReadPadBits(); int index = 0; if (GameMain.NetworkMember.Character == this) { var posInfo = new CharacterStateInfo(pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation); while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID)) { index++; } memState.Insert(index, posInfo); } else { var posInfo = new CharacterStateInfo(pos, rotation, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation); while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp) { index++; } memState.Insert(index, posInfo); } break; case ServerNetObject.ENTITY_EVENT: int eventType = msg.ReadRangedInteger(0, 2); switch (eventType) { case 0: inventory.ClientRead(type, msg, sendingTime); break; case 1: byte ownerID = msg.ReadByte(); ResetNetState(); if (ownerID == GameMain.Client.ID) { if (controlled != null) { LastNetworkUpdateID = controlled.LastNetworkUpdateID; } controlled = this; IsRemotePlayer = false; GameMain.Client.Character = this; GameMain.LightManager.LosEnabled = true; } else if (controlled == this) { controlled = null; IsRemotePlayer = ownerID > 0; } break; case 2: ReadStatus(msg); break; } msg.ReadPadBits(); break; } }
partial void UpdateNetInput() { if (GameMain.Client != null) { if (this != Controlled) { if (GameMain.Client.EndCinematic != null && GameMain.Client.EndCinematic.Running) // Freezes the characters during the ending cinematic { AnimController.Frozen = true; memState.Clear(); return; } //freeze AI characters if more than x seconds have passed since last update from the server if (lastRecvPositionUpdateTime < Lidgren.Network.NetTime.Now - NetConfig.FreezeCharacterIfPositionDataMissingDelay) { AnimController.Frozen = true; memState.Clear(); //hide after y seconds if (lastRecvPositionUpdateTime < Lidgren.Network.NetTime.Now - NetConfig.DisableCharacterIfPositionDataMissingDelay) { Enabled = false; return; } } } else { var posInfo = new CharacterStateInfo( SimPosition, AnimController.Collider.Rotation, LastNetworkUpdateID, AnimController.TargetDir, SelectedCharacter, SelectedConstruction, AnimController.Anim); memLocalState.Add(posInfo); InputNetFlags newInput = InputNetFlags.None; if (IsKeyDown(InputType.Left)) { newInput |= InputNetFlags.Left; } if (IsKeyDown(InputType.Right)) { newInput |= InputNetFlags.Right; } if (IsKeyDown(InputType.Up)) { newInput |= InputNetFlags.Up; } if (IsKeyDown(InputType.Down)) { newInput |= InputNetFlags.Down; } if (IsKeyDown(InputType.Run)) { newInput |= InputNetFlags.Run; } if (IsKeyDown(InputType.Crouch)) { newInput |= InputNetFlags.Crouch; } if (IsKeyHit(InputType.Select)) { newInput |= InputNetFlags.Select; //TODO: clean up the way this input is registered } if (IsKeyHit(InputType.Deselect)) { newInput |= InputNetFlags.Deselect; } if (IsKeyHit(InputType.Health)) { newInput |= InputNetFlags.Health; } if (IsKeyHit(InputType.Grab)) { newInput |= InputNetFlags.Grab; } if (IsKeyDown(InputType.Use)) { newInput |= InputNetFlags.Use; } if (IsKeyDown(InputType.Aim)) { newInput |= InputNetFlags.Aim; } if (IsKeyDown(InputType.Shoot)) { newInput |= InputNetFlags.Shoot; } if (IsKeyDown(InputType.Attack)) { newInput |= InputNetFlags.Attack; } if (IsKeyDown(InputType.Ragdoll)) { newInput |= InputNetFlags.Ragdoll; } if (AnimController.TargetDir == Direction.Left) { newInput |= InputNetFlags.FacingLeft; } Vector2 relativeCursorPos = cursorPosition - AimRefPosition; relativeCursorPos.Normalize(); UInt16 intAngle = (UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)); NetInputMem newMem = new NetInputMem { states = newInput, intAim = intAngle }; if (FocusedCharacter != null && FocusedCharacter.CampaignInteractionType != CampaignMode.InteractionType.None && newMem.states.HasFlag(InputNetFlags.Use)) { newMem.interact = FocusedCharacter.ID; } else if (newMem.states.HasFlag(InputNetFlags.Use) && (FocusedCharacter?.IsPet ?? false)) { newMem.interact = FocusedCharacter.ID; } else if (focusedItem != null && !CharacterInventory.DraggingItemToWorld && !newMem.states.HasFlag(InputNetFlags.Grab) && !newMem.states.HasFlag(InputNetFlags.Health)) { newMem.interact = focusedItem.ID; } else if (FocusedCharacter != null) { newMem.interact = FocusedCharacter.ID; } memInput.Insert(0, newMem); LastNetworkUpdateID++; if (memInput.Count > 60) { memInput.RemoveRange(60, memInput.Count - 60); } } } else //this == Character.Controlled && GameMain.Client == null { AnimController.Frozen = false; } }
