Merge branch 'master' of https://github.com/Regalis11/Barotrauma into develop
This commit is contained in:
@@ -195,7 +195,11 @@ namespace Barotrauma.Networking
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public void BanPlayer(string name, Either<Address, AccountId> addressOrAccountId, string reason, TimeSpan? duration)
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{
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if (addressOrAccountId.TryGet(out Address address) && address.IsLocalHost) { return; }
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if (addressOrAccountId.TryGet(out Address address) && address.IsLocalHost)
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{
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DebugConsole.AddWarning($"Cannot ban localhost ({address.StringRepresentation})");
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return;
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}
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var existingBan = bannedPlayers.Find(bp => bp.AddressOrAccountId == addressOrAccountId);
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if (existingBan != null) { bannedPlayers.Remove(existingBan); }
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@@ -84,7 +84,11 @@ namespace Barotrauma.Networking
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set
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{
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if (characterInfo == value) { return; }
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characterInfo?.Remove();
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if (characterInfo is { Character: null })
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{
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//if a character hasn't spawned for this characterInfo, we can remove the info and free the sprites and such
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characterInfo.Remove();
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}
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characterInfo = value;
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}
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}
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@@ -94,6 +98,7 @@ namespace Barotrauma.Networking
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public NetworkConnection Connection { get; set; }
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public bool SpectateOnly;
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public bool AFK;
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public bool? WaitForNextRoundRespawn;
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public int KarmaKickCount;
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@@ -335,10 +340,21 @@ namespace Barotrauma.Networking
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{
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//the bot has spawned, but the new CharacterCampaignData technically hasn't, because we just created it
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characterData.HasSpawned = true;
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mpCampaign.IncrementLastUpdateIdForFlag(MultiPlayerCampaign.NetFlags.CharacterInfo);
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}
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SpectateOnly = false;
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return true;
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}
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public void ResetSync()
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{
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NeedsMidRoundSync = false;
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PendingPositionUpdates.Clear();
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EntityEventLastSent.Clear();
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LastSentEntityEventID = 0;
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LastRecvEntityEventID = 0;
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UnreceivedEntityEventCount = 0;
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}
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}
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}
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@@ -223,7 +223,14 @@ namespace Barotrauma.Networking
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serverPeer = new LidgrenServerPeer(ownerKey, ServerSettings, callbacks);
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if (registerToServerList)
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{
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registeredToSteamMaster = SteamManager.CreateServer(this, ServerSettings.IsPublic);
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try
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{
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registeredToSteamMaster = SteamManager.CreateServer(this, ServerSettings.IsPublic);
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}
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catch (Exception e)
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{
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DebugConsole.NewMessage($"Steam registering skipped due to error (and probably more of it was printed above): {e.Message}");
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}
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Eos.EosSessionManager.UpdateOwnedSession(Option.None, ServerSettings);
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}
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}
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@@ -423,12 +430,15 @@ namespace Barotrauma.Networking
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for (int i = Character.CharacterList.Count - 1; i >= 0; i--)
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{
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Character character = Character.CharacterList[i];
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if (!character.ClientDisconnected) { continue; }
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Client owner = connectedClients.Find(c => (c.Character == null || c.Character == character) && character.IsClientOwner(c));
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bool spectating = owner is { SpectateOnly: true } && ServerSettings.AllowSpectating;
