Release v0.15.12.0
This commit is contained in:
@@ -1,12 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Barotrauma.IO;
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using System.IO.Pipes;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using Microsoft.Win32.SafeHandles;
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using System.IO.Pipes;
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namespace Barotrauma.Networking
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{
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@@ -1181,6 +1181,10 @@ namespace Barotrauma.Networking
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{
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c.Character.ServerRead(objHeader, inc, c);
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}
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else
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{
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DebugConsole.AddWarning($"Received character inputs from a client who's not controlling a character ({c.Name}).");
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}
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break;
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case ClientNetObject.ENTITY_STATE:
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entityEventManager.Read(inc, c);
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@@ -1318,7 +1322,7 @@ namespace Barotrauma.Networking
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Log("Client \"" + GameServer.ClientLogName(sender) + "\" ended the round.", ServerLog.MessageType.ServerMessage);
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if (mpCampaign != null && Level.IsLoadedOutpost)
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{
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mpCampaign.SaveInventories();
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mpCampaign.SavePlayers();
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GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine);
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SaveUtil.SaveGame(GameMain.GameSession.SavePath);
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}
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@@ -2354,8 +2358,16 @@ namespace Barotrauma.Networking
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characterData.ApplyHealthData(spawnedCharacter);
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characterData.ApplyOrderData(spawnedCharacter);
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spawnedCharacter.GiveIdCardTags(mainSubWaypoints[i]);
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spawnedCharacter.LoadTalents();
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characterData.HasSpawned = true;
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}
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if (GameMain.GameSession?.GameMode is MultiPlayerCampaign mpCampaign && spawnedCharacter.Info != null)
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{
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spawnedCharacter.Info.SetExperience(Math.Max(spawnedCharacter.Info.ExperiencePoints, mpCampaign.GetSavedExperiencePoints(teamClients[i])));
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mpCampaign.ClearSavedExperiencePoints(teamClients[i]);
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}
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spawnedCharacter.OwnerClientEndPoint = teamClients[i].Connection.EndPointString;
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spawnedCharacter.OwnerClientName = teamClients[i].Name;
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}
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@@ -2366,6 +2378,8 @@ namespace Barotrauma.Networking
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spawnedCharacter.TeamID = teamID;
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spawnedCharacter.GiveJobItems(mainSubWaypoints[i]);
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spawnedCharacter.GiveIdCardTags(mainSubWaypoints[i]);
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// talents are only avilable for players in online sessions, but modders or someone else might want to have them loaded anyway
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spawnedCharacter.LoadTalents();
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}
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}
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@@ -2431,6 +2445,7 @@ namespace Barotrauma.Networking
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roundStartTime = DateTime.Now;
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startGameCoroutine = null;
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yield return CoroutineStatus.Success;
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}
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@@ -2455,6 +2470,7 @@ namespace Barotrauma.Networking
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msg.Write(serverSettings.AllowRespawn && missionAllowRespawn);
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msg.Write(serverSettings.AllowDisguises);
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msg.Write(serverSettings.AllowRewiring);
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msg.Write(serverSettings.AllowFriendlyFire);
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msg.Write(serverSettings.LockAllDefaultWires);
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msg.Write(serverSettings.AllowRagdollButton);
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msg.Write(serverSettings.UseRespawnShuttle);
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@@ -2619,8 +2635,8 @@ namespace Barotrauma.Networking
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}
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}
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Submarine.Unload();
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entityEventManager.Clear();
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Submarine.Unload();
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GameMain.NetLobbyScreen.Select();
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Log("Round ended.", ServerLog.MessageType.ServerMessage);
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@@ -3145,28 +3161,19 @@ namespace Barotrauma.Networking
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public void SendOrderChatMessage(OrderChatMessage message)
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{
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if (message.Sender == null || message.Sender.SpeechImpediment >= 100.0f) { return; }
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//ChatMessageType messageType = ChatMessage.CanUseRadio(message.Sender) ? ChatMessageType.Radio : ChatMessageType.Default;
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//check which clients can receive the message and apply distance effects
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foreach (Client client in ConnectedClients)
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{
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string modifiedMessage = message.Text;
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if (message.Sender != null &&
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client.Character != null && !client.Character.IsDead)
