Satsuma: sync part state from CARPARTS/Database, paint, late-installed parts, more controls
- VehicleStateSync also tracks the CARPARTS and Database roots (wear, damaged parts, tire wear, oilpan oil, battery charge, carb/ignition settings, suspension, odometer); the Satsuma's driver is authoritative for them - Paint colors (FsmColor) as four float channels (compatible with old servers) and applied to the part's material - FSMs are re-examined when a part is installed/removed (path changes); before, anything not on the car at the first scan was never synced - ControlSync: handbrake, sun visors, seat recline, seat belt, CD player, interior light; pending states for controls not found yet - Late joiners: job/shop values and switch states from the server snapshot; P2P host resends all switch states every 15 s Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
+120
-19
@@ -34,9 +34,17 @@ namespace MSCO
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static readonly string[] Excluded =
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{
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"install", "bolt", "tight", "detach", "attach", "rpm", "speed", "steer", "throttle", "gear", "raycast", "distance",
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"leak", "rate"
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"leak", "rate",
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// Spieler-Werte (Database/PlayerDatabase: Schmutz, Verbrennungen ...) sind pro Spieler; Fluch-Geräusche,
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// Ton-Verzerrung und Anzeige-Hilfswerte (GUI) rechnet jeder selbst
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"player", "swear", "distortion", "gui"
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};
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// Wurzeln außer den Fahrzeugen: Satsuma-Teile (lose und angebaut) und ihre Datenbank (Verschleiß, beschädigt,
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// Lack, Füllstände ...). Maßgeblich ist dort wie beim Satsuma selbst, wer den Satsuma gerade fährt.
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static readonly string[] PartRoots = { "CARPARTS", "Database" };
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const string PartOwnerPrefix = "SATSUMA";
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const float ScanInterval = 10f;
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const float CheckInterval = 0.5f;
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const int MaxPerMessage = 200;
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@@ -47,7 +55,9 @@ namespace MSCO
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public string Name; // Pfad|FSM|Variable (für die Diagnose "vars")
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public string Root;
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public NamedVariable Variable;
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public byte Type; // 1 float, 2 int, 3 bool
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public byte Type; // 1 float, 2 int, 3 bool (übertragen); Farben als 4 einzelne Kanäle vom Typ 1
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public int Channel = -1; // FsmColor: 0-3 = r/g/b/a
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public PlayMakerFSM Fsm;
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public float LastF;
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public int LastI;
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public bool LastB;
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@@ -56,7 +66,12 @@ namespace MSCO
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readonly Dictionary<int, Var> vars = new Dictionary<int, Var>();
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readonly Dictionary<int, byte[]> pending = new Dictionary<int, byte[]>(); // noch nicht gefundene Werte
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readonly List<Var> outgoing = new List<Var>();
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readonly HashSet<PlayMakerFSM> scanned = new HashSet<PlayMakerFSM>();
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// Erfasste FSMs mit dem Elternobjekt beim Erfassen: wird ein Teil an-/abgebaut, ändert sich sein Pfad (und damit
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// die Schlüssel) - dann neu erfassen. FSMs außerhalb der Fahrzeuge/Teile werden bei jedem Suchlauf neu geprüft
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// (vorher einmal als "nicht Fahrzeug" gemerkt und nie wieder angesehen: später angebaute Teile fehlten)
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readonly Dictionary<PlayMakerFSM, Transform> scanned = new Dictionary<PlayMakerFSM, Transform>();
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readonly Dictionary<PlayMakerFSM, List<int>> keysByFsm = new Dictionary<PlayMakerFSM, List<int>>();
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string satsumaRoot;
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float nextScan, nextCheck;
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public int Count { get { return vars.Count; } }
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@@ -69,7 +84,7 @@ namespace MSCO
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foreach (Var v in vars.Values)
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{
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if (f.Length > 0 && (v.Name == null || !v.Name.ToLower().Contains(f))) continue;
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string value = v.Type == 1 ? ((FsmFloat)v.Variable).Value.ToString("0.###")
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string value = v.Type == 1 ? GetFloat(v).ToString("0.###")
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: v.Type == 2 ? ((FsmInt)v.Variable).Value.ToString()
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: ((FsmBool)v.Variable).Value.ToString();
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lines.Add(" " + v.Name + " = " + value);
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@@ -84,6 +99,8 @@ namespace MSCO
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vars.Clear();
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pending.Clear();
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scanned.Clear();
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keysByFsm.Clear();
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satsumaRoot = null;
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nextScan = -1f; // erster Suchlauf verteilt, siehe Update
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}
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@@ -99,10 +116,11 @@ namespace MSCO
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nextCheck = Time.time + CheckInterval;
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outgoing.Clear();
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ResolveSatsuma(objects);
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foreach (Var v in vars.Values)
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{
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// Fährt/schiebt ein anderer das Fahrzeug, ist seine Version maßgeblich - nichts senden
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int owner = objects.VehicleOwner(v.Root);
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int owner = objects.VehicleOwner(OwnerRoot(v.Root));