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if (!character.ClientDisconnected && !spectating) { continue; }
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bool canOwnerTakeControl =
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owner != null && owner.InGame && !owner.NeedsMidRoundSync &&
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(!ServerSettings.AllowSpectating || !owner.SpectateOnly ||
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(!spectating ||
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(permadeathMode && (!character.IsDead || character.CauseOfDeath?.Type == CauseOfDeathType.Disconnected)));
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if (!character.IsDead)
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{
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@@ -438,8 +448,17 @@ namespace Barotrauma.Networking
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character.SetStun(1.0f);
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}
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float killTime = permadeathMode ? ServerSettings.DespawnDisconnectedPermadeathTime : ServerSettings.KillDisconnectedTime;
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//owner decided to spectate -> kill the character immediately,
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//it's no longer needed and should not be considered the character this client is controlling
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//the client can still regain control, because the character can be revived in the block below if the client rejoins as a non-spectator
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if (spectating)
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{
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killTime = 0.0f;
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}
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if ((OwnerConnection == null || owner?.Connection != OwnerConnection) &&
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character.KillDisconnectedTimer > (permadeathMode ? ServerSettings.DespawnDisconnectedPermadeathTime : ServerSettings.KillDisconnectedTime))
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character.KillDisconnectedTimer > killTime)
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{
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character.Kill(CauseOfDeathType.Disconnected, null);
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continue;
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@@ -618,8 +637,9 @@ namespace Barotrauma.Networking
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}
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else if (ServerSettings.StartWhenClientsReady)
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{
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int clientsReady = connectedClients.Count(c => c.GetVote<bool>(VoteType.StartRound));
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if (clientsReady / (float)connectedClients.Count >= ServerSettings.StartWhenClientsReadyRatio)
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var startVoteEligibleClients = connectedClients.Where(c => Voting.CanVoteToStartRound(c));
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int clientsReady = startVoteEligibleClients.Count(c => c.GetVote<bool>(VoteType.StartRound));
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if (clientsReady / (float)startVoteEligibleClients.Count() >= ServerSettings.StartWhenClientsReadyRatio)
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{
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readyToStartAutomatically = true;
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}
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@@ -649,7 +669,8 @@ namespace Barotrauma.Networking
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c.ChatSpamSpeed = Math.Max(0.0f, c.ChatSpamSpeed - deltaTime);
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//constantly increase AFK timer if the client is controlling a character (gets reset to zero every time an input is received)
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if (GameStarted && c.Character != null && !c.Character.IsDead && !c.Character.IsIncapacitated)
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if (GameStarted && c.Character != null && !c.Character.IsDead && !c.Character.IsIncapacitated &&
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(!c.AFK || !ServerSettings.AllowAFK))
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{
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if (c.Connection != OwnerConnection && c.Permissions != ClientPermissions.All) { c.KickAFKTimer += deltaTime; }
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}
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@@ -835,6 +856,7 @@ namespace Barotrauma.Networking
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if (connectedClient != null)
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{
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connectedClient.ReadyToStart = inc.ReadBoolean();
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connectedClient.AFK = inc.ReadBoolean();
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UpdateCharacterInfo(inc, connectedClient);
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//game already started -> send start message immediately
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@@ -970,6 +992,10 @@ namespace Barotrauma.Networking
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case ClientPacketHeader.SERVER_COMMAND:
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ClientReadServerCommand(inc);
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break;
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case ClientPacketHeader.ENDROUND_SELF:
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connectedClient.InGame = false;
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connectedClient.ResetSync();
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break;
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case ClientPacketHeader.CREW:
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ReadCrewMessage(inc, connectedClient);
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break;
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@@ -997,6 +1023,9 @@ namespace Barotrauma.Networking
