branchwiseguys/main/Network_Refactorcancel

129 Commits over 31 Days - 0.17cph!

6 Years Ago
Mission observer changes
6 Years Ago
few tweaks and fixes
6 Years Ago
Deleted some old code
6 Years Ago
Change load order so city stuff that's spawning can use the managers.
6 Years Ago
Remove debug print
6 Years Ago
Spawn points work again + some other work.
6 Years Ago
Movin' stuff
6 Years Ago
Working on per-level scripting stuff. Looks like lots of changes but a lot of it is renaming.
6 Years Ago
Fixed gun issues stemming from itemcontainer deserialization
6 Years Ago
Fixed problems with helditem spawning
6 Years Ago
ItemManager and everything that uses it converted to the new ServerClientSingleton. HeldItems not showing up anymore, need to work out why. You can use ItemManagerClient or ItemManagerServer calls if you KNOW method calls will be be server or client origin specifically. If you're not sure which it'll be called from, methods in the base class let you pass an isServer bool.
6 Years Ago
Reducing the server/client split singleton types to one for simplicity. This should be enough for now at least. In summary: - The old singleton types are fine if you're only going to have one even in listen server mode - If you're going to have one on client and another of the same type on server, use ServerClientSingleton
6 Years Ago
Singleton edit
6 Years Ago
New singleton classes that support two copies of the same singleton on listen servers, one for server and one for client.
6 Years Ago
Minor refactoring
6 Years Ago
Helditem spawn fix
6 Years Ago
Collision masking for twin entities.
6 Years Ago
Fixed some deserialization errors.
6 Years Ago
Minor fix
6 Years Ago
Fixing up errors in C/S only modes. Unfortunately means a few #if defines are back in for now.
6 Years Ago
#using
6 Years Ago
Revert my serialization changes to health and belt as they seemed to break things. Not sure why yet.
6 Years Ago
More stuff. Things a bit broken right now
6 Years Ago
Character state send (see Character.Server changes). Still need to update it to not use the ProtoBuf-based CharacterState object.
6 Years Ago
Moe conversion. Belt seems to be broken in particular. I can send 236 bytes out and only get 2 bytes back. Not serializing to ItemContainer sub-entity maybe?
6 Years Ago
Conversion work
6 Years Ago
Needed #defines
6 Years Ago
ItemManager returns
6 Years Ago
Quick dirty fix.
6 Years Ago
Remove my bug test
6 Years Ago
Rename method
6 Years Ago
Temporary crash tester
6 Years Ago
Connection token provider.
6 Years Ago
Fixed some door bugs
6 Years Ago
Buildings work
6 Years Ago
Character interface stuff
6 Years Ago
Needed to add some #if SERVER flags around serializing to remove errors when in Client-only mode. We may be able to remove these later. Also fixed a bug in SingleUserInteractableEntity.
6 Years Ago
Character still has a bunch to do but not kinda works. You can walk around. Switching the default spawn to character instead of spectator.
6 Years Ago
Character conversion work. See notes above 'Action subLateUpdate' in Character.cs for more info.
6 Years Ago
Ported the rest of the serialization methods. all untested.
6 Years Ago
ActiveItemController
6 Years Ago
Converted HeldItem
6 Years Ago
Converted HeldItem
6 Years Ago
Converted PlayableCharacterInventory
6 Years Ago
Converted PlayerBelt (untested)
6 Years Ago
Undone some item serialization
6 Years Ago
Actually revert that commit for now because it breaks things in client/server only modes.
6 Years Ago
More character conversion work
6 Years Ago
- Work on Character, not completed yet - Moved NetworkEntity back out of its (accidental?) sub-folder, fixing all the missing NetworkEntity references in the project - Took some stuff out of GameModeUniversal that's now loaded separately by Bill's system
6 Years Ago
Add the csproj files for the new code generator. I think these were missed because Plastic was set to ignore *.csproj files, but the code gen won't run without them. I've stolen these from the test project.