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if (message.Sender != null && client.Character != null && !client.Character.IsDead)
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{
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//too far to hear the msg -> don't send
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if (!client.Character.CanHearCharacter(message.Sender)) { continue; }
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}
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SendDirectChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.OrderPriority, message.TargetEntity, message.TargetCharacter, message.Sender), client);
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}
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string myReceivedMessage = message.Text;
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if (!string.IsNullOrWhiteSpace(myReceivedMessage))
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if (!string.IsNullOrWhiteSpace(message.Text))
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{
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AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.OrderPriority, myReceivedMessage, message.TargetEntity, message.TargetCharacter, message.Sender));
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AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.OrderPriority, message.Text, message.TargetEntity, message.TargetCharacter, message.Sender));
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}
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}
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@@ -3462,15 +3469,15 @@ namespace Barotrauma.Networking
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}
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catch (Exception e)
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{
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//gender = Gender.Male;
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//race = Race.White;
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//headSpriteId = 0;
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DebugConsole.Log("Received invalid characterinfo from \"" + sender.Name + "\"! { " + e.Message + " }");
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}
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int hairIndex = message.ReadByte();
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int beardIndex = message.ReadByte();
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int moustacheIndex = message.ReadByte();
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int faceAttachmentIndex = message.ReadByte();
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Color skinColor = message.ReadColorR8G8B8();
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Color hairColor = message.ReadColorR8G8B8();
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Color facialHairColor = message.ReadColorR8G8B8();
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List<Pair<JobPrefab, int>> jobPreferences = new List<Pair<JobPrefab, int>>();
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int count = message.ReadByte();
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@@ -3487,6 +3494,9 @@ namespace Barotrauma.Networking
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sender.CharacterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, sender.Name);
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sender.CharacterInfo.RecreateHead(headSpriteId, race, gender, hairIndex, beardIndex, moustacheIndex, faceAttachmentIndex);
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sender.CharacterInfo.SkinColor = skinColor;
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sender.CharacterInfo.HairColor = hairColor;
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sender.CharacterInfo.FacialHairColor = facialHairColor;
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if (jobPreferences.Count > 0)
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{
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@@ -3786,7 +3796,7 @@ namespace Barotrauma.Networking
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return preferredClient;
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}
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public void UpdateMissionState(Mission mission, int state)
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public void UpdateMissionState(Mission mission)
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{
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foreach (var client in connectedClients)
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{
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@@ -3794,7 +3804,7 @@ namespace Barotrauma.Networking
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msg.Write((byte)ServerPacketHeader.MISSION);
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int missionIndex = GameMain.GameSession.GetMissionIndex(mission);
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msg.Write((byte)(missionIndex == -1 ? 255: missionIndex));
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msg.Write((ushort)state);
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mission?.ServerWrite(msg);
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serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
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}
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}
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@@ -518,14 +518,22 @@ namespace Barotrauma
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AdjustKarma(character, karmaIncrease, "Repaired item");
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}
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public void OnReactorOverHeating(Character character, float deltaTime)
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public void OnReactorOverHeating(Item reactor, Character character, float deltaTime)
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{
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AdjustKarma(character, -ReactorOverheatKarmaDecrease * deltaTime, "Caused reactor to overheat");
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if (reactor?.Submarine == null || character == null) { return; }
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if (reactor.Submarine.TeamID == CharacterTeamType.FriendlyNPC || reactor.Submarine.TeamID == character.TeamID)
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{
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AdjustKarma(character, -ReactorOverheatKarmaDecrease * deltaTime, "Caused reactor to overheat");
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}
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}
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public void OnReactorMeltdown(Character character)
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public void OnReactorMeltdown(Item reactor, Character character)
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{
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AdjustKarma(character, -ReactorMeltdownKarmaDecrease, "Caused a reactor meltdown");
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if (reactor?.Submarine == null || character == null) { return; }
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if (reactor.Submarine.TeamID == CharacterTeamType.FriendlyNPC || reactor.Submarine.TeamID == character.TeamID)
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{
