Track LocalMods as part of monolith
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107
LocalMods/More Level Content/CSharp/Shared/Networking/NetUtils.cs
Executable file
107
LocalMods/More Level Content/CSharp/Shared/Networking/NetUtils.cs
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using Barotrauma;
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using Barotrauma.Networking;
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using System;
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namespace MoreLevelContent.Networking
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{
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/// <summary>
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/// Shared
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/// </summary>
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public static partial class NetUtil
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{
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internal static IWriteMessage CreateNetMsg(NetEvent target) => GameMain.LuaCs.Networking.Start(Enum.GetName(typeof(NetEvent), target));
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/// <summary>
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/// Register a method to run when the specified NetEvent happens
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/// </summary>
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/// <param name="target"></param>
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/// <param name="netEvent"></param>
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public static void Register(NetEvent target, LuaCsAction netEvent)
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{
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if (GameMain.IsSingleplayer) return;
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GameMain.LuaCs.Networking.Receive(Enum.GetName(typeof(NetEvent), target), netEvent);
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}
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}
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/// <summary>
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/// Events that are sent over the network
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/// </summary>
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public enum NetEvent
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{
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/// <summary>
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/// Send a config message to the server
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/// </summary>
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CONFIG_WRITE_SERVER,
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/// <summary>
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/// Send a config message to the clients
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/// </summary>
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CONFIG_WRITE_CLIENT,
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/// <summary>
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/// Request the current config from the server
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/// </summary>
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CONFIG_REQUEST,
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/// <summary>
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/// Used to test if the target has the mod installed
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/// </summary>
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PING_CLIENT,
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/// <summary>
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/// Used to reply to the server's ping
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/// </summary>
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PONG_SERVER,
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/// <summary>
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/// Send the location of a new distress signal
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/// </summary>
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MAP_SEND_NEWDISTRESS,
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/// <summary>
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/// Send the location of a new lost cargo mission
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/// </summary>
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MAP_SEND_NEWCARGO,
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/// <summary>
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/// Call the create distress method on the server
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/// </summary>
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COMMAND_CREATEDISTRESS,
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/// <summary>
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/// Fakes a world step
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/// </summary>
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COMMAND_STEPWORLD,
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/// <summary>
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/// Request a map connection equality check from the server
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/// </summary>
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MAP_CONNECTION_EQUALITYCHECK_REQUEST,
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/// <summary>
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/// Sends the result to the client
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/// </summary>
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MAP_CONNECTION_EQUALITYCHECK_SENDCLIENT,
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/// <summary>
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/// Reveals the specified map feature
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/// </summary>
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EVENT_REVEALMAPFEATURE,
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/// <summary>
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/// Updates the status of a pirate base
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/// </summary>
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PIRATEBASE_STATUS,
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/// <summary>
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/// Request information on custom data added to the campaign map by mlc
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/// </summary>
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MAP_REQUEST_STATE,
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/// <summary>
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/// Information on the current map state, distress beacons, pirate state, etc
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/// </summary>
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MAP_SEND_STATE
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}
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}
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