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case ClientPacketHeader.TAKEOVERBOT:
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ReadTakeOverBotMessage(inc, connectedClient);
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break;
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case ClientPacketHeader.TOGGLE_RESERVE_BENCH:
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GameMain.GameSession?.CrewManager?.ReadToggleReserveBenchMessage(inc, connectedClient);
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break;
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case ClientPacketHeader.FILE_REQUEST:
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if (ServerSettings.AllowFileTransfers)
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{
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@@ -1233,6 +1262,7 @@ namespace Barotrauma.Networking
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}
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c.LastRecvChatMsgID = NetIdUtils.Clamp(inc.ReadUInt16(), c.LastRecvChatMsgID, c.LastChatMsgQueueID);
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c.LastRecvClientListUpdate = NetIdUtils.Clamp(inc.ReadUInt16(), c.LastRecvClientListUpdate, LastClientListUpdateID);
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c.AFK = inc.ReadBoolean();
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ReadClientNameChange(c, inc);
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@@ -1298,6 +1328,7 @@ namespace Barotrauma.Networking
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//check if midround syncing is needed due to missed unique events
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if (!midroundSyncingDone) { entityEventManager.InitClientMidRoundSync(c); }
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MissionAction.NotifyMissionsUnlockedThisRound(c);
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UnlockPathAction.NotifyPathsUnlockedThisRound(c);
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if (GameMain.GameSession.GameMode is PvPMode)
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{
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@@ -1316,6 +1347,7 @@ namespace Barotrauma.Networking
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c.TeamID = CharacterTeamType.Team1;
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}
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c.InGame = true;
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c.AFK = false;
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}
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}
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@@ -1558,17 +1590,23 @@ namespace Barotrauma.Networking
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}
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else
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{
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CharacterInfo botInfo = GameMain.GameSession.CrewManager?.GetCharacterInfos()?.FirstOrDefault(i => i.ID == botId);
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CharacterInfo botInfo = GameMain.GameSession.CrewManager?.GetCharacterInfos(includeReserveBench: true)?.FirstOrDefault(i => i.ID == botId);
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if (botInfo is { IsNewHire: true, Character: null })
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if (botInfo is { Character: null } && (botInfo.IsNewHire || botInfo.IsOnReserveBench))
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{
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SpawnAndTakeOverBot(campaign, botInfo, sender);
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if (IsUsingRespawnShuttle())
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{
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SpawnAndTakeOverBotInShuttle(campaign, botInfo, sender);
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}
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else
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{
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SpawnAndTakeOverBot(campaign, botInfo, sender);
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}
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}
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else if (botInfo?.Character == null || !botInfo.Character.IsBot)
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{
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SendConsoleMessage($"Could not find a bot with the id {botId}.", sender, Color.Red);
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DebugConsole.ThrowError($"Client {sender.Name} failed to take over a bot (Could not find a bot with the id {botId}).");
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return;
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}
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else if (ServerSettings.AllowBotTakeoverOnPermadeath)
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{
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@@ -1584,8 +1622,22 @@ namespace Barotrauma.Networking
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private static void SpawnAndTakeOverBot(CampaignMode campaign, CharacterInfo botInfo, Client client)
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{
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var mainSubSpawnpoint = WayPoint.SelectCrewSpawnPoints(botInfo.ToEnumerable().ToList(), Submarine.MainSub).FirstOrDefault();
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var spawnWaypoint = campaign.CrewManager.GetOutpostSpawnpoints()?.FirstOrDefault() ?? mainSubSpawnpoint;
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WayPoint mainSubSpawnpoint = WayPoint.SelectCrewSpawnPoints(botInfo.ToEnumerable().ToList(), Submarine.MainSub).FirstOrDefault();
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WayPoint outpostWaypoint = campaign.CrewManager.GetOutpostSpawnpoints()?.FirstOrDefault();
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WayPoint spawnWaypoint;
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//give the bot the same salary the player had
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TransferPreviousSalaryToBot(campaign, botInfo, client);
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if (botInfo.IsOnReserveBench)
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{
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spawnWaypoint = mainSubSpawnpoint ?? outpostWaypoint;
