//check if it is in the server mode && they are players && not allow autoswitch public static bool NoAutoSwitch() { if (!MultiPlayerManager.IsMultiPlayer() || MultiPlayerManager.IsServer()) { return(false); } //if (MPManager.IsClient()) return true; return(!MultiPlayerManager.AllowedManualSwitch); //aloow manual switch or not }
public void SwitchPlayerTrain(MSGPlayerTrainSw player) { // find info about the new player train // look in all trains if (MultiPlayerManager.Client != null && player.user == MultiPlayerManager.Client.UserName) { return; //do not add self//WARNING: may need to worry about train number here } OnlinePlayer p; var doesPlayerExist = Players.TryGetValue(player.user, out p); if (!doesPlayerExist) { return; } if (player.oldTrainReverseFormation) { p.Train.ReverseFormation(false); } p.LeadingLocomotiveID = player.leadingID; Train train; if (MultiPlayerManager.IsServer()) //server needs to worry about correct train number { train = Simulator.Instance.Trains.Find(t => t.Number == player.num); train.TrainType = TrainType.Remote; } else { train = Simulator.Instance.Trains.Find(t => t.Number == player.num); train.TrainType = TrainType.Remote; } p.Train = train; if (player.newTrainReverseFormation) { p.Train.ReverseFormation(false); } }
} //when in true, will not force this player out, to protect the one that others uses the same name // Used to restore public OnlinePlayer(BinaryReader inf) { if (null == inf) { throw new ArgumentNullException(nameof(inf)); } Username = inf.ReadString(); LeadingLocomotiveID = inf.ReadString(); int trainNo = inf.ReadInt32(); Train = Simulator.Instance.Trains.GetTrainByNumber(trainNo); Consist = inf.ReadString(); Path = inf.ReadString(); CreatedTime = inf.ReadDouble(); AvatarUrl = inf.ReadString(); QuitTime = inf.ReadDouble(); Status = (OnlinePlayerStatus)inf.ReadInt32(); Protected = inf.ReadBoolean(); Status = OnlinePlayerStatus.Quit; Train.SpeedMpS = 0; QuitTime = Simulator.Instance.GameTime; // allow a total of 10 minutes to reenter game. for (int i = 0; i < Train.Cars.Count; i++) { TrainCar car = Train.Cars[i]; if (car is MSTSLocomotive && MultiPlayerManager.IsServer()) { MultiPlayerManager.Instance().AddOrRemoveLocomotive(Username, Train.Number, i, true); } } if (!MultiPlayerManager.Instance().lostPlayer.ContainsKey(Username)) { MultiPlayerManager.Instance().lostPlayer.Add(Username, this); MultiPlayerManager.Instance().AddRemovedPlayer(this);//add this player to be removed } }
public void AddPlayers(MSGPlayer player) { if (Players.ContainsKey(player.user)) { return; } if (MultiPlayerManager.Client != null && player.user == MultiPlayerManager.Client.UserName) { return; //do not add self//WARNING: may need to worry about train number here } OnlinePlayer p = new OnlinePlayer(player.user, Path.Combine(Simulator.Instance.RouteFolder.ContentFolder.ConsistsFolder, player.con), Path.Combine(Simulator.Instance.RouteFolder.PathsFolder, player.path)); p.AvatarUrl = player.url; p.LeadingLocomotiveID = player.leadingID; Train train = new Train(); train.TrainType = TrainType.Remote; if (MultiPlayerManager.IsServer()) //server needs to worry about correct train number { } else { train.Number = player.num; } if (player.con.Contains("tilted")) { train.IsTilting = true; } int direction = player.dir; train.DistanceTravelled = player.Travelled; train.TrainMaxSpeedMpS = player.trainmaxspeed; if (MultiPlayerManager.IsServer()) { try { AIPath aiPath = new AIPath(Simulator.Instance.TrackDatabase, Simulator.Instance.TSectionDat, p.Path, Simulator.Instance.TimetableMode); } catch (Exception) { MultiPlayerManager.BroadCast((new MSGMessage(player.user, "Warning", "Server does