Relay car door angles (HingeStates); test
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -288,7 +288,7 @@ public sealed class GameServer
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t is MsgType.Player or MsgType.ObjStates or MsgType.ObjOwn or MsgType.ObjRelease or MsgType.FsmEvent
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t is MsgType.Player or MsgType.ObjStates or MsgType.ObjOwn or MsgType.ObjRelease or MsgType.FsmEvent
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or MsgType.VehicleFx or MsgType.WorldTime or MsgType.MoneyDelta or MsgType.DoorState or MsgType.Chat or MsgType.VarSync
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or MsgType.VehicleFx or MsgType.WorldTime or MsgType.MoneyDelta or MsgType.DoorState or MsgType.Chat or MsgType.VarSync
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or MsgType.SpawnItem or MsgType.ItemAppeared or MsgType.ObjDestroy or MsgType.VehicleDamage
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or MsgType.SpawnItem or MsgType.ItemAppeared or MsgType.ObjDestroy or MsgType.VehicleDamage
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or MsgType.TrafficStates or MsgType.WorldVars;
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or MsgType.TrafficStates or MsgType.WorldVars or MsgType.HingeStates;
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/// <summary>Uhrzeit/Wetter gibt der Spieler mit der kleinsten ID vor (so rechnen es auch die Clients).</summary>
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/// <summary>Uhrzeit/Wetter gibt der Spieler mit der kleinsten ID vor (so rechnen es auch die Clients).</summary>
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int WorldAuthorityId => clients.Values.Where(c => c.State == ClientState.Joined).Select(c => c.Id).DefaultIfEmpty(-1).Min();
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int WorldAuthorityId => clients.Values.Where(c => c.State == ClientState.Joined).Select(c => c.Id).DefaultIfEmpty(-1).Min();
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+2
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@@ -45,7 +45,8 @@ public enum MsgType : byte
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ObjDestroy = 38, // Item verbraucht/zerstört (gegessen, getrunken ...): int Objekt-ID
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ObjDestroy = 38, // Item verbraucht/zerstört (gegessen, getrunken ...): int Objekt-ID
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VehicleDamage = 39, // Unfallschaden (verformte Karosserie): int Mesh-Schlüssel, int Eckpunkte, int n, je [int Index, 3 float]
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VehicleDamage = 39, // Unfallschaden (verformte Karosserie): int Mesh-Schlüssel, int Eckpunkte, int n, je [int Index, 3 float]
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TrafficStates = 40, // Verkehr, nur von der Welt-Autorität: int n, je [int Schlüssel, 3 float Pos, 4 float Rot, 3 float Geschw.]
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TrafficStates = 40, // Verkehr, nur von der Welt-Autorität: int n, je [int Schlüssel, 3 float Pos, 4 float Rot, 3 float Geschw.]
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WorldVars = 41 // Jobs/Laden: int n, je [int Schlüssel, byte Typ, Wert]
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WorldVars = 41, // Jobs/Laden: int n, je [int Schlüssel, byte Typ, Wert]
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HingeStates = 42 // Autotüren/Haube/Kofferraum: int n, je [int Schlüssel, 3 float Pos, 4 float Rot relativ zum Auto]
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}
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}
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public readonly record struct Message(MsgType Type, byte[] Payload)
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public readonly record struct Message(MsgType Type, byte[] Payload)
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@@ -126,6 +126,8 @@ try
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Check(await bob.WaitFor(MsgType.VehicleDamage) != null, "Crash damage is relayed");
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Check(await bob.WaitFor(MsgType.VehicleDamage) != null, "Crash damage is relayed");
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alice.Send(MsgType.WorldVars, Wire.Build(w => { w.Write(1); w.Write(5); w.Write((byte)3); w.Write(true); }));
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alice.Send(MsgType.WorldVars, Wire.Build(w => { w.Write(1); w.Write(5); w.Write((byte)3); w.Write(true); }));
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Check(await bob.WaitFor(MsgType.WorldVars) != null, "Job/shop values are relayed");
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Check(await bob.WaitFor(MsgType.WorldVars) != null, "Job/shop values are relayed");
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alice.Send(MsgType.HingeStates, Wire.Build(w => { w.Write(0); }));
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Check(await bob.WaitFor(MsgType.HingeStates) != null, "Car door angles are relayed");
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byte[] trafficPayload = Wire.Build(w => { w.Write(0); });
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byte[] trafficPayload = Wire.Build(w => { w.Write(0); });
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bob.Send(MsgType.TrafficStates, trafficPayload);
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bob.Send(MsgType.TrafficStates, trafficPayload);
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Check(await alice.WaitFor(MsgType.TrafficStates, 800) == null, "Traffic from a player who is not the world authority is ignored");
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Check(await alice.WaitFor(MsgType.TrafficStates, 800) == null, "Traffic from a player who is not the world authority is ignored");
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