public virtual void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime) { switch (type) { case ServerNetObject.ENTITY_POSITION: bool facingRight = AnimController.Dir > 0.0f; lastRecvPositionUpdateTime = (float)Lidgren.Network.NetTime.Now; AnimController.Frozen = false; Enabled = true; UInt16 networkUpdateID = 0; if (msg.ReadBoolean()) { networkUpdateID = msg.ReadUInt16(); } else { bool aimInput = msg.ReadBoolean(); keys[(int)InputType.Aim].Held = aimInput; keys[(int)InputType.Aim].SetState(false, aimInput); bool shootInput = msg.ReadBoolean(); keys[(int)InputType.Shoot].Held = shootInput; keys[(int)InputType.Shoot].SetState(false, shootInput); bool useInput = msg.ReadBoolean(); keys[(int)InputType.Use].Held = useInput; keys[(int)InputType.Use].SetState(false, useInput); if (AnimController is HumanoidAnimController) { bool crouching = msg.ReadBoolean(); keys[(int)InputType.Crouch].Held = crouching; keys[(int)InputType.Crouch].SetState(false, crouching); } bool attackInput = msg.ReadBoolean(); keys[(int)InputType.Attack].Held = attackInput; keys[(int)InputType.Attack].SetState(false, attackInput); double aimAngle = msg.ReadUInt16() / 65535.0 * 2.0 * Math.PI; cursorPosition = AimRefPosition + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 500.0f; TransformCursorPos(); bool ragdollInput = msg.ReadBoolean(); keys[(int)InputType.Ragdoll].Held = ragdollInput; keys[(int)InputType.Ragdoll].SetState(false, ragdollInput); facingRight = msg.ReadBoolean(); } bool entitySelected = msg.ReadBoolean(); Character selectedCharacter = null; Item selectedItem = null; AnimController.Animation animation = AnimController.Animation.None; if (entitySelected) { ushort characterID = msg.ReadUInt16(); ushort itemID = msg.ReadUInt16(); selectedCharacter = FindEntityByID(characterID) as Character; selectedItem = FindEntityByID(itemID) as Item; if (characterID != NullEntityID) { bool doingCpr = msg.ReadBoolean(); if (doingCpr && SelectedCharacter != null) { animation = AnimController.Animation.CPR; } } } Vector2 pos = new Vector2( msg.ReadSingle(), msg.ReadSingle()); float MaxVel = NetConfig.MaxPhysicsBodyVelocity; Vector2 linearVelocity = new Vector2( msg.ReadRangedSingle(-MaxVel, MaxVel, 12), msg.ReadRangedSingle(-MaxVel, MaxVel, 12)); linearVelocity = NetConfig.Quantize(linearVelocity, -MaxVel, MaxVel, 12); bool fixedRotation = msg.ReadBoolean(); float?rotation = null; float?angularVelocity = null; if (!fixedRotation) { rotation = msg.ReadSingle(); float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity; angularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8); angularVelocity = NetConfig.Quantize(angularVelocity.Value, -MaxAngularVel, MaxAngularVel, 8); } bool readStatus = msg.ReadBoolean(); if (readStatus) { ReadStatus(msg); (AIController as EnemyAIController)?.PetBehavior?.ClientRead(msg); } msg.ReadPadBits(); int index = 0; if (GameMain.Client.Character == this && CanMove) { var posInfo = new CharacterStateInfo( pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedCharacter, selectedItem, animation); while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID)) { index++; } memState.Insert(index, posInfo); } else { var posInfo = new CharacterStateInfo( pos, rotation, linearVelocity, angularVelocity, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedCharacter, selectedItem, animation); while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp) { index++; } memState.Insert(index, posInfo); } break; case ServerNetObject.ENTITY_EVENT: int eventType = msg.ReadRangedInteger(0, 5); switch (eventType) { case 0: //NetEntityEvent.Type.InventoryState if (Inventory == null) { string errorMsg = "Received an inventory update message for an entity with no inventory (" + Name + ", removed: " + Removed + ")"; DebugConsole.ThrowError(errorMsg); GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ClientRead:NoInventory" + ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); //read anyway to prevent messing up reading the rest of the message UInt16 lastEventID = msg.ReadUInt16(); byte itemCount = msg.ReadByte(); for (int i = 0; i < itemCount; i++) { msg.ReadUInt16(); } } else { Inventory.ClientRead(type, msg, sendingTime); } break; case 1: //NetEntityEvent.Type.Control byte ownerID = msg.ReadByte(); ResetNetState(); if (ownerID == GameMain.Client.ID) { if (controlled != null) { LastNetworkUpdateID = controlled.LastNetworkUpdateID; } if (!IsDead) { Controlled = this; } IsRemotePlayer = false; GameMain.Client.HasSpawned = true; GameMain.Client.Character = this; GameMain.LightManager.LosEnabled = true; } else { if (controlled == this) { Controlled = null; IsRemotePlayer = ownerID > 0; } } break; case 2: //NetEntityEvent.Type.Status