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if (owner != SyncedBody.NoOwner && owner != localId) { if (Changed(v, false)) Remember(v); continue; }
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// Eigenes Fahrzeug: jede Änderung. Freies Fahrzeug: nur deutliche Sprünge (Öl nachfüllen, tanken ...) -
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@@ -134,7 +152,7 @@ namespace MSCO
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byte[] value = r.ReadBytes(type == 3 ? 1 : 4);
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Var v;
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if (!vars.TryGetValue(key, out v)) { pending[key] = Combine(type, value); continue; }
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if (from >= 0 && objects.VehicleOwner(v.Root) == localId) continue; // ich fahre gerade: meine Werte gelten
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if (from >= 0 && objects.VehicleOwner(OwnerRoot(v.Root)) == localId) continue; // ich fahre gerade: meine Werte gelten
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Apply(v, type, value);
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}
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}
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@@ -161,18 +179,29 @@ namespace MSCO
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int before = vars.Count;
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foreach (PlayMakerFSM fsm in SceneCache.Fsms(20f))
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{
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// Schon erfasste FSMs nicht jedes Mal neu durchgehen (Pfad + Hash kosten)
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if (fsm == null || !scanned.Add(fsm)) continue;
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if (fsm == null) continue;
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// Schon erfasst und nicht umgehängt (an-/abgebaut): nichts zu tun (Pfad + Hash kosten)
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Transform parent;
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if (scanned.TryGetValue(fsm, out parent) && parent == fsm.transform.parent) continue;
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string root = fsm.transform.root.name;
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if (!IsVehicle(root)) continue;
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if (!IsTracked(root)) { Forget(fsm); continue; }
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scanned[fsm] = fsm.transform.parent;
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Forget(fsm);
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// FSMs, die Größen/Positionen setzen (z.B. Füllstands-Anzeigen), NICHT anfassen: ein übertragener Wert
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// kann dort eine Größe 0 ergeben - Unity stürzt dann in der Physik ab ("cleaning the mesh failed")
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if (TouchesTransform(fsm)) continue;
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if (fsm.transform.root.name == "Database" && FsmSync.PathOf(fsm.transform).Contains("PlayerDatabase")) continue;
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string prefix = FsmSync.PathOf(fsm.transform) + "|" + fsm.FsmName + "|";
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FsmVariables fv = fsm.FsmVariables;
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foreach (FsmFloat f in fv.FloatVariables) Register(prefix, root, f, 1);
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foreach (FsmInt n in fv.IntVariables) Register(prefix, root, n, 2);
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foreach (FsmBool b in fv.BoolVariables) Register(prefix, root, b, 3);
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foreach (FsmFloat f in fv.FloatVariables) Register(fsm, prefix, root, f, 1, -1);
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foreach (FsmInt n in fv.IntVariables) Register(fsm, prefix, root, n, 2, -1);
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foreach (FsmBool b in fv.BoolVariables) Register(fsm, prefix, root, b, 3, -1);
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// Lack-/Farbwerte (FsmColor) als vier Zahlen: alte Server/Mods kennen nur float/int/bool
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foreach (FsmColor c in fv.ColorVariables)
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{
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if (c == null || !IsColorName(c.Name)) continue;
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for (int ch = 0; ch < 4; ch++) Register(fsm, prefix, root, c, 1, ch);
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}
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}
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if (vars.Count != before) MscoLog.Info("[MSCO] Vehicle state: " + vars.Count + " values synced");
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}
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@@ -200,15 +229,20 @@ namespace MSCO
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return false;
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}
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void Register(string prefix, string root, NamedVariable variable, byte type)
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void Register(PlayMakerFSM fsm, string prefix, string root, NamedVariable variable, byte type, int channel)
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{
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if (variable == null || string.IsNullOrEmpty(variable.Name) || !Wanted(variable.Name)) return;
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int key = Hash(prefix + variable.Name);
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if (variable == null || string.IsNullOrEmpty(variable.Name)) return;
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if (channel < 0 && !Wanted(variable.Name)) return;
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string name = prefix + variable.Name + (channel >= 0 ? "#" + "rgba"[channel] : "");
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int key = Hash(name);
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Var existing;
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if (vars.TryGetValue(key, out existing) && existing.Variable == variable) return;
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var v = new Var { Key = key, Name = prefix + variable.Name, Root = root, Variable = variable, Type = type };
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var v = new Var { Key = key, Name = name, Root = root, Variable = variable, Type = type, Channel = channel, Fsm = fsm };
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Remember(v);
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vars[key] = v;
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List<int> keys;
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if (!keysByFsm.TryGetValue(fsm, out keys)) keysByFsm[fsm] = keys = new List<int>();
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keys.Add(key);
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byte[] stored;
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if (pending.TryGetValue(key, out stored))
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@@ -234,13 +268,80 @@ namespace MSCO
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return false;
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}
