Renaming fields in the Client class for consistency
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@@ -26,35 +26,36 @@ namespace Barotrauma.Networking
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class Client
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{
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public string name;
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public string Name;
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public byte ID;
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public byte TeamID = 0;
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public Character Character;
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public CharacterInfo characterInfo;
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public CharacterInfo CharacterInfo;
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public NetConnection Connection { get; set; }
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public bool inGame;
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public UInt16 lastRecvGeneralUpdate = 0;
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public bool InGame;
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public UInt16 lastSentChatMsgID = 0; //last msg this client said
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public UInt16 lastRecvChatMsgID = 0; //last msg this client knows about
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public UInt16 LastRecvGeneralUpdate = 0;
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public UInt16 LastSentChatMsgID = 0; //last msg this client said
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public UInt16 LastRecvChatMsgID = 0; //last msg this client knows about
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public UInt16 lastSentEntityEventID = 0;
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public UInt16 lastRecvEntityEventID = 0;
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public UInt16 LastSentEntityEventID = 0;
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public UInt16 LastRecvEntityEventID = 0;
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public UInt16 lastRecvCampaignUpdate = 0;
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public UInt16 lastRecvCampaignSave = 0;
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public List<ChatMessage> chatMsgQueue = new List<ChatMessage>();
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public UInt16 lastChatMsgQueueID;
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public UInt16 LastRecvCampaignUpdate = 0;
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public UInt16 LastRecvCampaignSave = 0;
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public readonly List<ChatMessage> ChatMsgQueue = new List<ChatMessage>();
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public UInt16 LastChatMsgQueueID;
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//latest chat messages sent by this client
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public List<string> lastSentChatMessages = new List<string>();
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public readonly List<string> LastSentChatMessages = new List<string>();
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public float ChatSpamSpeed;
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public float ChatSpamTimer;
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public int ChatSpamCount;
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public double MidRoundSyncTimeOut;
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public bool NeedsMidRoundSync;
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@@ -66,36 +67,31 @@ namespace Barotrauma.Networking
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//when was a specific entity event last sent to the client
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// key = event id, value = NetTime.Now when sending
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public Dictionary<UInt16, float> entityEventLastSent;
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private Queue<Entity> pendingPositionUpdates = new Queue<Entity>();
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public readonly Dictionary<UInt16, float> EntityEventLastSent = new Dictionary<UInt16, float>();
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public readonly Queue<Entity> PendingPositionUpdates = new Queue<Entity>();
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public bool ReadyToStart;
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private object[] votes;
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public List<JobPrefab> jobPreferences;
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public JobPrefab assignedJob;
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public List<JobPrefab> JobPreferences;
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public JobPrefab AssignedJob;
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public float deleteDisconnectedTimer;
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public float DeleteDisconnectedTimer;
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public ClientPermissions Permissions = ClientPermissions.None;
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public bool SpectateOnly;
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private object[] votes;
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public Queue<Entity> PendingPositionUpdates
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{
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get { return pendingPositionUpdates; }
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}
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public void InitClientSync()
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{
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lastSentChatMsgID = 0;
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lastRecvChatMsgID = ChatMessage.LastID;
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LastSentChatMsgID = 0;
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LastRecvChatMsgID = ChatMessage.LastID;
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lastRecvGeneralUpdate = 0;
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LastRecvGeneralUpdate = 0;
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lastRecvEntityEventID = 0;
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LastRecvEntityEventID = 0;
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UnreceivedEntityEventCount = 0;
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NeedsMidRoundSync = false;
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@@ -114,16 +110,14 @@ namespace Barotrauma.Networking
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public Client(string name, byte ID)
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{
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this.name = name;
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this.Name = name;
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this.ID = ID;
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kickVoters = new List<Client>();
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votes = new object[Enum.GetNames(typeof(VoteType)).Length];
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jobPreferences = new List<JobPrefab>(JobPrefab.List.GetRange(0, Math.Min(JobPrefab.List.Count, 3)));
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entityEventLastSent = new Dictionary<UInt16, float>();
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JobPreferences = new List<JobPrefab>(JobPrefab.List.GetRange(0, Math.Min(JobPrefab.List.Count, 3)));
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}
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public static bool IsValidName(string name)
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