ReadStatus(msg); break; case 3: //NetEntityEvent.Type.UpdateSkills int skillCount = msg.ReadByte(); for (int i = 0; i < skillCount; i++) { string skillIdentifier = msg.ReadString(); float skillLevel = msg.ReadSingle(); info?.SetSkillLevel(skillIdentifier, skillLevel, WorldPosition + Vector2.UnitY * 150.0f); } break; case 4: //NetEntityEvent.Type.ExecuteAttack int attackLimbIndex = msg.ReadByte(); UInt16 targetEntityID = msg.ReadUInt16(); int targetLimbIndex = msg.ReadByte(); //255 = entity already removed, no need to do anything if (attackLimbIndex == 255 || Removed) { break; } if (attackLimbIndex >= AnimController.Limbs.Length) { DebugConsole.ThrowError($"Received invalid ExecuteAttack message. Limb index out of bounds (character: {Name}, limb index: {attackLimbIndex}, limb count: {AnimController.Limbs.Length})"); break; } Limb attackLimb = AnimController.Limbs[attackLimbIndex]; Limb targetLimb = null; if (!(FindEntityByID(targetEntityID) is IDamageable targetEntity)) { DebugConsole.ThrowError($"Received invalid ExecuteAttack message. Target entity not found (ID {targetEntityID})"); break; } if (targetEntity is Character targetCharacter) { if (targetLimbIndex >= targetCharacter.AnimController.Limbs.Length) { DebugConsole.ThrowError($"Received invalid ExecuteAttack message. Target limb index out of bounds (target character: {targetCharacter.Name}, limb index: {targetLimbIndex}, limb count: {targetCharacter.AnimController.Limbs.Length})"); break; } targetLimb = targetCharacter.AnimController.Limbs[targetLimbIndex]; } if (attackLimb?.attack != null) { attackLimb.ExecuteAttack(targetEntity, targetLimb, out _); } break; case 5: //NetEntityEvent.Type.AssignCampaignInteraction byte campaignInteractionType = msg.ReadByte(); (GameMain.GameSession?.GameMode as CampaignMode)?.AssignNPCMenuInteraction(this, (CampaignMode.InteractionType)campaignInteractionType); break; } msg.ReadPadBits(); break; } }
private void UpdateNetInput() { if (this != Character.Controlled) { if (GameMain.Client != null) { //freeze AI characters if more than 1 seconds have passed since last update from the server if (lastRecvPositionUpdateTime < NetTime.Now - 1.0f) { AnimController.Frozen = true; memState.Clear(); //hide after 2 seconds if (lastRecvPositionUpdateTime < NetTime.Now - 2.0f) { Enabled = false; return; } } } else if (GameMain.Server != null && (!(this is AICharacter) || IsRemotePlayer)) { if (!AllowInput) { AnimController.Frozen = false; if (memInput.Count > 0) { prevDequeuedInput = dequeuedInput; dequeuedInput = memInput[memInput.Count - 1].states; memInput.RemoveAt(memInput.Count - 1); } } else if (memInput.Count == 0) { AnimController.Frozen = true; } else { AnimController.Frozen = false; prevDequeuedInput = dequeuedInput; LastProcessedID = memInput[memInput.Count - 1].networkUpdateID; dequeuedInput = memInput[memInput.Count - 1].states; double aimAngle = ((double)memInput[memInput.Count - 1].intAim / 65535.0) * 2.0 * Math.PI; cursorPosition = (ViewTarget == null ? AnimController.AimSourcePos : ViewTarget.Position) + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f; //reset focus when attempting to use/select something if (memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Use) || memInput[memInput.Count - 1].states.HasFlag(InputNetFlags.Select)) { focusedItem = null; focusedCharacter = null; } var closestEntity = FindEntityByID(memInput[memInput.Count - 1].interact); if (closestEntity is Item) { if (CanInteractWith((Item)closestEntity)) { focusedItem = (Item)closestEntity; focusedCharacter = null; } } else if (closestEntity is Character) { if (CanInteractWith((Character)closestEntity)) { focusedCharacter = (Character)closestEntity; focusedItem = null; } } memInput.RemoveAt(memInput.Count - 1); TransformCursorPos(); if ((dequeuedInput == InputNetFlags.None || dequeuedInput == InputNetFlags.FacingLeft) && Math.Abs(AnimController.Collider.LinearVelocity.X) < 0.005f && Math.Abs(AnimController.Collider.LinearVelocity.Y) < 0.2f) { while (memInput.Count > 5 && memInput[memInput.Count - 1].states == dequeuedInput) { //remove inputs where the player is not moving at all //helps the server catch up, shouldn't affect final position LastProcessedID = memInput[memInput.Count - 1].networkUpdateID; memInput.RemoveAt(memInput.Count - 1); } } } } } else if (GameMain.Client != null) { var posInfo = new CharacterStateInfo( SimPosition, AnimController.Collider.Rotation, LastNetworkUpdateID, AnimController.TargetDir, SelectedCharacter == null ? (Entity)selectedConstruction : (Entity)SelectedCharacter, AnimController.Anim); memLocalState.Add(posInfo); InputNetFlags newInput = InputNetFlags.None; if (IsKeyDown(InputType.Left)) { newInput |= InputNetFlags.Left; } if (IsKeyDown(InputType.Right)) { newInput |= InputNetFlags.Right; } if (IsKeyDown(InputType.Up)) { newInput |= InputNetFlags.Up; } if (IsKeyDown(InputType.Down)) { newInput |= InputNetFlags.Down; } if (IsKeyDown(InputType.Run)) { newInput |= InputNetFlags.Run; } if (IsKeyDown(InputType.Crouch)) { newInput |= InputNetFlags.Crouch; } if (IsKeyHit(InputType.Select)) { newInput |= InputNetFlags.Select; //TODO: clean up the way this input is registered } if (IsKeyDown(InputType.Use)) { newInput |= InputNetFlags.Use; } if (IsKeyDown(InputType.Aim)) { newInput |= InputNetFlags.Aim; } if (IsKeyDown(InputType.Attack)) { newInput |= InputNetFlags.Attack; } if (IsKeyDown(InputType.Ragdoll)) { newInput |= InputNetFlags.Ragdoll; } if (AnimController.TargetDir == Direction.Left) { newInput |= InputNetFlags.FacingLeft; } Vector2 relativeCursorPos = cursorPosition - (ViewTarget == null ? AnimController.AimSourcePos : ViewTarget.Position); relativeCursorPos.Normalize(); UInt16 intAngle = (UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)); NetInputMem newMem = new NetInputMem(); newMem.states = newInput; newMem.intAim = intAngle; if (focusedItem != null) { newMem.interact = focusedItem.ID; } else if (focusedCharacter != null) { newMem.interact = focusedCharacter.ID; } memInput.Insert(0, newMem); LastNetworkUpdateID++; if (memInput.Count > 60) { memInput.RemoveRange(60, memInput.Count - 60); } } else //this == Character.Controlled && GameMain.Client == null { AnimController.Frozen = false; } if (networkUpdateSent) { foreach (Key key in keys) { key.DequeueHit(); key.DequeueHeld(); } networkUpdateSent = false; } }
public virtual void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime) { switch (type) { case ServerNetObject.ENTITY_POSITION: bool facingRight = AnimController.Dir > 0.0f; lastRecvPositionUpdateTime = (float)Lidgren.Network.NetTime.Now; AnimController.Frozen = false; Enabled = true; UInt16 networkUpdateID = 0; if (msg.ReadBoolean()) { networkUpdateID = msg.ReadUInt16(); } else { bool aimInput = msg.ReadBoolean(); keys[(int)InputType.Aim].Held = aimInput; keys[(int)InputType.Aim].SetState(false, aimInput); bool shootInput = msg.ReadBoolean(); keys[(int)InputType.Shoot].Held = shootInput; keys[(int)InputType.Shoot].SetState(false, shootInput); bool useInput = msg.ReadBoolean(); keys[(int)InputType.Use].Held = useInput; keys[(int)InputType.Use].SetState(false, useInput); if (AnimController is HumanoidAnimController) { bool crouching = msg.ReadBoolean(); keys[(int)InputType.Crouch].Held = crouching; keys[(int)InputType.Crouch].SetState(false, crouching); } bool attackInput = msg.ReadBoolean(); keys[(int)InputType.Attack].Held = attackInput; keys[(int)InputType.Attack].SetState(false, attackInput); double aimAngle = msg.ReadUInt16() / 65535.0 * 2.0 * Math.PI; cursorPosition = AimRefPosition + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 500.0f; TransformCursorPos(); bool ragdollInput = msg.ReadBoolean(); keys[(int)InputType.Ragdoll].Held = ragdollInput; keys[(int)InputType.Ragdoll].SetState(false, ragdollInput); facingRight = msg.ReadBoolean(); } bool entitySelected = msg.ReadBoolean(); Character selectedCharacter = null; Item selectedItem = null; AnimController.Animation animation = AnimController.Animation.None; if (entitySelected) { ushort characterID = msg.ReadUInt16(); ushort itemID = msg.ReadUInt16(); selectedCharacter = FindEntityByID(characterID) as Character; selectedItem = FindEntityByID(itemID) as Item; if (characterID != NullEntityID) { bool doingCpr = msg.ReadBoolean(); if (doingCpr && SelectedCharacter != null) { animation = AnimController.Animation.CPR; } } } Vector2 pos = new Vector2( msg.ReadSingle(), msg.ReadSingle()); float MaxVel = NetConfig.MaxPhysicsBodyVelocity; Vector2 linearVelocity = new Vector2( msg.ReadRangedSingle(-MaxVel, MaxVel, 12), msg.ReadRangedSingle(-MaxVel, MaxVel, 12)); linearVelocity = NetConfig.Quantize(linearVelocity, -MaxVel, MaxVel, 12); bool fixedRotation = msg.ReadBoolean(); float?rotation = null; float?angularVelocity = null; if (!fixedRotation) { rotation = msg.ReadSingle(); float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity; angularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8); angularVelocity = NetConfig.Quantize(angularVelocity.Value, -MaxAngularVel, MaxAngularVel, 8); } bool readStatus = msg.ReadBoolean(); if (readStatus) { ReadStatus(msg); } msg.ReadPadBits(); int index = 0; if (GameMain.Client.Character == this && AllowInput) { var posInfo = new CharacterStateInfo( pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedCharacter, selectedItem, animation); while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID)) { index++; } memState.Insert(index, posInfo); } else { var posInfo = new CharacterStateInfo( pos, rotation, linearVelocity, angularVelocity, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedCharacter, selectedItem, animation); while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp) { index++; } memState.Insert(index, posInfo); } break; case ServerNetObject.ENTITY_EVENT: int eventType = msg.ReadRangedInteger(0, 3); switch (eventType) { case 0: if (Inventory == null) { string errorMsg = "Received an inventory update message for an entity with no inventory (" + Name + ", removed: " + Removed + ")"; DebugConsole.ThrowError(errorMsg); GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ClientRead:NoInventory" + ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); //read anyway to prevent messing up reading the rest of the message byte itemCount = msg.ReadByte(); for (int i = 0; i < itemCount; i++) { msg.ReadUInt16(); } } else { Inventory.ClientRead(type, msg, sendingTime); } break; case 1: byte ownerID = msg.ReadByte(); ResetNetState(); if (ownerID == GameMain.Client.ID) { if (controlled != null) { LastNetworkUpdateID = controlled.LastNetworkUpdateID; } Controlled = this; IsRemotePlayer = false; GameMain.Client.HasSpawned = true; GameMain.Client.Character = this; GameMain.LightManager.LosEnabled = true; } else { if (controlled == this) { Controlled = null; IsRemotePlayer = ownerID > 0; } } break; case 2: ReadStatus(msg); break; case 3: int skillCount = msg.ReadByte(); for (int i = 0; i < skillCount; i++) { string skillIdentifier = msg.ReadString(); float skillLevel = msg.ReadSingle(); info?.SetSkillLevel(skillIdentifier, skillLevel, WorldPosition + Vector2.UnitY * 150.0f); } break; } msg.ReadPadBits(); break; } }
public virtual void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime) { if (GameMain.Server != null) { return; } switch (type) { case ServerNetObject.ENTITY_POSITION: bool facingRight = AnimController.Dir > 0.0f; lastRecvPositionUpdateTime = (float)NetTime.Now; AnimController.Frozen = false; Enabled = true; UInt16 networkUpdateID = 0; if (msg.ReadBoolean()) { networkUpdateID = msg.ReadUInt16(); } else { bool aimInput = msg.ReadBoolean(); keys[(int)InputType.Aim].Held = aimInput; keys[(int)InputType.Aim].SetState(false, aimInput); bool useInput = msg.ReadBoolean(); keys[(int)InputType.Use].Held = useInput; keys[(int)InputType.Use].SetState(false, useInput); if (AnimController is HumanoidAnimController) { bool crouching = msg.ReadBoolean(); keys[(int)InputType.Crouch].Held = crouching; keys[(int)InputType.Crouch].SetState(false, crouching); } bool hasAttackLimb = msg.ReadBoolean(); if (hasAttackLimb) { bool attackInput = msg.ReadBoolean(); keys[(int)InputType.Attack].Held = attackInput; keys[(int)InputType.Attack].SetState(false, attackInput); } if (aimInput) { double aimAngle = ((double)msg.ReadUInt16() / 65535.0) * 2.0 * Math.PI; cursorPosition = AimRefPosition + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 60.0f; TransformCursorPos(); } bool ragdollInput = msg.ReadBoolean(); keys[(int)InputType.Ragdoll].Held = ragdollInput; keys[(int)InputType.Ragdoll].SetState(false, ragdollInput); facingRight = msg.ReadBoolean(); } bool entitySelected = msg.ReadBoolean(); Entity selectedEntity = null; AnimController.Animation animation = AnimController.Animation.None; if (entitySelected) { ushort entityID = msg.ReadUInt16(); selectedEntity = FindEntityByID(entityID); if (selectedEntity is Character) { bool doingCpr = msg.ReadBoolean(); if (doingCpr && SelectedCharacter != null) { animation = AnimController.Animation.CPR; } } } Vector2 pos = new Vector2( msg.ReadFloat(), msg.ReadFloat()); float rotation = msg.ReadFloat(); ReadStatus(msg); msg.ReadPadBits(); int index = 0; if (GameMain.NetworkMember.Character == this && AllowInput) { var posInfo = new CharacterStateInfo(pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation); while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID)) { index++; } memState.Insert(index, posInfo); } else { var posInfo = new CharacterStateInfo(pos, rotation, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedEntity, animation); while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp) { index++; } memState.Insert(index, posInfo); } break; case