Removed references to reliable sender
Now the game is broken, progress is being made :)
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@@ -2,7 +2,6 @@
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using Barotrauma.Networking.ReliableMessages;
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using FarseerPhysics;
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using System.IO;
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using System.Linq;
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@@ -17,8 +16,6 @@ namespace Barotrauma.Networking
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private GUIMessageBox reconnectBox;
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private ReliableChannel reliableChannel;
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private FileStreamReceiver fileStreamReceiver;
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private Queue<Pair<string, FileTransferMessageType>> requestFileQueue;
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@@ -128,7 +125,6 @@ namespace Barotrauma.Networking
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client = new NetClient(config);
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netPeer = client;
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reliableChannel = new ReliableChannel(client);
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client.Start();
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NetOutgoingMessage outmsg = client.CreateMessage();
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@@ -429,8 +425,6 @@ namespace Barotrauma.Networking
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DebugConsole.ThrowError("Error while receiving message from server", e);
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#endif
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}
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reliableChannel.Update(deltaTime);
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if (gameStarted && respawnManager != null)
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{
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@@ -452,17 +446,7 @@ namespace Barotrauma.Networking
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}
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}
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var message = ComposeNetworkEventMessage(NetworkEventDeliveryMethod.ReliableChannel);
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if (message != null)
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{
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ReliableMessage reliableMessage = reliableChannel.CreateMessage();
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message.Position = 0;
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reliableMessage.InnerMessage.Write(message.ReadBytes(message.LengthBytes));
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reliableChannel.SendMessage(reliableMessage, client.ServerConnection);
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}
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message = ComposeNetworkEventMessage(NetworkEventDeliveryMethod.Unreliable);
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var message = ComposeNetworkEventMessage(NetworkEventDeliveryMethod.Unreliable);
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if (message != null) client.SendMessage(message, NetDeliveryMethod.Unreliable);
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message = ComposeNetworkEventMessage(NetworkEventDeliveryMethod.ReliableLidgren);
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@@ -525,12 +509,6 @@ namespace Barotrauma.Networking
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byte packetType = inc.ReadByte();
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if (packetType == (byte)PacketTypes.ReliableMessage)
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{
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if (!reliableChannel.CheckMessage(inc)) continue;
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packetType = inc.ReadByte();
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}
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switch (packetType)
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{
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case (byte)PacketTypes.CanStartGame:
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@@ -685,10 +663,8 @@ namespace Barotrauma.Networking
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break;
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case (byte)PacketTypes.ResendRequest:
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reliableChannel.HandleResendRequest(inc);
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break;
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case (byte)PacketTypes.LatestMessageID:
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reliableChannel.HandleLatestMessageID(inc);
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break;
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case (byte)PacketTypes.VoteStatus:
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Voting.ReadData(inc);
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@@ -1226,12 +1202,6 @@ namespace Barotrauma.Networking
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var chatMessage = ChatMessage.Create(
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gameStarted && myCharacter != null ? myCharacter.Name : name,
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message, (ChatMessageType)type, gameStarted ? myCharacter : null);
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ReliableMessage msg = reliableChannel.CreateMessage();
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msg.InnerMessage.Write((byte)PacketTypes.Chatmessage);
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chatMessage.WriteNetworkMessage(msg.InnerMessage);
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reliableChannel.SendMessage(msg, client.ServerConnection);
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}
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/// <summary>
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