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}
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else
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{
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spawnWaypoint = outpostWaypoint ?? mainSubSpawnpoint;
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}
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if (spawnWaypoint == null)
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{
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DebugConsole.ThrowError("SpawnAndTakeOverBot: Unable to find any spawn waypoints inside the sub");
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@@ -1598,13 +1650,59 @@ namespace Barotrauma.Networking
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DebugConsole.ThrowError("SpawnAndTakeOverBot: newCharacter is null somehow");
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return;
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}
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// No longer show the hired character in the HR list of current hires
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campaign.CrewManager.RemoveCharacterInfo(botInfo);
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if (botInfo.IsOnReserveBench)
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{
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campaign.CrewManager.ToggleReserveBenchStatus(botInfo, client);
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}
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newCharacter.TeamID = CharacterTeamType.Team1;
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campaign.CrewManager.InitializeCharacter(newCharacter, mainSubSpawnpoint, spawnWaypoint);
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client.TryTakeOverBot(newCharacter);
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Log($"Client \"{client.Name}\" took over the bot \"{botInfo.DisplayName}\".", ServerLog.MessageType.ServerMessage);
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});
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}
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private static void SpawnAndTakeOverBotInShuttle(CampaignMode campaign, CharacterInfo botInfo, Client client)
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{
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if (botInfo.IsOnReserveBench && campaign is MultiPlayerCampaign mpCampaign)
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{
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//give the bot the same salary the player had
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TransferPreviousSalaryToBot(campaign, botInfo, client);
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// Bring the bot from the reserve bench to active service
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mpCampaign.CrewManager.ToggleReserveBenchStatus(botInfo, client);
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Debug.Assert(botInfo.BotStatus == BotStatus.ActiveService);
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Log($"Client \"{client.Name}\" chose to spawn as the bot \"{botInfo.DisplayName}\" in the next respawn shuttle.", ServerLog.MessageType.ServerMessage);
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// Note: The following does what ServerSource/Networking/Client.cs:TryTakeOverBot() would do, but here we have
|
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// to do it without a Character (before the Character has spawned), to get them on the respawn shuttle
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|
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// Now that the old permanently killed character will be replaced, we can fully discard it
|
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mpCampaign.DiscardClientCharacterData(client);
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||||
|
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client.CharacterInfo = botInfo;
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client.CharacterInfo.RenamingEnabled = true; // Grant one opportunity to rename a taken over bot
|
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client.CharacterInfo.IsNewHire = false;
|
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client.SpectateOnly = false;
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client.WaitForNextRoundRespawn = false; // =respawn asap
|
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|
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// Generate a new, less dead CharacterCampaignData for the client
|
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if (mpCampaign.SetClientCharacterData(client) is CharacterCampaignData characterData)
|
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{
|
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//the bot has spawned, but the new CharacterCampaignData technically hasn't, because we just created it
|
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characterData.HasSpawned = true;
|
||||
characterData.ChosenNewBotViaShuttle = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void TransferPreviousSalaryToBot(CampaignMode campaign, CharacterInfo botInfo, Client client)
|
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{
|
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//give the bot the same salary the player had
|
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botInfo.LastRewardDistribution = Option<int>.Some(client?.Character?.Wallet.RewardDistribution ?? campaign.Bank.RewardDistribution);
|
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}
|
||||
|
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private void ClientReadServerCommand(IReadMessage inc)
|
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{
|
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@@ -1956,6 +2054,7 @@ namespace Barotrauma.Networking
|
||||
|
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outmsg.WriteBoolean(GameStarted);
|
||||
outmsg.WriteBoolean(ServerSettings.AllowSpectating);
|
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outmsg.WriteBoolean(ServerSettings.AllowAFK);
|
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outmsg.WriteBoolean(ServerSettings.RespawnMode == RespawnMode.Permadeath);
|
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outmsg.WriteBoolean(ServerSettings.IronmanMode);
|
||||
|
||||
@@ -2288,6 +2387,7 @@ namespace Barotrauma.Networking