ServerNetObject.ENTITY_EVENT: int eventType = msg.ReadRangedInteger(0, 3); switch (eventType) { case 0: if (Inventory == null) { string errorMsg = "Received an inventory update message for an entity with no inventory (" + Name + ")"; DebugConsole.ThrowError(errorMsg); GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ClientRead:NoInventory" + ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); } else { Inventory.ClientRead(type, msg, sendingTime); } break; case 1: byte ownerID = msg.ReadByte(); ResetNetState(); if (ownerID == GameMain.Client.ID) { if (controlled != null) { LastNetworkUpdateID = controlled.LastNetworkUpdateID; } Controlled = this; IsRemotePlayer = false; GameMain.Client.HasSpawned = true; GameMain.Client.Character = this; GameMain.LightManager.LosEnabled = true; } else if (controlled == this) { Controlled = null; IsRemotePlayer = ownerID > 0; } break; case 2: ReadStatus(msg); break; case 3: int skillCount = msg.ReadByte(); for (int i = 0; i < skillCount; i++) { string skillIdentifier = msg.ReadString(); float skillLevel = msg.ReadSingle(); info?.SetSkillLevel(skillIdentifier, skillLevel, WorldPosition + Vector2.UnitY * 150.0f); } break; } msg.ReadPadBits(); break; } }
partial void UpdateNetInput() { if (GameMain.Client != null) { if (this != Controlled) { //freeze AI characters if more than 1 seconds have passed since last update from the server if (lastRecvPositionUpdateTime < NetTime.Now - 1.0f) { AnimController.Frozen = true; memState.Clear(); //hide after 2 seconds if (lastRecvPositionUpdateTime < NetTime.Now - 2.0f) { Enabled = false; return; } } } else { var posInfo = new CharacterStateInfo( SimPosition, AnimController.Collider.Rotation, LastNetworkUpdateID, AnimController.TargetDir, SelectedCharacter == null ? (Entity)SelectedConstruction : (Entity)SelectedCharacter, AnimController.Anim); memLocalState.Add(posInfo); InputNetFlags newInput = InputNetFlags.None; if (IsKeyDown(InputType.Left)) { newInput |= InputNetFlags.Left; } if (IsKeyDown(InputType.Right)) { newInput |= InputNetFlags.Right; } if (IsKeyDown(InputType.Up)) { newInput |= InputNetFlags.Up; } if (IsKeyDown(InputType.Down)) { newInput |= InputNetFlags.Down; } if (IsKeyDown(InputType.Run)) { newInput |= InputNetFlags.Run; } if (IsKeyDown(InputType.Crouch)) { newInput |= InputNetFlags.Crouch; } if (IsKeyHit(InputType.Select)) { newInput |= InputNetFlags.Select; //TODO: clean up the way this input is registered } if (IsKeyHit(InputType.Health)) { newInput |= InputNetFlags.Health; } if (IsKeyHit(InputType.Grab)) { newInput |= InputNetFlags.Grab; } if (IsKeyDown(InputType.Use)) { newInput |= InputNetFlags.Use; } if (IsKeyDown(InputType.Aim)) { newInput |= InputNetFlags.Aim; } if (IsKeyDown(InputType.Attack)) { newInput |= InputNetFlags.Attack; } if (IsKeyDown(InputType.Ragdoll)) { newInput |= InputNetFlags.Ragdoll; } if (AnimController.TargetDir == Direction.Left) { newInput |= InputNetFlags.FacingLeft; } Vector2 relativeCursorPos = cursorPosition - AimRefPosition; relativeCursorPos.Normalize(); UInt16 intAngle = (UInt16)(65535.0 * Math.Atan2(relativeCursorPos.Y, relativeCursorPos.X) / (2.0 * Math.PI)); NetInputMem newMem = new NetInputMem { states = newInput, intAim = intAngle }; if (focusedItem != null && (!newMem.states.HasFlag(InputNetFlags.Grab) && !newMem.states.HasFlag(InputNetFlags.Health))) { newMem.interact = focusedItem.ID; } else if (focusedCharacter != null) { newMem.interact = focusedCharacter.ID; } memInput.Insert(0, newMem); LastNetworkUpdateID++; if (memInput.Count > 60) { memInput.RemoveRange(60, memInput.Count - 60); } } } else //this == Character.Controlled && GameMain.Client == null { AnimController.Frozen = false; } }
public virtual void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime) { switch (type) { case ServerNetObject.ENTITY_POSITION: bool facingRight = AnimController.Dir > 0.0f; lastRecvPositionUpdateTime = (float)Lidgren.Network.NetTime.Now; AnimController.Frozen = false; Enabled = true; UInt16 networkUpdateID = 0; if (msg.ReadBoolean()) { networkUpdateID = msg.ReadUInt16(); } else { bool aimInput = msg.ReadBoolean(); keys[(int)InputType.Aim].Held = aimInput; keys[(int)InputType.Aim].SetState(false, aimInput); bool shootInput = msg.ReadBoolean(); keys[(int)InputType.Shoot].Held = shootInput; keys[(int)InputType.Shoot].SetState(false, shootInput); bool useInput = msg.ReadBoolean(); keys[(int)InputType.Use].Held = useInput; keys[(int)InputType.Use].SetState(false, useInput); if (AnimController is HumanoidAnimController) { bool crouching = msg.ReadBoolean(); keys[(int)InputType.Crouch].Held = crouching; keys[(int)InputType.Crouch].SetState(false, crouching); } bool attackInput = msg.ReadBoolean(); keys[(int)InputType.Attack].Held = attackInput; keys[(int)InputType.Attack].SetState(false, attackInput); double aimAngle = msg.ReadUInt16() / 65535.0 * 2.0 * Math.PI; cursorPosition = AimRefPosition + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 500.0f; TransformCursorPos(); bool ragdollInput = msg.ReadBoolean(); keys[(int)InputType.Ragdoll].Held = ragdollInput; keys[(int)InputType.Ragdoll].SetState(false, ragdollInput); facingRight = msg.ReadBoolean(); } bool entitySelected = msg.ReadBoolean(); Character selectedCharacter = null; Item selectedItem = null; AnimController.Animation animation = AnimController.Animation.None; if (entitySelected) { ushort characterID = msg.ReadUInt16(); ushort itemID = msg.ReadUInt16(); selectedCharacter = FindEntityByID(characterID) as Character; selectedItem = FindEntityByID(itemID) as Item; if (characterID != NullEntityID) { bool doingCpr = msg.ReadBoolean(); if (doingCpr && SelectedCharacter != null) { animation = AnimController.Animation.CPR; } } } Vector2 pos = new Vector2( msg.ReadSingle(), msg.ReadSingle()); float MaxVel = NetConfig.MaxPhysicsBodyVelocity; Vector2 linearVelocity = new Vector2( msg.ReadRangedSingle(-MaxVel, MaxVel, 12), msg.ReadRangedSingle(-MaxVel, MaxVel, 12)); linearVelocity = NetConfig.Quantize(linearVelocity, -MaxVel, MaxVel, 12); bool fixedRotation = msg.ReadBoolean(); float?rotation = null; float?angularVelocity = null; if (!fixedRotation) { rotation = msg.ReadSingle(); float MaxAngularVel = NetConfig.MaxPhysicsBodyAngularVelocity; angularVelocity = msg.ReadRangedSingle(-MaxAngularVel, MaxAngularVel, 8); angularVelocity = NetConfig.Quantize(angularVelocity.Value, -MaxAngularVel, MaxAngularVel, 8); } bool readStatus = msg.ReadBoolean(); if (readStatus) { ReadStatus(msg); AIController?.ClientRead(msg); } msg.ReadPadBits(); int index = 0; if (GameMain.Client.Character == this && CanMove) { var posInfo = new CharacterStateInfo( pos, rotation, networkUpdateID, facingRight ? Direction.Right : Direction.Left, selectedCharacter, selectedItem, animation); while (index < memState.Count && NetIdUtils.IdMoreRecent(posInfo.ID, memState[index].ID)) { index++; } memState.Insert(index, posInfo); } else { var posInfo = new CharacterStateInfo( pos, rotation, linearVelocity, angularVelocity, sendingTime, facingRight ? Direction.Right : Direction.Left, selectedCharacter, selectedItem, animation); while (index < memState.Count && posInfo.Timestamp > memState[index].Timestamp) { index++; } memState.Insert(index, posInfo); } break; case ServerNetObject.ENTITY_EVENT: int eventType = msg.ReadRangedInteger(0, 13); switch (eventType) { case 0: //NetEntityEvent.Type.InventoryState if (Inventory == null) { string errorMsg = "Received an inventory update message for an entity with no inventory (" + Name + ", removed: " + Removed + ")"; DebugConsole.ThrowError(errorMsg); GameAnalyticsManager.AddErrorEventOnce("CharacterNetworking.ClientRead:NoInventory" + ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg); //read anyway to prevent messing up reading the rest of the message _ = msg.ReadUInt16(); byte inventoryItemCount = msg.ReadByte(); for (int i = 0; i < inventoryItemCount; i++) { msg.ReadUInt16(); } } else { Inventory.ClientRead(type, msg, sendingTime); } break; case 1: //NetEntityEvent.Type.Control byte ownerID = msg.ReadByte(); ResetNetState(); if (ownerID == GameMain.Client.ID) { if (controlled != null) { LastNetworkUpdateID = controlled.LastNetworkUpdateID; } if (!IsDead) { Controlled = this; } IsRemotePlayer = false; GameMain.Client.HasSpawned = true; GameMain.Client.Character = this; GameMain.LightManager.LosEnabled = true; GameMain.LightManager.LosAlpha = 1f; GameMain.Client.WaitForNextRoundRespawn = null; } else { if (controlled == this) { Controlled = null; IsRemotePlayer = ownerID > 0; } } break; case 2: //NetEntityEvent.Type.Status ReadStatus(msg); break; case 3: //NetEntityEvent.Type.UpdateSkills int skillCount = msg.ReadByte(); for (int i = 0; i < skillCount; i++) { string skillIdentifier = msg.ReadString(); float skillLevel = msg.ReadSingle(); info?.SetSkillLevel(skillIdentifier, skillLevel); } break; case 4: // NetEntityEvent.Type.SetAttackTarget case 5: //NetEntityEvent.Type.ExecuteAttack int attackLimbIndex = msg.ReadByte(); UInt16 targetEntityID = msg.ReadUInt16(); int targetLimbIndex = msg.ReadByte(); Vector2 targetSimPos = new Vector2(msg.ReadSingle(), msg.ReadSingle()); //255 = entity already removed, no need to do anything if (attackLimbIndex == 255 || Removed) { break; } if (attackLimbIndex >= AnimController.Limbs.Length) { DebugConsole.ThrowError($"Received invalid SetAttack/ExecuteAttack message. Limb index out of bounds (character: {Name}, limb index: {attackLimbIndex}, limb count: {AnimController.Limbs.Length})"); break; } Limb attackLimb = AnimController.Limbs[attackLimbIndex]; Limb targetLimb = null; if (!