Files
K-C-Multiplayer/LoadSaveOverrides/MultiplayerSaveContainer.cs

531 lines
22 KiB
C#

using Assets.Code;
using Riptide;
using Riptide.Transports;
using Steamworks;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
namespace KCM.LoadSaveOverrides
{
[Serializable]
public class MultiplayerSaveContainer : LoadSaveContainer
{
public Dictionary<string, Player.PlayerSaveData> players = new Dictionary<string, Player.PlayerSaveData>();
public Dictionary<string, string> kingdomNames = new Dictionary<string, string>();
public new MultiplayerSaveContainer Pack(object obj)
{
this.CameraSaveData = new Cam.CamSaveData().Pack(Cam.inst);
this.TownNameSaveData = new TownNameUI.TownNameSaveData().Pack(TownNameUI.inst);
Main.helper.Log($"Saving data for {Main.kCPlayers.Count} ({KCServer.server.ClientCount}) players.");
//this.PlayerSaveData = new PlayerSaveDataOverride().Pack(Player.inst);
foreach (var player in Main.kCPlayers.Values)
{
try
{
if (player == null)
continue;
if (string.IsNullOrWhiteSpace(player.steamId))
{
Main.helper.Log($"Skipping save for player with missing steamId (name={player.name ?? string.Empty})");
continue;
}
if (player.inst == null)
{
Main.helper.Log($"Skipping save for player {player.name ?? string.Empty} ({player.steamId}) because Player.inst is null");
continue;
}
Main.helper.Log($"Attempting to pack data for: {player.name} ({player.steamId})");
string playerGoName = (player.inst.gameObject != null) ? player.inst.gameObject.name : string.Empty;
Main.helper.Log($"Player object: {player.inst} {playerGoName}");
this.players[player.steamId] = new Player.PlayerSaveData().Pack(player.inst);
kingdomNames[player.steamId] = player.kingdomName ?? " ";
Main.helper.Log($"{players[player.steamId] == null}");
}
catch (Exception ex)
{
string steamId = (player != null && player.steamId != null) ? player.steamId : string.Empty;
string name = (player != null && player.name != null) ? player.name : string.Empty;
Main.helper.Log($"Error packing player data for save (steamId={steamId}, name={name})");
Main.helper.Log(ex.ToString());
}
}
this.WorldSaveData = new World.WorldSaveData().Pack(World.inst);
this.FishSystemSaveData = new FishSystem.FishSystemSaveData().Pack(FishSystem.inst);
this.JobSystemSaveData = new JobSystem.JobSystemSaveData().Pack(JobSystem.inst);
this.FreeResourceManagerSaveData = new FreeResourceManager.FreeResourceManagerSaveData().Pack(FreeResourceManager.inst);
this.WeatherSaveData = new Weather.WeatherSaveData().Pack(Weather.inst);
this.FireManagerSaveData = new FireManager.FireManagerSaveData().Pack(FireManager.inst);
this.DragonSpawnSaveData = new DragonSpawn.DragonSpawnSaveData().Pack(DragonSpawn.inst);
this.UnitSystemSaveData = new UnitSystem.UnitSystemSaveData().Pack(UnitSystem.inst);
this.RaidSystemSaveData2 = new RaiderSystem.RaiderSystemSaveData2().Pack(RaiderSystem.inst);
if (ShipSystem.inst != null)
{
try
{
this.ShipSystemSaveData = new ShipSystem.ShipSystemSaveData().Pack(ShipSystem.inst);
}
catch (Exception ex)
{
Main.helper.Log("Error packing ShipSystem for save; skipping ShipSystemSaveData.");
Main.helper.Log(ex.ToString());
this.ShipSystemSaveData = null;
}
}
else
{
this.ShipSystemSaveData = null;
}
this.AIBrainsSaveData = new AIBrainsContainer.SaveData().Pack(AIBrainsContainer.inst);
this.SiegeMonsterSaveData = new SiegeMonster.SiegeMonsterSaveData().Pack(null);
this.CartSystemSaveData = new CartSystem.CartSystemSaveData().Pack(CartSystem.inst);
this.SiegeCatapultSystemSaveData = new SiegeCatapultSystem.SiegeCatapultSystemSaveData().Pack(SiegeCatapultSystem.inst);
