Remote dveře lze na mapě otevírat a zavírat. Office dveře hráče lze vidět na mapě (ukazují se ale pouze pro hráče 1). PlayerCommandy, které přepínají mezi dvěma stavy mají přidaný parametr state - client tudíž určuje jejich nový stav. Pokud se neshoduje stav v GameEventu se stavem odeslaným v Commandu, zobrazí se v konzoli varování. Client již nečeká na odpověď serveru při změně UI. Connectory se neklonují, oba tily používají stejnou instanci.
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14 changed files with 112 additions and 48 deletions
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@ -79,7 +79,7 @@ public class Client {
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ClientMapManager.InitMap();
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TileConnectorProjection[] connectors = connectorsData.Select(c => new TileConnectorProjection(ClientMapManager.Get(c.id1), ClientMapManager.Get(c.id2), c.type)).ToArray();
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ClientMapManager.InitConnectors(connectors);
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UIManager.SpawnDoors(connectors);
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UIManager.SpawnDoors(connectors.Where(c => c.Type == ConnectorType.DOOR_REMOTE).ToArray());
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}
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public static void Update() {
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@ -99,21 +99,26 @@ public class Client {
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Console.WriteLine("E: Player left");
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break;
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case 2: // switch cam
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if (Player.state.pid == e.Args[0]){
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Player.state.camera = e.Args[1];
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}
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Console.WriteLine($"E: player {e.Args[0]} switched to camera {e.Args[1]}-{e.Args[2]}");
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if (Player.state.pid != e.Args[0]) return;
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if (Player.state.camera != e.Args[1]) Console.WriteLine("!!! DESYNC: CAMERA STATE");
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Console.WriteLine($"E: player {e.Args[0]} switched to camera {e.Args[1]}");
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break;
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case 3: // toggle cam
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Player.state.monitorUp = e.Args[1] == 1;
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if (Player.state.monitorUp != (e.Args[1] == 1)) Console.WriteLine("!!! DESYNC: MONITOR STATE");
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UIManager.ChangeMonitorState(e.Args[1] == 1);
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Console.WriteLine($"E: Player {e.Args[0]} toggled monitor {(e.Args[1] == 0 ? "off" : "on")}");
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break;
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case 4: // toggle door
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Player.state.doorStates[e.Args[1]] = e.Args[2] == 1;
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UIManager.ChangeDoorState((Direction)e.Args[1], e.Args[2] == 1);
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if (Player.state.doorStates[e.Args[1]] != (e.Args[2] == 1)) Console.WriteLine("!!! DESYNC: DOOR STATE");
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// UIManager.ChangeDoorState((Direction)e.Args[1], e.Args[2] == 1);
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Console.WriteLine($"E: Player {e.Args[0]} {(e.Args[2] == 1 ? "closed" : "opened")} door {e.Args[1]}");
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break;
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case 5: // toggle remote door
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if (ClientMapManager.GetConnector((e.Args[1], e.Args[2])).Blocked != (e.Args[3] == 1)) Console.WriteLine("!!! DESYNC: REMOTE DOOR STATE");
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Console.WriteLine($"E: Player {e.Args[0]} {(e.Args[3] == 1 ? "closed" : "opened")} door {e.Args[1]}-{e.Args[2]}");
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break;
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case -1: // movement
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throw new NotImplementedException();
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