|
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outmsg.WriteBoolean(ServerSettings.VoiceChatEnabled);
|
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|
||||
outmsg.WriteBoolean(ServerSettings.AllowSpectating);
|
||||
outmsg.WriteBoolean(ServerSettings.AllowAFK);
|
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|
||||
outmsg.WriteSingle(ServerSettings.TraitorProbability);
|
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outmsg.WriteRangedInteger(ServerSettings.TraitorDangerLevel, TraitorEventPrefab.MinDangerLevel, TraitorEventPrefab.MaxDangerLevel);
|
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@@ -2671,7 +2771,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
//give the clients a few seconds to request missing sub/shuttle files before starting the round
|
||||
float waitForResponseTimer = 5.0f;
|
||||
while (connectedClients.Any(c => !c.ReadyToStart) && waitForResponseTimer > 0.0f)
|
||||
while (connectedClients.Any(c => !c.ReadyToStart && !c.AFK) && waitForResponseTimer > 0.0f)
|
||||
{
|
||||
waitForResponseTimer -= CoroutineManager.DeltaTime;
|
||||
yield return CoroutineStatus.Running;
|
||||
@@ -2780,7 +2880,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
yield return CoroutineStatus.Failure;
|
||||
}
|
||||
|
||||
campaign.RoundID++;
|
||||
SendStartMessage(roundStartSeed, campaign.NextLevel.Seed, GameMain.GameSession, connectedClients, includesFinalize: false);
|
||||
GameMain.GameSession.StartRound(campaign.NextLevel, startOutpost: campaign.GetPredefinedStartOutpost(), mirrorLevel: campaign.MirrorLevel);
|
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SubmarineSwitchLoad = false;
|
||||
@@ -2821,6 +2921,7 @@ namespace Barotrauma.Networking
|
||||
campaign.CargoManager.CreatePurchasedItems();
|
||||
//midround-joining clients need to be informed of pending/new hires at outposts
|
||||
if (isOutpost) { campaign.SendCrewState(); }
|
||||
//campaign.SendCrewState(); // pending/new hires, reserve bench
|
||||
}
|
||||
|
||||
if (GameMain.GameSession.Missions.None(m => !m.Prefab.AllowOutpostNPCs))
|
||||
@@ -2881,13 +2982,7 @@ namespace Barotrauma.Networking
|
||||
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
|
||||
foreach (Client client in teamClients)
|
||||
{
|
||||
client.NeedsMidRoundSync = false;
|
||||
|
||||
client.PendingPositionUpdates.Clear();
|
||||
client.EntityEventLastSent.Clear();
|
||||
client.LastSentEntityEventID = 0;
|
||||
client.LastRecvEntityEventID = 0;
|
||||
client.UnreceivedEntityEventCount = 0;
|
||||
client.ResetSync();
|
||||
|
||||
if (client.CharacterInfo == null)
|
||||
{
|
||||
@@ -2928,19 +3023,11 @@ namespace Barotrauma.Networking
|
||||
hadBots = false;
|
||||
}
|
||||
|
||||
List<WayPoint> spawnWaypoints = null;
|
||||
List<WayPoint> mainSubWaypoints = teamSub != null ? WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[n]).ToList() : null;
|
||||
WayPoint[] spawnWaypoints = null;
|
||||
WayPoint[] mainSubWaypoints = teamSub != null ? WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[n]) : null;
|
||||
if (Level.Loaded != null && Level.Loaded.ShouldSpawnCrewInsideOutpost())
|
||||
{
|
||||
spawnWaypoints = WayPoint.GetOutpostSpawnPoints(teamID);
|
||||
while (spawnWaypoints.Count > characterInfos.Count)
|
||||
{
|
||||
spawnWaypoints.RemoveAt(Rand.Int(spawnWaypoints.Count));
|
||||
}
|
||||
while (spawnWaypoints.Any() && spawnWaypoints.Count < characterInfos.Count)
|
||||
{
|
||||
spawnWaypoints.Add(spawnWaypoints[Rand.Int(spawnWaypoints.Count)]);
|
||||
}
|
||||
spawnWaypoints = WayPoint.SelectOutpostSpawnPoints(characterInfos, teamID);
|
||||
}
|
||||
if (teamSub != null)
|
||||
{
|
||||
@@ -2948,9 +3035,10 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
spawnWaypoints = mainSubWaypoints;
|
||||
}
|
||||
Debug.Assert(spawnWaypoints.Count == mainSubWaypoints.Count);
|
||||
Debug.Assert(spawnWaypoints.Length == mainSubWaypoints.Length);
|
||||
}
|
||||
|
||||
|
||||
// Spawn players
|
||||
for (int i = 0; i < teamClients.Count; i++)
|
||||
{
|
||||
//if there's a main sub waypoint available (= the spawnpoint the character would've spawned at, if they'd spawned in the main sub instead of the outpost),
|
||||
@@ -3003,7 +3091,8 @@ namespace Barotrauma.Networking
|
||||
spawnedCharacter.SetOwnerClient(teamClients[i]);
|
||||
AddCharacterToList(teamID, spawnedCharacter);
|
||||
}
|
||||
|
||||
|
||||
// Spawn bots
|
||||
for (int i = teamClients.Count; i < teamClients.Count + bots.Count; i++)
|
||||
{
|
||||
WayPoint jobItemSpawnPoint = mainSubWaypoints != null ? mainSubWaypoints[i] : spawnWaypoints[i];
|
||||
@@ -3167,6 +3256,7 @@ namespace Barotrauma.Networking
|
||||
int nextLocationIndex = campaign.Map.Locations.FindIndex(l => l.LevelData == campaign.NextLevel);
|
||||
int nextConnectionIndex = campaign.Map.Connections.FindIndex(c => c.LevelData == campaign.NextLevel);
|
||||
msg.WriteByte(campaign.CampaignID);
|
||||
msg.WriteByte(campaign == null ? (byte)0 : campaign.RoundID);
|
||||
msg.WriteUInt16(campaign.LastSaveID);
|
||||
msg.WriteInt32(nextLocationIndex);
|
||||
msg.WriteInt32(nextConnectionIndex);
|
||||
@@ -3225,6 +3315,7 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
msg.WriteString(contentFile.Path.Value);
|
||||
}
|
||||
msg.WriteByte((GameMain.GameSession.Campaign as MultiPlayerCampaign)?.RoundID ?? 0);
|
||||
msg.WriteInt32(Submarine.MainSub?.Info.EqualityCheckVal ?? 0);
|
||||
msg.WriteByte((byte)GameMain.GameSession.Missions.Count());
|
||||
foreach (Mission mission in GameMain.GameSession.Missions)
|
||||
@@ -3293,9 +3384,7 @@ namespace Barotrauma.Networking
|
||||
entityEventManager.Clear();
|
||||
foreach (Client c in connectedClients)
|
||||
{
|
||||
c.EntityEventLastSent.Clear();
|
||||
c.PendingPositionUpdates.Clear();
|
||||
c.PositionUpdateLastSent.Clear();
|
||||
c.ResetSync();
|
||||
}
|
||||
|
||||
if (GameStarted)
|
||||
@@ -3418,13 +3507,13 @@ namespace Barotrauma.Networking
|
||||
return result.Value;
|
||||
}
|
||||
|
||||
return TryChangeClientName(c, newName);
|
||||
return TryChangeClientName(c, newName, clientRenamingSelf: true);
|
||||
}
|
||||
|
||||
public bool TryChangeClientName(Client c, string newName)
|
||||
public bool TryChangeClientName(Client c, string newName, bool clientRenamingSelf = false)
|
||||
{
|
||||
newName = Client.SanitizeName(newName);
|
||||
if (newName != c.Name && !string.IsNullOrEmpty(newName) && IsNameValid(c, newName))
|
||||
if (newName != c.Name && !string.IsNullOrEmpty(newName) && IsNameValid(c, newName, clientRenamingSelf))