not have path file provided, signals may always be red for you.")).ToString()); } } try { train.RearTDBTraveller = new Traveller(Simulator.Instance.TSectionDat, Simulator.Instance.TrackDatabase.TrackDB.TrackNodes, player.Location, direction == 1 ? Traveller.TravellerDirection.Forward : Traveller.TravellerDirection.Backward); } catch (Exception e) { if (MultiPlayerManager.IsServer()) { MultiPlayerManager.BroadCast((new MSGMessage(player.user, "Error", "MultiPlayer Error:" + e.Message)).ToString()); } else { throw new Exception(); } } for (var i = 0; i < player.cars.Length; i++)// cars.Length-1; i >= 0; i--) { { string wagonFilePath = Path.Combine(Simulator.Instance.RouteFolder.ContentFolder.TrainSetsFolder, player.cars[i]); TrainCar car = null; try { car = RollingStock.Load(Simulator.Instance, wagonFilePath); car.CarLengthM = player.lengths[i] / 100.0f; } catch (Exception error) { Trace.WriteLine(error.Message); car = MultiPlayerManager.Instance().SubCar(wagonFilePath, player.lengths[i]); } if (car == null) { continue; } bool flip = true; if (player.flipped[i] == 0) { flip = false; } car.Flipped = flip; car.CarID = player.ids[i]; train.Cars.Add(car); car.Train = train; MSTSWagon w = (MSTSWagon)car; if (w != null) { w.SignalEvent((player.pantofirst == 1 ? PowerSupplyEvent.RaisePantograph : PowerSupplyEvent.LowerPantograph), 1); w.SignalEvent((player.pantosecond == 1 ? PowerSupplyEvent.RaisePantograph : PowerSupplyEvent.LowerPantograph), 2); w.SignalEvent((player.pantothird == 1 ? PowerSupplyEvent.RaisePantograph : PowerSupplyEvent.LowerPantograph), 3); w.SignalEvent((player.pantofourth == 1 ? PowerSupplyEvent.RaisePantograph : PowerSupplyEvent.LowerPantograph), 4); } }// for each rail car if (train.Cars.Count == 0) { throw (new Exception("The train of player " + player.user + " is empty from ")); } train.ControlMode = TrainControlMode.Explorer; train.CheckFreight(); train.InitializeBrakes(); TrackCircuitPartialPathRoute tempRoute = train.CalculateInitialTrainPosition(); if (tempRoute.Count == 0) { MultiPlayerManager.BroadCast((new MSGMessage(p.Username, "Error", "Cannot be placed into the game")).ToString());//server will broadcast this error throw new InvalidDataException("Remote train original position not clear"); } train.SetInitialTrainRoute(tempRoute); train.CalculatePositionOfCars(); train.ResetInitialTrainRoute(tempRoute); train.CalculatePositionOfCars(); train.AITrainBrakePercent = 100; //if (MPManager.Instance().AllowedManualSwitch) train.InitializeSignals(false); for (int iCar = 0; iCar < train.Cars.Count; iCar++) { var car = train.Cars[iCar]; if (car.CarID == p.LeadingLocomotiveID) { train.LeadLocomotive = car; (train.LeadLocomotive as MSTSLocomotive).Headlight = player.headlight; (train.LeadLocomotive as MSTSLocomotive).UsingRearCab = player.frontorrearcab == "R" ? true : false; } if (car is MSTSLocomotive && MultiPlayerManager.IsServer()) { MultiPlayerManager.Instance().AddOrRemoveLocomotive(player.user, train.Number, iCar, true); } } if (train.LeadLocomotive == null) { train.LeadNextLocomotive(); if (train.LeadLocomotive != null) { p.LeadingLocomotiveID = train.LeadLocomotive.CarID; } else { p.LeadingLocomotiveID = "NA"; } } if (train.LeadLocomotive != null) { train.Name = Train.GetTrainName(train.LeadLocomotive.CarID); } else if (train.Cars != null && train.Cars.Count > 0) { train.Name = Train.GetTrainName(train.Cars[0].CarID); } else if (player != null && player.user != null) { train.Name = player.user; } if (MultiPlayerManager.IsServer()) { train.InitializeSignals(false); } p.Train = train; Players.Add(player.user, p); MultiPlayerManager.Instance().AddOrRemoveTrain(train, true); }