this.OrdersManagerSaveData = new OrdersManager.OrdersManagerSaveData().Pack(OrdersManager.inst);
this.CustomSaveData = LoadSave.CustomSaveData_DontAccessDirectly;
return this;
}
public override object Unpack(object obj)
{
//original Player reset was up here
foreach (var kvp in players)
{
KCPlayer player;
if (!Main.kCPlayers.TryGetValue(kvp.Key, out player))
{
player = new KCPlayer("", 50, kvp.Key);
player.kingdomName = kingdomNames[kvp.Key];
Main.kCPlayers.Add(kvp.Key, player);
}
}
foreach (var player in Main.kCPlayers.Values)
player.inst.Reset();
AIBrainsContainer.inst.ClearAIs();
this.CameraSaveData.Unpack(Cam.inst);
this.WorldSaveData.Unpack(World.inst);
bool flag = this.FishSystemSaveData != null;
if (flag)
{
this.FishSystemSaveData.Unpack(FishSystem.inst);
}
this.TownNameSaveData.Unpack(TownNameUI.inst);
//TownNameUI.inst.townName = kingdomNames[Main.PlayerSteamID];
TownNameUI.inst.SetTownName(kingdomNames[Main.PlayerSteamID]);
Main.helper.Log("Unpacking player data");
Player.PlayerSaveData clientPlayerData = null;
foreach (var kvp in players)
{
if (kvp.Key == SteamUser.GetSteamID().ToString())
{
Main.helper.Log("Found current client player data. ID: " + SteamUser.GetSteamID().ToString());
clientPlayerData = kvp.Value;
}
else
{ // Maybe ??
Main.helper.Log("Loading player data: " + kvp.Key);
KCPlayer player;
if (!Main.kCPlayers.TryGetValue(kvp.Key, out player))
{
player = new KCPlayer("", 50, kvp.Key);
Main.kCPlayers.Add(kvp.Key, player);
}
Player oldPlayer = Player.inst;
Player.inst = player.inst;
Main.helper.Log($"Number of landmasses: {World.inst.NumLandMasses}");
//Reset was here before unpack
kvp.Value.Unpack(player.inst);
Player.inst = oldPlayer;
player.banner = player.inst.PlayerLandmassOwner.bannerIdx;
player.kingdomName = TownNameUI.inst.townName;
}
}
clientPlayerData.Unpack(Player.inst); // Unpack the current client player last so that loading of villagers works correctly.
Main.helper.Log("unpacked player data");
Main.helper.Log("Setting banner and name");
var client = Main.kCPlayers[SteamUser.GetSteamID().ToString()];
client.banner = Player.inst.PlayerLandmassOwner.bannerIdx;
client.kingdomName = TownNameUI.inst.townName;
Main.helper.Log("Finished unpacking player data");
// Fix AI brains save/load system to restore villager AI state
bool flag2 = this.AIBrainsSaveData != null;
if (flag2)
{
try
{
Main.helper.Log("Unpacking AI brains before player data");
this.AIBrainsSaveData.UnpackPrePlayer(AIBrainsContainer.inst);
}
catch (Exception e)
{
Main.helper.Log("Error unpacking AI brains pre-player: " + e.Message);
}
}
Main.helper.Log("Unpacking free resource manager");
this.FreeResourceManagerSaveData.Unpack(FreeResourceManager.inst);
Main.helper.Log("Unpacking job system");
this.JobSystemSaveData.Unpack(JobSystem.inst);
Main.helper.Log("Unpacking weather");
this.WeatherSaveData.Unpack(Weather.inst);
Main.helper.Log("Unpacking fire manager");
this.FireManagerSaveData.Unpack(FireManager.inst);
Main.helper.Log("Unpacking dragon spawn");
this.DragonSpawnSaveData.Unpack(DragonSpawn.inst);
Main.helper.Log("Unpacking unit system");
bool flag3 = this.UnitSystemSaveData != null;
if (flag3)
{
this.UnitSystemSaveData.Unpack(UnitSystem.inst);
}
Main.helper.Log("Unpacking siege monster");
bool flag4 = this.SiegeMonsterSaveData != null;
if (flag4)
{
this.SiegeMonsterSaveData.Unpack(null);
}
Main.helper.Log("Unpacking siege catapult system");
bool flag5 = this.SiegeCatapultSystemSaveData != null;
if (flag5)
{
this.SiegeCatapultSystemSaveData.Unpack(SiegeCatapultSystem.inst);