|
||||
{
|
||||
c.LastNameChangeTime = DateTime.Now;
|
||||
string oldName = c.Name;
|
||||
@@ -3443,7 +3532,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsNameValid(Client c, string newName)
|
||||
public bool IsNameValid(Client c, string newName, bool clientRenamingSelf = false)
|
||||
{
|
||||
if (c.Connection != OwnerConnection)
|
||||
{
|
||||
@@ -3465,18 +3554,23 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
}
|
||||
|
||||
Client nameTakenByClient = ConnectedClients.Find(c2 => c != c2 && Homoglyphs.Compare(c2.Name.ToLower(), newName.ToLower()));
|
||||
Client nameTakenByClient = ConnectedClients.Find(c2 =>
|
||||
!(clientRenamingSelf && c == c2) && // only allow renaming one's own client with a similar name
|
||||
Homoglyphs.Compare(c2.Name.ToLower(), newName.ToLower()));
|
||||
if (nameTakenByClient != null)
|
||||
{
|
||||
SendDirectChatMessage($"ServerMessage.NameChangeFailedClientTooSimilar~[newname]={newName}~[takenname]={nameTakenByClient.Name}", c, ChatMessageType.ServerMessageBox);
|
||||
return false;
|
||||
}
|
||||
|
||||
Character nameTakenByCharacter =
|
||||
GameSession.GetSessionCrewCharacters(CharacterType.Both).FirstOrDefault(c2 => c2 != c.Character && Homoglyphs.Compare(c2.Name.ToLower(), newName.ToLower()));
|
||||
if (nameTakenByCharacter != null)
|
||||
|
||||
string existingTooSimilarName = GameMain.GameSession?.CrewManager?
|
||||
.GetCharacterInfos(includeReserveBench: true)
|
||||
.FirstOrDefault(ci =>
|
||||
(!clientRenamingSelf || ci.ID != c.Character?.ID) &&
|
||||
Homoglyphs.Compare(ci.Name.ToLower(), newName.ToLower()))?.Name;
|
||||
if (!existingTooSimilarName.IsNullOrEmpty())
|
||||
{
|
||||
SendDirectChatMessage($"ServerMessage.NameChangeFailedClientTooSimilar~[newname]={newName}~[takenname]={nameTakenByCharacter.Name}", c, ChatMessageType.ServerMessageBox);
|
||||
SendDirectChatMessage($"ServerMessage.NameChangeFailedTooSimilar~[newname]={newName}~[takenname]={existingTooSimilarName}", c, ChatMessageType.ServerMessageBox);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
@@ -4029,10 +4123,11 @@ namespace Barotrauma.Networking
|
||||
|
||||
SendVoteStatus(connectedClients);
|
||||
|
||||
int endVoteCount = ConnectedClients.Count(c => c.HasSpawned && c.GetVote<bool>(VoteType.EndRound));
|
||||
int endVoteMax = GameMain.Server.ConnectedClients.Count(c => c.HasSpawned);
|
||||
var endVoteEligibleClients = connectedClients.Where(c => Voting.CanVoteToEndRound(c));
|
||||
int endVoteCount = endVoteEligibleClients.Count(c => c.GetVote<bool>(VoteType.EndRound));
|
||||
int endVoteMax = endVoteEligibleClients.Count();
|
||||
if (ServerSettings.AllowEndVoting && endVoteMax > 0 &&
|
||||
((float)endVoteCount / (float)endVoteMax) >= ServerSettings.EndVoteRequiredRatio)
|
||||
(endVoteCount / (float)endVoteMax) >= ServerSettings.EndVoteRequiredRatio)
|
||||
{
|
||||
Log("Ending round by votes (" + endVoteCount + "/" + (endVoteMax - endVoteCount) + ")", ServerLog.MessageType.ServerMessage);
|
||||
EndGame(wasSaved: false);
|
||||
@@ -4269,13 +4364,17 @@ namespace Barotrauma.Networking
|
||||
private void UpdateCharacterInfo(IReadMessage message, Client sender)
|
||||
{
|
||||
bool spectateOnly = message.ReadBoolean();
|
||||
bool characterDiscarded = message.ReadBoolean();
|
||||
bool readInfo = message.ReadBoolean();
|
||||
message.ReadPadBits();
|
||||
|
||||
sender.SpectateOnly = spectateOnly && (ServerSettings.AllowSpectating || sender.Connection == OwnerConnection);
|
||||
if (sender.SpectateOnly) { return; }
|
||||
|
||||
if (!readInfo) { return; }
|
||||
|
||||
var netInfo = INetSerializableStruct.Read<NetCharacterInfo>(message);
|
||||
|
||||
if (sender.SpectateOnly) { return; }
|
||||
if (charInfoRateLimiter.IsLimitReached(sender)) { return; }
|
||||
|
||||
string newName = netInfo.NewName;
|
||||
@@ -4286,7 +4385,7 @@ namespace Barotrauma.Networking
|
||||
else
|
||||
{
|
||||
newName = Client.SanitizeName(newName);
|
||||
if (!IsNameValid(sender, newName))
|
||||
if (!IsNameValid(sender, newName, clientRenamingSelf: true))
|
||||
{
|
||||
newName = sender.Name;
|
||||
}
|
||||
@@ -4297,11 +4396,16 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
|
||||
// If a CharacterInfo for this Client already exists on the server, make sure it is used, and prevent the Client from replacing it
|
||||
var existingCampaignData = (GameMain.GameSession?.Campaign as MultiPlayerCampaign)?.GetClientCharacterData(sender);
|
||||
if (existingCampaignData != null)
|
||||
if (GameMain.GameSession?.Campaign is MultiPlayerCampaign mpCampaign)
|
||||
{
|
||||
sender.CharacterInfo = existingCampaignData.CharacterInfo;
|
||||
return;
|
||||
if (characterDiscarded) { mpCampaign.DiscardClientCharacterData(sender); }
|
||||
var existingCampaignData = mpCampaign.GetClientCharacterData(sender);
|
||||
if (existingCampaignData != null)
|
||||
{
|
||||
DebugConsole.NewMessage("Client attempted to modify their CharacterInfo, but they already have an existing campaign character. Ignoring the modifications.");
|
||||
sender.CharacterInfo = existingCampaignData.CharacterInfo;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
sender.CharacterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, newName);
|
||||
@@ -4687,7 +4791,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
private List<Client> GetPlayingClients()
|
||||
{
|
||||
List<Client> playingClients = new List<Client>(connectedClients);
|
||||
List<Client> playingClients = new List<Client>(connectedClients.Where(c => !c.AFK || !ServerSettings.AllowAFK));
|
||||
if (ServerSettings.AllowSpectating)
|
||||
{
|
||||
playingClients.RemoveAll(static c => c.SpectateOnly);
|
||||
|
||||
+20
-2
@@ -210,11 +210,11 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
|
||||
PendingClient? pendingClient = pendingClients.Find(c => c.Connection.NetConnection == inc.SenderConnection);
|
||||
|
||||
if (pendingClient is null)
|
||||
{
|
||||
pendingClient = new PendingClient(new LidgrenConnection(inc.SenderConnection));
|
||||
pendingClients.Add(pendingClient);
|
||||
GameServer.Log($"Incoming connection from {pendingClient.Connection.NetConnection?.RemoteEndPoint?.ToString() ?? "null"}.", ServerLog.MessageType.ServerMessage);
|
||||
}
|
||||
|
||||
inc.SenderConnection.Approve();
|
||||
@@ -228,7 +228,25 @@ namespace Barotrauma.Networking
|
||||
|
||||
IReadMessage inc = lidgrenMsg.ToReadMessage();
|
||||
|
||||
var (_, packetHeader, initialization) = INetSerializableStruct.Read<PeerPacketHeaders>(inc);
|
||||
