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Some work on directing storage component's client updates #75
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{ | ||
if (!SubscribedActors.Contains(actor)) | ||
{ | ||
Logger.GetSawmill("Storage").Info("Added actor with attached entity UID {0}.", actor.playerSession.AttachedEntityUid); |
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You can do Logger.InfoS("storage", ...)
here to get the sawmill.
Also that ought to be a debug message.
@@ -23,6 +23,7 @@ public class ServerStorageComponent : SharedStorageComponent, IAttackby, IUse | |||
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private int StorageUsed = 0; | |||
private int StorageCapacityMax = 10000; | |||
public HashSet<BasicActorComponent> SubscribedActors = new HashSet<BasicActorComponent>(); |
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Wouldn't it make more sense to keep track of player sessions here?
private void UpdateClientInventory() | ||
private void UpdateClientInventories() | ||
{ | ||
foreach (BasicActorComponent actor in SubscribedActors) |
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You should check whether the actor is still valid here. People disconnecting could probably break this.
Gamerule tweaks
* Marathon Update 4.0 (space-wizards#13263) * Marathon Update 4.0 Co-authored-by: Emisse <[email protected]> Co-authored-by: lunar-crater-ex <[email protected]>
<!-- The text between the arrows are comments - they will not be visible on your PR. --> # About the PR <!-- Describe the Pull Request here. What does it change? What other things could this impact? --> If 2 Syndies have 16 TC (essentially the base), and kill Renault for 5TC, they can buy 3 agents which in all is not that difficult. As seen yesterday it was also obvious that with the right plays and a little luck you can easily control the entire station in about 5 minutes. 13 TC would make it far more difficult for 2 Syndies to get 3 agents. Sure you can still go from 2 Syndies to 4 but it's more equal to the general firepower. This doesn't solve the probability problem that one of the 5 might go ham on everyone and everything but it makes it a bit more handle able. I'm open to increasing it even higher but 13 should work decently and still keep agent a possible buy. # Changelog <!-- Here you can fill out a changelog that will automatically be added to the game when your PR is merged There are 4 icons for changelog entries: add, remove, tweak, fix. I trust you can figure out the rest. You can put your name after the 🆑 symbol to change the name that shows in the changelog (otherwise it takes your GitHub username) Like so: 🆑 PJB Generally, only put things in changelogs that players actually care about. Stuff like "Refactored X system, no changes should be visible" shouldn't be on a changelog. For writing actual entries, don't consider the entry type suffix (e.g. add) to be "part" of the sentence: bad: - add: a new tool for engineers good: - add: added a new tool for engineers --> 🆑 BlitzGunner225 - tweak: Tweaked Syndicate reinforcement radio from 12 to 13
* nukie planet fixe a unpowered door to dorm (space-wizards#14277) * Fix rsi sprite access for verbs (space-wizards#14284) * Automatic changelog update * Predict entitystorage (space-wizards#14082) Co-authored-by: metalgearsloth <[email protected]> * Crayonsystem cleanup (space-wizards#13400) Co-authored-by: 0x6273 <[email protected]> * Send changelog to Discord webhook. (space-wizards#14292) * Automatic changelog update * Oopsied the workflow file, awesome. (space-wizards#14293) * Fix GITHUB_REPOSITORY in changelog pusher (space-wizards#14294) * Sync lava sprites (space-wizards#14059) * Plastic bottle textures Textures for small and LARGE plastic bottles and meta.json for them * Box of Plastic bottles Icon * Box of Plastic bottles Meta.json * Box of Plastic bottles Texture * Box of Plastic bottles texture Meta.json * Plastic bottles for chemists! Yey! They are here! Finally THE CORRECT DIFF YEEEEEEAAAAH! * Plastic bottles for protolathe and Medical TechFab * Plastic bottles as technology for R&D * Plastic bottles recipes for protolathe * Box of bottles as spawn in Chemists' lockers * Box of bottles as spawn in ChemCrates * Box of bottles now contains bottles owo * Cargo ChemCrate 750 -> 900 * Перевод пластиковых бутылок * Перевод Коробки из под пластиковых бутылок * Bagel Station Evac Shuttle Lox (space-wizards#14307) * proto * mapfile * posters n shit * gyroscope oop * Add cooldown to hypospray (space-wizards#13953) * added cooldown to hypospray * moved one of the 'using's over a space * changed all cooldowns to 0.5 seconds * resolved suggestions * minor comment change * Medical Wall Locker Hotfix (space-wizards#14247) Co-authored-by: Jeff <[email protected]> * Automatic changelog update * NT Evac Raven (space-wizards#14286) * raven shuttle * add missing blast door in sec compartment * name * extinguishers and emer lights * Update Raven dock (space-wizards#14311) * update raven dock * name * siofjaosd (space-wizards#14313) * Fix ContentTileDefinition prototype reloads (space-wizards#14080) * Automatic changelog update * Update english locale files * Translate upstream update * Cancel in progress mirror job to prevent losing changes on multiple unmirrored commits * oops --------- Co-authored-by: Emisse <[email protected]> Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: PJBot <[email protected]> Co-authored-by: Nemanja <[email protected]> Co-authored-by: Checkraze <[email protected]> Co-authored-by: 0x6273 <[email protected]> Co-authored-by: Pieter-Jan Briers <[email protected]> Co-authored-by: Interrobang01 <[email protected]> Co-authored-by: ChilbroBaggins <[email protected]> Co-authored-by: Jeff <[email protected]> Co-authored-by: Scribbles0 <[email protected]> Co-authored-by: AruMoon <[email protected]>
Ships prices refreshed
* Minor tweaks and fixes to Glacier (space-wizards#1622) * A few more tweaks to Glacier * Added a single hat * Fixes Arachne and Moth body parts not being trash (space-wizards#1649) * Moth body part also considered trash * Arachne too * Add missing InventorySlots components (space-wizards#1654) * Fix Nyano GhostRoleMobSpawners (space-wizards#1655) The ifrit, fugitive, and oneirophage lacked the GhostRole component on their respective spawners. * Map Edits (space-wizards#1652) Co-authored-by: Jeff <[email protected]> * Disable VentClog event (space-wizards#1657) At present, foam is either too dangerous or too annoying. By default, 200 units of any valid reagent enters the system of a character standing in VentClog foam per update. Changing the possible reagents to be less lethal just makes it more annoying. Having 250 units of water in your system means your ability to digest or process any other reagent is limited for a significant time. Reducing the amount of reagents makes the event almost pointless. * Update changelog (space-wizards#1658) * Update ass day rules --------- Co-authored-by: Salt <[email protected]> Co-authored-by: Fluffiest Floofers <[email protected]> Co-authored-by: Rane <[email protected]> Co-authored-by: Vordenburg <[email protected]> Co-authored-by: Velcroboy <[email protected]> Co-authored-by: Jeff <[email protected]>
…nventory New player inventory
Plushies + Mothroach Hides
…searches Revert "Researches"
* borgs the brains beret and scarf * i blame vscode --------- Co-authored-by: TsjipTsjip <[email protected]>
Pronouns fixed in character creator and criminal records
…wizards#76) This reverts commit dac925e.
* Reapply "Vent crawling (space-wizards#60)" (space-wizards#77) This reverts commit 576fcb3. * Reapply "disable pipe crawling when welded (space-wizards#75)" (space-wizards#76) This reverts commit 9750674. * prevent anyone entering pipes * prevent stuttering * prevent swapping pipes * make pipe crawling a container * fix teleporting randomly * refactor verb * make pipe deletion more robust * fix exiting pipes
Vampires guidebook
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