}
Main.helper.Log("Unpacking ship system");
bool flag6 = this.ShipSystemSaveData != null;
if (flag6)
{
this.ShipSystemSaveData.Unpack(ShipSystem.inst);
}
Main.helper.Log("Unpacking cart system");
bool flag7 = this.CartSystemSaveData != null;
if (flag7)
{
this.CartSystemSaveData.Unpack(CartSystem.inst);
}
Main.helper.Log("Unpacking raid system");
bool flag8 = this.RaidSystemSaveData2 != null;
if (flag8)
{
this.RaidSystemSaveData2.Unpack(RaiderSystem.inst);
}
Main.helper.Log("Unpacking orders manager");
bool flag9 = this.OrdersManagerSaveData != null;
if (flag9)
{
this.OrdersManagerSaveData.Unpack(OrdersManager.inst);
}
Main.helper.Log("Unpacking AI brains");
bool flag10 = this.AIBrainsSaveData != null;
if (flag10)
{
try
{
this.AIBrainsSaveData.Unpack(AIBrainsContainer.inst);
Main.helper.Log("AI brains unpacked successfully");
}
catch (Exception e)
{
Main.helper.Log("Error unpacking AI brains: " + e.Message);
Main.helper.Log("Attempting to reinitialize AI systems");
try
{
AIBrainsContainer.inst.ClearAIs();
// Force reinitialize AI for all villagers
for (int i = 0; i < Villager.villagers.Count; i++)
{
Villager v = Villager.villagers.data[i];
if (v != null && v.brain != null)
{
v.brain.Restart();
}
}
Main.helper.Log("AI systems reinitialized");
}
catch (Exception ex)
{
Main.helper.Log("Failed to reinitialize AI systems: " + ex.Message);
}
}
}
else
{
Main.helper.Log("No AI brains save data found, initializing fresh AI");
try
{
// Initialize AI for all villagers if no save data
for (int i = 0; i < Villager.villagers.Count; i++)
{
Villager v = Villager.villagers.data[i];
if (v != null && v.brain != null)
{
v.brain.Restart();
}
}
Main.helper.Log("Fresh AI initialization completed");
}
catch (Exception e)
{
Main.helper.Log("Failed fresh AI initialization: " + e.Message);
}
}
Main.helper.Log("Unpacking custom save data");
bool flag11 = this.CustomSaveData != null;
if (flag11)
{
LoadSave.CustomSaveData_DontAccessDirectly = this.CustomSaveData;
}
Main.helper.Log("Unpacking done");
try
{
Main.helper.Log("Post-load: rebuilding path costs + villager grid");
try { World.inst.SetupInitialPathCosts(); } catch (Exception e) { Main.helper.Log(e.ToString()); }
try { World.inst.RebuildVillagerGrid(); } catch (Exception e) { Main.helper.Log(e.ToString()); }
try { Player.inst.irrigation.UpdateIrrigation(); } catch (Exception e) { Main.helper.Log(e.ToString()); }
try { Player.inst.CalcMaxResources(null, -1); } catch (Exception e) { Main.helper.Log(e.ToString()); }
}
catch (Exception e)
{
Main.helper.Log("Post-load rebuild failed");
Main.helper.Log(e.ToString());
}
World.inst.UpscaleFeatures();
Player.inst.RefreshVisibility(true);
for (int i = 0; i < Player.inst.Buildings.Count; i++)
{
Player.inst.Buildings.data[i].UpdateMaterialSelection();
}
// Increase loadTickDelay values to ensure proper initialization
Type playerType = typeof(Player);
FieldInfo loadTickDelayField = playerType.GetField("loadTickDelay", BindingFlags.Instance | BindingFlags.NonPublic);
if (loadTickDelayField != null)
{
loadTickDelayField.SetValue(Player.inst, 3);
}
// UnitSystem.inst.loadTickDelay = 3;
Type unitSystemType = typeof(UnitSystem);
loadTickDelayField = unitSystemType.GetField("loadTickDelay", BindingFlags.Instance | BindingFlags.NonPublic);
if (loadTickDelayField != null)
{
loadTickDelayField.SetValue(UnitSystem.inst, 3);
}
// JobSystem.inst.loadTickDelay = 3;
Type jobSystemType = typeof(JobSystem);
loadTickDelayField = jobSystemType.GetField("loadTickDelay", BindingFlags.Instance | BindingFlags.NonPublic);