PeerPacketHeaders peerPacketHeaders = default;
|
||||
try
|
||||
{
|
||||
peerPacketHeaders = INetSerializableStruct.Read<PeerPacketHeaders>(inc);
|
||||
}
|
||||
catch
|
||||
{
|
||||
if (pendingClient != null)
|
||||
{
|
||||
//pending (= not yet authenticated) client sent malformed data, immediately ban them so they can't use this for spamming
|
||||
GameServer.Log($"Received an invalid connection attempt from {pendingClient.Connection.NetConnection?.RemoteEndPoint?.ToString() ?? "null"}. Banning the IP.", ServerLog.MessageType.DoSProtection);
|
||||
serverSettings.BanList.BanPlayer(name: "Unknown", endpoint: pendingClient.Connection.Endpoint, reason: "Invalid connection attempt", duration: null);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw;
|
||||
}
|
||||
}
|
||||
var (_, packetHeader, initialization) = peerPacketHeaders;
|
||||
|
||||
if (packetHeader.IsConnectionInitializationStep() && pendingClient != null && initialization.HasValue)
|
||||
{
|
||||
|
||||
+5
-5
@@ -41,7 +41,7 @@ namespace Barotrauma.Networking
|
||||
public ConnectionInitialization InitializationStep;
|
||||
public double UpdateTime;
|
||||
public double TimeOut;
|
||||
public int Retries;
|
||||
public int PasswordRetries;
|
||||
public Int32? PasswordSalt;
|
||||
public bool AuthSessionStarted;
|
||||
|
||||
@@ -52,7 +52,7 @@ namespace Barotrauma.Networking
|
||||
OwnerKey = Option.None;
|
||||
Connection = conn;
|
||||
InitializationStep = ConnectionInitialization.AuthInfoAndVersion;
|
||||
Retries = 0;
|
||||
PasswordRetries = 0;
|
||||
PasswordSalt = null;
|
||||
UpdateTime = Timing.TotalTime + Timing.Step * 3.0;
|
||||
TimeOut = NetworkConnection.TimeoutThreshold;
|
||||
@@ -156,8 +156,8 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
else
|
||||
{
|
||||
pendingClient.Retries++;
|
||||
if (serverSettings.BanAfterWrongPassword && pendingClient.Retries > serverSettings.MaxPasswordRetriesBeforeBan)
|
||||
pendingClient.PasswordRetries++;
|
||||
if (serverSettings.BanAfterWrongPassword && pendingClient.PasswordRetries > serverSettings.MaxPasswordRetriesBeforeBan)
|
||||
{
|
||||
const string banMsg = "Failed to enter correct password too many times";
|
||||
BanPendingClient(pendingClient, banMsg, null);
|
||||
@@ -286,7 +286,7 @@ namespace Barotrauma.Networking
|
||||
structToSend = new ServerPeerPasswordPacket
|
||||
{
|
||||
Salt = GetSalt(pendingClient),
|
||||
RetriesLeft = Option<int>.Some(pendingClient.Retries)
|
||||
RetriesLeft = Option<int>.Some(pendingClient.PasswordRetries)
|
||||
};
|
||||
|
||||
static Option<int> GetSalt(PendingClient client)
|
||||
|
||||
@@ -38,8 +38,9 @@ namespace Barotrauma.Networking
|
||||
continue;
|
||||
}
|
||||
|
||||
// Respawning might also be needed in permadeath mode for disconnected characters, but never for permanently dead ones
|
||||
// Respawning can still happen in permadeath mode (disconnected characters, reserve bench...), but never for permanently dead ones
|
||||
if (GameMain.NetworkMember?.ServerSettings is { RespawnMode: RespawnMode.Permadeath } &&
|
||||
matchingData is not { ChosenNewBotViaShuttle: true } && // respawning as a bot that should respawn the usual way via shuttle
|
||||
(matchingData?.CharacterInfo is { PermanentlyDead: true } || c.Character is { IsDead: true }))
|
||||
{
|
||||
continue;
|
||||
@@ -47,7 +48,7 @@ namespace Barotrauma.Networking
|
||||
|
||||
if (campaign != null)
|
||||
{
|
||||
if (matchingData != null && matchingData.HasSpawned)
|
||||
if (matchingData != null && matchingData.HasSpawned && !matchingData.ChosenNewBotViaShuttle)
|
||||
{
|
||||
//in the campaign mode, wait for the client to choose whether they want to spawn
|
||||
if (!c.WaitForNextRoundRespawn.HasValue || c.WaitForNextRoundRespawn.Value) { continue; }
|
||||
@@ -66,7 +67,7 @@ namespace Barotrauma.Networking
|
||||
if (c.SpectateOnly && (GameMain.Server.ServerSettings.AllowSpectating || GameMain.Server.OwnerConnection == c.Connection)) { return false; }
|
||||
if (c.Character != null && !c.Character.IsDead) { return false; }
|
||||
|
||||
var matchingData = campaign.GetClientCharacterData(c);
|
||||
CharacterCampaignData matchingData = campaign.GetClientCharacterData(c);
|
||||
if (matchingData != null && matchingData.HasSpawned)
|
||||
{
|
||||
if (Character.CharacterList.Any(c =>
|
||||
@@ -83,6 +84,16 @@ namespace Barotrauma.Networking
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool ClientHasChosenNewBotViaShuttle(Client c)
|
||||
{
|
||||
if (GameMain.GameSession.GameMode is MultiPlayerCampaign mpCampaign &&
|
||||
mpCampaign.GetClientCharacterData(c) is CharacterCampaignData matchingData)
|
||||
{
|
||||
return matchingData.ChosenNewBotViaShuttle;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static List<CharacterInfo> GetBotsToRespawn(CharacterTeamType teamId)
|
||||
{
|
||||
//this works under the assumption that GetCharacterInfos only returns bots in MP
|
||||
@@ -152,7 +163,8 @@ namespace Barotrauma.Networking
|
||||
|
||||
private static int GetMinCharactersToRespawn()
|
||||
{
|
||||
return Math.Max((int)(GameMain.Server.ConnectedClients.Count * GameMain.Server.ServerSettings.MinRespawnRatio), 1);
|
||||
int respawnableClientCount = GameMain.Server.ConnectedClients.Count(c => c.InGame && (!c.AFK || !GameMain.Server.ServerSettings.AllowAFK));
|
||||
return Math.Max((int)(respawnableClientCount * GameMain.Server.ServerSettings.MinRespawnRatio), 1);
|
||||
}
|
||||
|
||||
private bool ShouldStartRespawnCountdown(int characterToRespawnCount)
|
||||
@@ -237,6 +249,7 @@ namespace Barotrauma.Networking
|
||||
teamSpecificState.CurrentState = State.Transporting;
|
||||
}
|
||||
GameMain.Server.CreateEntityEvent(this);
|
||||
SetShuttleBodyType(teamSpecificState.TeamID, FarseerPhysics.BodyType.Dynamic);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -429,15 +442,10 @@ namespace Barotrauma.Networking
|
||||
ItemPrefab batteryPrefab = ItemPrefab.Find(null, "batterycell".ToIdentifier());
|
||||
|
||||
//the spawnpoints where the characters will spawn
|
||||
var selectedSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnSub);
|
||||
if (isPvPMode && Level.Loaded != null && Level.Loaded.ShouldSpawnCrewInsideOutpost())
|
||||
{
|
||||
var spawnWaypoints = WayPoint.GetOutpostSpawnPoints(teamID);
|
||||
for (int i = 0; i < characterInfos.Count; i++)
|
||||
{
|
||||
selectedSpawnPoints[i] = spawnWaypoints.GetRandomUnsynced();
|
||||
}
|
||||
}
|
||||
var selectedSpawnPoints =
|
||||
isPvPMode && Level.Loaded != null && Level.Loaded.ShouldSpawnCrewInsideOutpost() ?