(FindEntityByID(targetEntityID) is IDamageable targetEntity)) { DebugConsole.ThrowError($"Received invalid SetAttack/ExecuteAttack message. Target entity not found (ID {targetEntityID})"); break; } if (targetEntity is Character targetCharacter) { if (targetLimbIndex >= targetCharacter.AnimController.Limbs.Length) { DebugConsole.ThrowError($"Received invalid SetAttack/ExecuteAttack message. Target limb index out of bounds (target character: {targetCharacter.Name}, limb index: {targetLimbIndex}, limb count: {targetCharacter.AnimController.Limbs.Length})"); break; } targetLimb = targetCharacter.AnimController.Limbs[targetLimbIndex]; } if (attackLimb?.attack != null && Controlled != this) { if (eventType == 4) { SetAttackTarget(attackLimb, targetEntity, targetSimPos); PlaySound(CharacterSound.SoundType.Attack, maxInterval: 3); } else { attackLimb.ExecuteAttack(targetEntity, targetLimb, out _); } } break; case 6: //NetEntityEvent.Type.AssignCampaignInteraction byte campaignInteractionType = msg.ReadByte(); bool requireConsciousness = msg.ReadBoolean(); (GameMain.GameSession?.GameMode as CampaignMode)?.AssignNPCMenuInteraction(this, (CampaignMode.InteractionType)campaignInteractionType); RequireConsciousnessForCustomInteract = requireConsciousness; break; case 7: //NetEntityEvent.Type.ObjectiveManagerState // 1 = order, 2 = objective int msgType = msg.ReadRangedInteger(0, 2); if (msgType == 0) { break; } bool validData = msg.ReadBoolean(); if (!validData) { break; } if (msgType == 1) { int orderIndex = msg.ReadRangedInteger(0, Order.PrefabList.Count); var orderPrefab = Order.PrefabList[orderIndex]; string option = null; if (orderPrefab.HasOptions) { int optionIndex = msg.ReadRangedInteger(-1, orderPrefab.AllOptions.Length); if (optionIndex > -1) { option = orderPrefab.AllOptions[optionIndex]; } } GameMain.GameSession?.CrewManager?.SetOrderHighlight(this, orderPrefab.Identifier, option); } else if (msgType == 2) { string identifier = msg.ReadString(); string option = msg.ReadString(); ushort objectiveTargetEntityId = msg.ReadUInt16(); var objectiveTargetEntity = FindEntityByID(objectiveTargetEntityId); GameMain.GameSession?.CrewManager?.CreateObjectiveIcon(this, identifier, option, objectiveTargetEntity); } break; case 8: //NetEntityEvent.Type.TeamChange byte newTeamId = msg.ReadByte(); ChangeTeam((CharacterTeamType)newTeamId); break; case 9: //NetEntityEvent.Type.AddToCrew GameMain.GameSession.CrewManager.AddCharacter(this); CharacterTeamType teamID = (CharacterTeamType)msg.ReadByte(); ushort itemCount = msg.ReadUInt16(); for (int i = 0; i < itemCount; i++) { ushort itemID = msg.ReadUInt16(); if (!(Entity.FindEntityByID(itemID) is Item item)) { continue; } item.AllowStealing = true; var wifiComponent = item.GetComponent <WifiComponent>(); if (wifiComponent != null) { wifiComponent.TeamID = teamID; } var idCard = item.GetComponent <IdCard>(); if (idCard != null) { idCard.TeamID = teamID; idCard.SubmarineSpecificID = 0; } } break; case 10: //NetEntityEvent.Type.UpdateExperience int experienceAmount = msg.ReadInt32(); info?.SetExperience(experienceAmount); break; case 11: //NetEntityEvent.Type.UpdateTalents: ushort talentCount = msg.ReadUInt16(); for (int i = 0; i < talentCount; i++) { bool addedThisRound = msg.ReadBoolean(); UInt32 talentIdentifier = msg.ReadUInt32(); GiveTalent(talentIdentifier, addedThisRound); } break; case 12: //NetEntityEvent.Type.UpdateMoney: int moneyAmount = msg.ReadInt32(); SetMoney(moneyAmount); break; case 13: //NetEntityEvent.Type.UpdatePermanentStats: byte savedStatValueCount = msg.ReadByte(); StatTypes statType = (StatTypes)msg.ReadByte(); info?.ClearSavedStatValues(statType); for (int i = 0; i < savedStatValueCount; i++) { string statIdentifier = msg.ReadString(); float statValue = msg.ReadSingle(); bool removeOnDeath = msg.ReadBoolean(); info?.ChangeSavedStatValue(statType, statValue, statIdentifier, removeOnDeath, setValue: true); } break; } msg.ReadPadBits(); break; } }