Remove old dead code, minor cleanup.

This commit is contained in:
Pieter-Jan Briers
2018-11-28 09:37:30 +01:00
parent 8397c955a8
commit 88fa4072f3
11 changed files with 3 additions and 196 deletions

View File

@@ -24,8 +24,6 @@ namespace SS14.Client.Player
/// </summary>
public class PlayerManager : IPlayerManager
{
//private readonly List<PostProcessingEffect> _effects = new List<PostProcessingEffect>();
[Dependency]
private readonly IClientNetManager _network;
@@ -69,10 +67,7 @@ namespace SS14.Client.Player
_config.RegisterCVar("player.name", "Joe Genero", CVar.ARCHIVE);
_network.RegisterNetMessage<MsgPlayerListReq>(MsgPlayerListReq.NAME);
_network.RegisterNetMessage<MsgPlayerList>(MsgPlayerList.NAME, HandlePlayerList);
_network.RegisterNetMessage<MsgSession>(MsgSession.NAME, HandleSessionMessage);
}
/// <inheritdoc />
@@ -88,10 +83,7 @@ namespace SS14.Client.Player
/// <inheritdoc />
public void Update(float frameTime)
{
//foreach (var e in _effects.ToArray())
//{
// e.Update(frameTime);
//}
// Uh, nothing anymore I guess.
}
/// <inheritdoc />
@@ -101,17 +93,6 @@ namespace SS14.Client.Player
_sessions.Clear();
}
/*
/// <inheritdoc />
public void ApplyEffects(RenderImage image)
{
foreach (var e in _effects)
{
e.ProcessImage(image);
}
}
*/
/// <inheritdoc />
public void ApplyPlayerStates(IEnumerable<PlayerState> list)
{
@@ -135,23 +116,6 @@ namespace SS14.Client.Player
UpdatePlayerList(list);
}
/// <summary>
/// Handles an incoming session NetMsg from the server.
/// </summary>
private void HandleSessionMessage(MsgSession msg)
{
switch (msg.MsgType)
{
case PlayerSessionMessage.AttachToEntity:
break;
case PlayerSessionMessage.JoinLobby:
break;
case PlayerSessionMessage.AddPostProcessingEffect:
//AddEffect(msg.PpType, msg.PpDuration);
break;
}
}
/// <summary>
/// Compares the server sessionStatus to the client one, and updates if needed.
/// </summary>
@@ -235,7 +199,7 @@ namespace SS14.Client.Player
foreach (var existing in hitSet)
{
// clear slot, player left
if (!_sessions.TryGetValue(existing, out var local))
if (!_sessions.ContainsKey(existing))
{
DebugTools.Assert(LocalPlayer.SessionId != existing, "I'm still connected to the server, but i left?");
_sessions.Remove(existing);

View File

@@ -37,7 +37,6 @@ namespace SS14.Server.Interfaces.Player
/// <summary>
/// Initializes the manager.
/// </summary>
/// <param name="baseServer">The server that instantiated this manager.</param>
/// <param name="maxPlayers">Maximum number of players that can connect to this server at one time.</param>
void Initialize(int maxPlayers);

View File

@@ -1,6 +1,5 @@
using System;
using SS14.Server.Player;
using SS14.Shared.Enums;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Network;
@@ -35,10 +34,9 @@ namespace SS14.Server.Interfaces.Player
void DetachFromEntity();
void OnConnect();
void OnDisconnect();
void AddPostProcessingEffect(PostProcessingEffectType type, float duration);
/// <summary>
/// Persistant data for this player.
/// Persistent data for this player.
/// </summary>
IPlayerData Data { get; }
}

View File

@@ -80,7 +80,6 @@ namespace SS14.Server.Player
_sessions = new Dictionary<NetSessionId, PlayerSession>(maxPlayers);
_playerData = new Dictionary<NetSessionId, PlayerData>(maxPlayers);
_network.RegisterNetMessage<MsgSession>(MsgSession.NAME);
_network.RegisterNetMessage<MsgServerInfoReq>(MsgServerInfoReq.NAME, HandleWelcomeMessageReq);
_network.RegisterNetMessage<MsgServerInfo>(MsgServerInfo.NAME);
_network.RegisterNetMessage<MsgPlayerListReq>(MsgPlayerListReq.NAME, HandlePlayerListReq);

View File

@@ -9,7 +9,6 @@ using SS14.Server.Interfaces;
using SS14.Shared.Enums;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.Network;
using SS14.Shared.Network.Messages;
using SS14.Shared.Network;
using SS14.Shared.ViewVariables;
@@ -107,7 +106,6 @@ namespace SS14.Server.Player
AttachedEntity = a;
a.SendMessage(actorComponent, new PlayerAttachedMsg(this));
SendAttachMessage();
SetAttachedEntityName();
UpdatePlayerState();
}
@@ -144,33 +142,6 @@ namespace SS14.Server.Player
UpdatePlayerState();
}
/// <inheritdoc />
public void AddPostProcessingEffect(PostProcessingEffectType type, float duration)
{
var net = IoCManager.Resolve<IServerNetManager>();
var message = net.CreateNetMessage<MsgSession>();
message.MsgType = PlayerSessionMessage.AddPostProcessingEffect;
message.PpType = type;
message.PpDuration = duration;
net.ServerSendMessage(message, ConnectedClient);
}
private void SendAttachMessage()
{
if (AttachedEntity == null)
throw new Exception("Cannot attach player session to entity: No entity attached.");
var net = IoCManager.Resolve<IServerNetManager>();
var message = net.CreateNetMessage<MsgSession>();
message.MsgType = PlayerSessionMessage.AttachToEntity;
message.Uid = AttachedEntity.Uid;
net.ServerSendMessage(message, ConnectedClient);
}
private void SetAttachedEntityName()
{
if (Name != null && AttachedEntity != null)