|
||||
WayPoint.SelectOutpostSpawnPoints(characterInfos, teamID) :
|
||||
WayPoint.SelectCrewSpawnPoints(characterInfos, respawnSub);
|
||||
|
||||
//the spawnpoints where they would spawn if they were spawned inside the main sub
|
||||
//(in order to give them appropriate ID card tags)
|
||||
@@ -459,7 +467,7 @@ namespace Barotrauma.Networking
|
||||
//when the character spawns, set the client's name to match
|
||||
if (clients[i].PendingName == characterInfo.Name)
|
||||
{
|
||||
GameMain.Server?.TryChangeClientName(clients[i], clients[i].PendingName);
|
||||
GameMain.Server?.TryChangeClientName(clients[i], clients[i].PendingName, clientRenamingSelf: true);
|
||||
clients[i].PendingName = null;
|
||||
}
|
||||
|
||||
@@ -678,6 +686,7 @@ namespace Barotrauma.Networking
|
||||
msg.WriteUInt16((ushort)teamSpecificState.PendingRespawnCount);
|
||||
msg.WriteUInt16((ushort)teamSpecificState.RequiredRespawnCount);
|
||||
msg.WriteBoolean(IsRespawnDecisionPendingForClient(c));
|
||||
msg.WriteBoolean(ClientHasChosenNewBotViaShuttle(c));
|
||||
msg.WriteBoolean(teamSpecificState.RespawnCountdownStarted);
|
||||
msg.WriteSingle((float)(teamSpecificState.RespawnTime - DateTime.Now).TotalSeconds);
|
||||
break;
|
||||
|
||||
@@ -268,7 +268,6 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
XDocument doc = new XDocument(new XElement("serversettings"));
|
||||
|
||||
doc.Root.SetAttributeValue("name", ServerName);
|
||||
doc.Root.SetAttributeValue("port", Port);
|
||||
|
||||
if (QueryPort != 0)
|
||||
@@ -280,8 +279,6 @@ namespace Barotrauma.Networking
|
||||
doc.Root.SetAttributeValue("enableupnp", EnableUPnP);
|
||||
doc.Root.SetAttributeValue("autorestart", autoRestart);
|
||||
|
||||
doc.Root.SetAttributeValue("ServerMessage", ServerMessageText);
|
||||
|
||||
doc.Root.SetAttributeValue("HiddenSubs", string.Join(",", HiddenSubs));
|
||||
|
||||
doc.Root.SetAttributeValue("AllowedRandomMissionTypes", string.Join(",", AllowedRandomMissionTypes));
|
||||
@@ -325,6 +322,11 @@ namespace Barotrauma.Networking
|
||||
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, doc.Root);
|
||||
|
||||
//backwards compatibility
|
||||
if (serverName.IsNullOrEmpty()) { ServerName = doc.Root.GetAttributeString("name", ""); }
|
||||
if (ServerName.Length > NetConfig.ServerNameMaxLength) { ServerName = ServerName.Substring(0, NetConfig.ServerNameMaxLength); }
|
||||
if (ServerMessageText.IsNullOrEmpty()) { ServerMessageText = doc.Root.GetAttributeString("ServerMessage", ""); }
|
||||
|
||||
if (string.IsNullOrEmpty(doc.Root.GetAttributeString("losmode", "")))
|
||||
{
|
||||
LosMode = GameSettings.CurrentConfig.Graphics.LosMode;
|
||||
@@ -409,10 +411,6 @@ namespace Barotrauma.Networking
|
||||
AllowedRandomMissionTypes = doc.Root.GetAttributeIdentifierArray(
|
||||
"AllowedRandomMissionTypes", MissionPrefab.GetAllMultiplayerSelectableMissionTypes().ToArray()).ToList();
|
||||
|
||||
ServerName = doc.Root.GetAttributeString("name", "");
|
||||
if (ServerName.Length > NetConfig.ServerNameMaxLength) { ServerName = ServerName.Substring(0, NetConfig.ServerNameMaxLength); }
|
||||
ServerMessageText = doc.Root.GetAttributeString("ServerMessage", "");
|
||||
|
||||
GameMain.NetLobbyScreen.SelectedModeIdentifier = GameModeIdentifier;
|
||||
if (AllowedRandomMissionTypes.Contains(Tags.MissionTypeAll))
|
||||
{
|
||||
|
||||
@@ -168,6 +168,16 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanVoteToStartRound(Client client)
|
||||
{
|
||||
return !client.AFK || !GameMain.Server.ServerSettings.AllowAFK;
|
||||
}
|
||||
|
||||
public bool CanVoteToEndRound(Client client)
|
||||
{
|
||||
return client.HasSpawned && client.InGame;
|
||||
}
|
||||
|
||||
private bool ShouldRejectVote(Client sender, VoteType voteType)
|
||||
{
|
||||
if (rejectedVoteTimes.ContainsKey(sender))
|
||||
@@ -415,8 +425,8 @@ namespace Barotrauma
|
||||
msg.WriteBoolean(GameMain.Server.ServerSettings.AllowEndVoting);
|
||||
if (GameMain.Server.ServerSettings.AllowEndVoting)
|
||||
{
|
||||
msg.WriteByte((byte)GameMain.Server.ConnectedClients.Count(c => c.HasSpawned && c.GetVote<bool>(VoteType.EndRound)));
|
||||
msg.WriteByte((byte)GameMain.Server.ConnectedClients.Count(c => c.HasSpawned));
|
||||
msg.WriteByte((byte)GameMain.Server.ConnectedClients.Count(c => CanVoteToEndRound(c) && c.GetVote<bool>(VoteType.EndRound)));
|
||||
msg.WriteByte((byte)GameMain.Server.ConnectedClients.Count(c => CanVoteToEndRound(c)));
|
||||
}
|
||||
|
||||
msg.WriteBoolean(GameMain.Server.ServerSettings.AllowVoteKick);
|
||||
|
||||
Reference in New Issue
Block a user