Pause game input while typing (chat/console/admin); isolate sync subsystems so one error doesn't stop everything
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
+58
-22
@@ -1233,7 +1233,7 @@ namespace MSCO
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StartCoroutine(ApplyWorldSnapshot(snapshot));
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}
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if (MSCO.PassengerKey != null && MSCO.PassengerKey.GetKeybindDown())
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if (MSCO.PassengerKey != null && !overlays.AnyOpen && MSCO.PassengerKey.GetKeybindDown())
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{
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string result = passenger.Toggle(localPlayer, playerCamera, objects, players);
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if (result != null)
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@@ -1246,58 +1246,94 @@ namespace MSCO
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bool ready = IsPeerReady;
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if (ready)
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{
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// Jedes Teilsystem einzeln abgesichert: ein Fehler in einem (z.B. an einem gerade zerstörten Objekt)
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// soll nicht den ganzen Sync stoppen
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sendTimer += Time.unscaledDeltaTime; // läuft auch im Pausenmenü (timeScale = 0) weiter
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if (sendTimer >= SendInterval)
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{
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sendTimer = 0f;
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SendGame(MsgType.Player, BuildLocalState().Serialize());
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try { SendGame(MsgType.Player, BuildLocalState().Serialize()); }
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catch (System.Exception e) { ReportError("player state", e); }
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}
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objects.Update(localPlayer, Time.deltaTime);
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vehicleFx.Update(objects, SendGame, Time.deltaTime);
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worldSync.Update(IsWorldAuthority, SendGame, Time.unscaledDeltaTime);
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try { objects.Update(localPlayer, Time.deltaTime); }
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catch (System.Exception e) { ReportError("object sync", e); }
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try { vehicleFx.Update(objects, SendGame, Time.deltaTime); }
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catch (System.Exception e) { ReportError("vehicle lights/sound", e); }
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try { worldSync.Update(IsWorldAuthority, SendGame, Time.unscaledDeltaTime); }
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catch (System.Exception e) { ReportError("time/weather sync", e); }
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// Geld erst beobachten, wenn das Spiel fertig geladen ist
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if (objects.ScanComplete) moneySync.Begin();
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moneySync.Update(SendGame);
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try
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{
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if (objects.ScanComplete) moneySync.Begin();
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moneySync.Update(SendGame);
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}
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catch (System.Exception e) { ReportError("money sync", e); }
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// Türen, Tore, Hauben (z.B. Garagentor)
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if (objects.ScanComplete) doorSync.Update(SendGame);
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try { if (objects.ScanComplete) doorSync.Update(SendGame); }
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catch (System.Exception e) { ReportError("door sync", e); }
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// Gesamtzustand der Fahrzeuge (Tank, Öl, Schrauben, Verschleiß ...)
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if (objects.ScanComplete) vehicleState.Update(objects, localId, SendGame);
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// Gesamtzustand der Fahrzeuge (Tank, Öl, Verschleiß ...)
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try { if (objects.ScanComplete) vehicleState.Update(objects, localId, SendGame); }
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catch (System.Exception e) { ReportError("vehicle state sync", e); }
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}
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foreach (PlayerInfo p in players.Values)
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{
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if (p.Avatar == null) continue;
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p.Avatar.Tick(Time.unscaledDeltaTime);
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try
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{
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p.Avatar.Tick(Time.unscaledDeltaTime);
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// Gehaltenes Item an die Hand der Figur setzen
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Vector3 pos;
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Quaternion rot;
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if (p.Avatar.TryGetHeldPose(out pos, out rot))
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objects.ApplyAvatarHold(p.Id, p.Avatar.HeldId, pos, rot);
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// Gehaltenes Item an die Hand der Figur setzen
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Vector3 pos;
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Quaternion rot;
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if (p.Avatar.TryGetHeldPose(out pos, out rot))
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objects.ApplyAvatarHold(p.Id, p.Avatar.HeldId, pos, rot);
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}
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catch (System.Exception e) { ReportError("player figure", e); }
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}
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// Abgefangene Schraub-/Montage-Aktionen verschicken
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FsmSync.Enabled = ready;
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FsmSync.Tick();
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foreach (FsmEventMsg msg in FsmSync.Outbox) SendGame(MsgType.FsmEvent, msg.Serialize());
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try
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{
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FsmSync.Enabled = ready;
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FsmSync.Tick();
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foreach (FsmEventMsg msg in FsmSync.Outbox) SendGame(MsgType.FsmEvent, msg.Serialize());
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}
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catch (System.Exception e) { ReportError("part/bolt sync", e); }
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FsmSync.Outbox.Clear();
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}
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readonly Dictionary<string, float> lastErrorReport = new Dictionary<string, float>();
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/// <summary>Fehler eines Teilsystems melden (höchstens alle 30 s pro Teilsystem, damit das Log nicht vollläuft).</summary>
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void ReportError(string what, System.Exception e)
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{
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float now = Time.realtimeSinceStartup, last;
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if (lastErrorReport.TryGetValue(what, out last) && now - last < 30f) return;
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lastErrorReport[what] = now;
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ModConsole.Error("[MSCO] " + what + " failed: " + e);
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overlays.Log("Error in " + what + ": " + e.Message);
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}
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void FixedUpdate()
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{
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if (IsPeerReady && MenuHelper.InGame) objects.FixedUpdate();
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if (!IsPeerReady || !MenuHelper.InGame) return;
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try { objects.FixedUpdate(); }
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catch (System.Exception e) { ReportError("object movement", e); }
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}
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void LateUpdate()
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{
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InputLock.KeepCursorFree(); // das Spiel sperrt den Zeiger im selben Frame evtl. wieder
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// Nach den Spiel-FSMs, damit Lichter/Motorgeräusch der Fahrzeuge anderer gewinnen
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if (IsPeerReady && MenuHelper.InGame) vehicleFx.Apply(objects);
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try { if (IsPeerReady && MenuHelper.InGame) vehicleFx.Apply(objects); }
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catch (System.Exception e) { ReportError("vehicle lights/sound", e); }
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// Beifahrer nach der Fahrzeugbewegung auf den Sitz setzen
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if (localPlayer != null && MenuHelper.InGame) passenger.LateUpdate(localPlayer, playerCamera, objects);
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try { if (localPlayer != null && MenuHelper.InGame) passenger.LateUpdate(localPlayer, playerCamera, objects); }
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catch (System.Exception e) { ReportError("passenger", e); }
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}
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/// <summary>
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