View File

@@ -20,13 +20,6 @@
DeleteMap
}
public enum PlayerSessionMessage
{
AttachToEntity,
JoinLobby,
AddPostProcessingEffect
}
public enum SessionStatus : byte
{
Zombie = 0,
@@ -53,12 +46,4 @@
d_string,
d_byteArray
}
public enum PostProcessingEffectType
{
Blur,
Death,
Perlin,
Acid
}
}

View File

@@ -1,16 +1,5 @@
namespace SS14.Shared.GameObjects
{
public enum ComponentMessageType
{
Null,
Empty,
BoundKeyChange, // U
BoundKeyRepeat, // U
SpriteChanged, // U
Bumped, // U
EntitySaidSomething, // U
}
public enum DrawDepth
{
/// <summary>

View File

@@ -1,20 +0,0 @@
using System.Collections.Generic;
using System.Linq;
namespace SS14.Shared.GameObjects
{
public struct ComponentReplyMessage
{
private static ComponentReplyMessage empty = new ComponentReplyMessage(ComponentMessageType.Empty);
public ComponentReplyMessage(ComponentMessageType messageType, params object[] paramsList) : this()
{
ParamsList = paramsList != null ? paramsList.ToList() : new List<object>();
MessageType = messageType;
}
public static ComponentReplyMessage Empty { get; set; }
public ComponentMessageType MessageType { get; set; }
public List<object> ParamsList { get; set; }
}
}

View File

@@ -1,52 +0,0 @@
using Lidgren.Network;
using SS14.Shared.Enums;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.Network;
namespace SS14.Shared.Network.Messages
{
public class MsgSession : NetMessage
{
#region REQUIRED
public static readonly MsgGroups GROUP = MsgGroups.Core;
public static readonly string NAME = nameof(MsgSession);
public MsgSession(INetChannel channel) : base(NAME, GROUP) { }
#endregion
public PlayerSessionMessage MsgType { get; set; }
public EntityUid Uid { get; set; }
public PostProcessingEffectType PpType { get; set; }
public float PpDuration { get; set; }
public override void ReadFromBuffer(NetIncomingMessage buffer)
{
MsgType = (PlayerSessionMessage) buffer.ReadByte();
switch (MsgType)
{
case PlayerSessionMessage.AttachToEntity:
Uid = new EntityUid(buffer.ReadInt32());
break;
case PlayerSessionMessage.AddPostProcessingEffect:
PpType = (PostProcessingEffectType) buffer.ReadInt32();
PpDuration = buffer.ReadFloat();
break;
}
}
public override void WriteToBuffer(NetOutgoingMessage buffer)
{
buffer.Write((byte)MsgType);
switch (MsgType)
{
case PlayerSessionMessage.AttachToEntity:
buffer.Write((int)Uid);
break;
case PlayerSessionMessage.AddPostProcessingEffect:
buffer.Write((int)PpType);
buffer.Write(PpDuration);
break;
}
}
}
}

View File

@@ -215,7 +215,6 @@
<Compile Include="Network\Messages\MsgPlayerListReq.cs" />
<Compile Include="Network\Messages\MsgServerInfo.cs" />
<Compile Include="Network\Messages\MsgServerInfoReq.cs" />
<Compile Include="Network\Messages\MsgSession.cs" />
<Compile Include="Network\Messages\MsgStateAck.cs" />
<Compile Include="Network\NetChannel.cs" />
<Compile Include="Network\NetMessage.cs" />
@@ -253,7 +252,6 @@
<Compile Include="Utility\CommandParsing.cs" />
<Compile Include="Utility\NetParamsPacker.cs" />
<Compile Include="Utility\PlatformDetector.cs" />
<Compile Include="Utility\PlatformTools.cs" />
<Compile Include="Utility\RandomString.cs" />
<Compile Include="Utility\Range.cs" />
<Compile Include="Utility\TypeHelpers.cs" />
@@ -284,7 +282,6 @@
<Compile Include="GameObjects\Components\Physics\PhysicsComponentState.cs" />
<Compile Include="GameObjects\EntitySystemMessages\EntitySystemMessage.cs" />
<Compile Include="GameObjects\ComponentEnums.cs" />
<Compile Include="GameObjects\ComponentReplyMessage.cs" />
<Compile Include="GameObjects\ComponentState.cs" />
<Compile Include="GameObjects\EntityState.cs" />
<Compile Include="Prototypes\IPrototype.cs" />

View File

@@ -1,23 +0,0 @@
using System;
using System.IO;
namespace SS14.Shared.Utility
{
public class PlatformTools
{
public static string SanePath(String pathname)
{
// sanitize the pathname in config.xml for the current OS
// N.B.: You cannot use Path.DirectorySeparatorChar and
// Path.AltDirectorySeparatorChar here, because on some platforms
// they are the same. Mono/linux has both as '/', for example.
// Hardcode the only platforms we care about.
var separators = new char[] { '/', '\\' };
string newpath = "";
foreach (string tmp in pathname.Split(separators))
newpath = Path.Combine(newpath, tmp);
return newpath;
}
}
}