if (loadTickDelayField != null)
{
loadTickDelayField.SetValue(JobSystem.inst, 3);
}
// VillagerSystem.inst.loadTickDelay = 3;
Type villagerSystemType = typeof(VillagerSystem);
loadTickDelayField = villagerSystemType.GetField("loadTickDelay", BindingFlags.Instance | BindingFlags.NonPublic);
if (loadTickDelayField != null)
{
loadTickDelayField.SetValue(VillagerSystem.inst, 3);
}
// Force AI system restart after load
try
{
Main.helper.Log("Forcing AI system restart after load");
// Restart all villager AI brains
for (int i = 0; i < Villager.villagers.Count; i++)
{
Villager v = Villager.villagers.data[i];
if (v != null && v.brain != null)
{
try
{
v.brain.Restart();
}
catch (Exception e)
{
Main.helper.Log($"Failed to restart villager AI: {e.Message}");
}
}
}
// Force job system refresh
if (JobSystem.inst != null)
{
try
{
// Use reflection to call any refresh/rebuild methods
var jobSystemType = typeof(JobSystem);
var refreshMethods = jobSystemType.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
.Where(m => m.Name.Contains("Refresh") || m.Name.Contains("Rebuild") || m.Name.Contains("Update"));
foreach (var method in refreshMethods)
{
if (method.GetParameters().Length == 0)
{
try
{
method.Invoke(JobSystem.inst, null);
Main.helper.Log($"Called JobSystem.{method.Name}()");
}
catch { }
}
}
}
catch (Exception e)
{
Main.helper.Log($"Error refreshing job system: {e.Message}");
}
}
Main.helper.Log("AI system restart completed");
}
catch (Exception e)
{
Main.helper.Log($"Error during AI system restart: {e.Message}");
}
Main.helper.Log($"Setting kingdom name to: {kingdomNames[Main.PlayerSteamID]}");
TownNameUI.inst.SetTownName(kingdomNames[Main.PlayerSteamID]);
// Perform villager state resync after loading completes
try
{
Main.helper.Log("Starting villager state resync after load");
// Wait a frame for all systems to initialize
System.Threading.Tasks.Task.Delay(100).ContinueWith(_ =>
{
try
{
Main.helper.Log("Performing delayed villager resync");
// Resync all villager positions and states
for (int i = 0; i < Villager.villagers.Count; i++)
{
Villager v = Villager.villagers.data[i];
if (v != null)
{
try
{
// Force position update
Vector3 currentPos = v.Pos;
v.TeleportTo(currentPos);
// Restart AI brain if it exists
if (v.brain != null)
{
v.brain.Restart();
}
// Ensure villager is in correct system lists
if (v.workerJob != null && Player.inst != null)
{
if (!Player.inst.Workers.Contains(v))
{
Player.inst.Workers.Add(v);
}
}
else if (v.workerJob == null && Player.inst != null)
{
if (!Player.inst.Homeless.Contains(v))
{
Player.inst.Homeless.Add(v);
}
}
}
catch (Exception e)
{
Main.helper.Log($"Error resyncing villager {i}: {e.Message}");
}
}
}
// Force job system to re-evaluate all jobs
if (JobSystem.inst != null)
{
try
{
var jobSystemType = typeof(JobSystem);
var updateMethods = jobSystemType.GetMethods(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
.Where(m => (m.Name.Contains("Update") || m.Name.Contains("Refresh")) && m.GetParameters().Length == 0);
foreach (var method in updateMethods)
{
try
{
method.Invoke(JobSystem.inst, null);
Main.helper.Log($"Called JobSystem.{method.Name} for resync");
}
catch { }
}
}
catch (Exception e)
{
Main.helper.Log($"Error updating job system: {e.Message}");
}
}
Main.helper.Log("Villager state resync completed");
}
catch (Exception e)
{
Main.helper.Log($"Error in delayed villager resync: {e.Message}");
}
});
}
catch (Exception e)
{
Main.helper.Log($"Error starting villager resync: {e.Message}");
}
return obj;
}
}
}