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static bool IsTracked(string root)
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{
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return IsVehicle(root) || Array.IndexOf(PartRoots, root) >= 0;
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}
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static bool IsColorName(string name)
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{
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string n = name.ToLower();
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return n.Contains("paint") || n.Contains("color") || n.Contains("colour");
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}
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/// <summary>Werte einer umgehängten/verschwundenen FSM vergessen (Pfad und damit Schlüssel ändern sich).</summary>
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void Forget(PlayMakerFSM fsm)
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{
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List<int> keys;
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if (!keysByFsm.TryGetValue(fsm, out keys)) return;
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foreach (int k in keys)
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{
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Var v;
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if (vars.TryGetValue(k, out v) && v.Fsm == fsm) vars.Remove(k);
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}
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keysByFsm.Remove(fsm);
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}
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/// <summary>Satsuma-Teile gehören dem, der den Satsuma fährt.</summary>
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string OwnerRoot(string root)
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{
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return Array.IndexOf(PartRoots, root) >= 0 ? satsumaRoot : root;
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}
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void ResolveSatsuma(ObjectSync objects)
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{
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if (satsumaRoot != null) return;
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foreach (SyncedBody b in objects.AllVehicles())
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if (b.RootName != null && b.RootName.StartsWith(PartOwnerPrefix)) { satsumaRoot = b.RootName; return; }
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}
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static float GetFloat(Var v)
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{
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if (v.Channel < 0) return ((FsmFloat)v.Variable).Value;
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Color c = ((FsmColor)v.Variable).Value;
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return c[v.Channel];
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}
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static void SetFloat(Var v, float f)
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{
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if (v.Channel < 0) { ((FsmFloat)v.Variable).Value = f; return; }
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var cv = (FsmColor)v.Variable;
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Color c = cv.Value;
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c[v.Channel] = Mathf.Clamp(f, 0f, 4f);
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cv.Value = c;
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ShowPaint(v, c);
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}
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/// <summary>
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/// Lack sichtbar machen: Die Lackier-FSM eines Teils setzt beim Lackieren die Materialfarbe ihres eigenen Meshes.
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/// Beim Mitspieler kommt nur der Farbwert an - also dieselbe Farbe aufs Mesh des Teils legen.
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/// </summary>
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static void ShowPaint(Var v, Color c)
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{
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if (v.Fsm == null || v.Fsm.FsmName.IndexOf("paint", StringComparison.OrdinalIgnoreCase) < 0) return;
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Renderer r = v.Fsm.GetComponent<Renderer>();
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if (r == null || r.material == null) return;
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r.material.color = c;
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}
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static bool Changed(Var v, bool bigOnly)
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{
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switch (v.Type)
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{
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case 1:
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float f = ((FsmFloat)v.Variable).Value;
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float f = GetFloat(v);
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float delta = Mathf.Abs(f - v.LastF);
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if (v.Channel >= 0) return delta > 0.002f; // Farben: jede Änderung (Lackieren)
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return bigOnly
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? delta > Mathf.Max(0.5f, Mathf.Abs(v.LastF) * 0.05f)
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: delta > Mathf.Max(0.01f, Mathf.Abs(v.LastF) * 0.002f);
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@@ -253,7 +354,7 @@ namespace MSCO
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{
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switch (v.Type)
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{
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case 1: v.LastF = ((FsmFloat)v.Variable).Value; break;
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case 1: v.LastF = GetFloat(v); break;
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case 2: v.LastI = ((FsmInt)v.Variable).Value; break;
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default: v.LastB = ((FsmBool)v.Variable).Value; break;
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}
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@@ -267,7 +368,7 @@ namespace MSCO
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case 1:
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float f = BitConverter.ToSingle(value, 0);
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if (float.IsNaN(f) || float.IsInfinity(f)) return; // nie ungültige Werte übernehmen
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((FsmFloat)v.Variable).Value = f;
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SetFloat(v, f);
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break;
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case 2: ((FsmInt)v.Variable).Value = BitConverter.ToInt32(value, 0); break;
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default: ((FsmBool)v.Variable).Value = value[0] != 0; break;
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