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AdjustKarma(character, -ReactorMeltdownKarmaDecrease, "Caused a reactor meltdown");
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}
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}
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public void OnExtinguishingFire(Character character, float deltaTime)
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+4
-4
@@ -44,11 +44,11 @@ namespace Barotrauma.Networking
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class ServerEntityEventManager : NetEntityEventManager
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{
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private List<ServerEntityEvent> events;
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private readonly List<ServerEntityEvent> events;
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//list of unique events (i.e. !IsDuplicate) created during the round
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//used for syncing clients who join mid-round
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private List<ServerEntityEvent> uniqueEvents;
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private readonly List<ServerEntityEvent> uniqueEvents;
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private UInt16 lastSentToAll;
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private UInt16 lastSentToAnyone;
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@@ -90,11 +90,11 @@ namespace Barotrauma.Networking
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}
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}
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private List<BufferedEvent> bufferedEvents;
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private readonly List<BufferedEvent> bufferedEvents;
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private UInt16 ID;
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private GameServer server;
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private readonly GameServer server;
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private double lastEventCountHighWarning;
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@@ -8,6 +8,11 @@ namespace Barotrauma.Networking
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{
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partial class RespawnManager : Entity, IServerSerializable
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{
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/// <summary>
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/// How much skills drop towards the job's default skill levels when respawning midround in the campaign
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/// </summary>
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const float SkillReductionOnCampaignMidroundRespawn = 0.75f;
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private DateTime despawnTime;
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private float shuttleEmptyTimer;
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@@ -284,6 +289,8 @@ namespace Barotrauma.Networking
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partial void RespawnCharactersProjSpecific(Vector2? shuttlePos)
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{
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respawnedCharacters.Clear();
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var respawnSub = RespawnShuttle ?? Submarine.MainSub;
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MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
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@@ -300,7 +307,7 @@ namespace Barotrauma.Networking
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if (matchingData != null && !matchingData.HasSpawned)
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{
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c.CharacterInfo = matchingData.CharacterInfo;
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}
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}
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//all characters are in Team 1 in game modes/missions with only one team.
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//if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked
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@@ -355,8 +362,28 @@ namespace Barotrauma.Networking
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characterInfos[i].ClearCurrentOrders();
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var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, characterInfos[i].Name, isRemotePlayer: !bot, hasAi: bot);
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bool forceSpawnInMainSub = false;
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if (!bot && campaign != null)
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{
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var matchingData = campaign?.GetClientCharacterData(clients[i]);
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if (matchingData != null)
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{
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if (!matchingData.HasSpawned)
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{
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forceSpawnInMainSub = true;
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}
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else
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{
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ReduceCharacterSkills(characterInfos[i]);
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}
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}
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}
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var character = Character.Create(characterInfos[i], (forceSpawnInMainSub ? mainSubSpawnPoints[i] : shuttleSpawnPoints[i]).WorldPosition, characterInfos[i].Name, isRemotePlayer: !bot, hasAi: bot);
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character.TeamID = CharacterTeamType.Team1;
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character.LoadTalents();
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respawnedCharacters.Add(character);
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if (bot)
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{
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@@ -364,6 +391,12 @@ namespace Barotrauma.Networking
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}
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else
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{
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if (GameMain.GameSession?.GameMode is MultiPlayerCampaign mpCampaign && character.Info != null)
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{
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character.Info.SetExperience(Math.Max(character.Info.ExperiencePoints, mpCampaign.GetSavedExperiencePoints(clients[i])));
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mpCampaign.ClearSavedExperiencePoints(clients[i]);
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}
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//tell the respawning client they're no longer a traitor
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if (GameMain.Server.TraitorManager?.Traitors != null && clients[i].Character != null)
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{
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@@ -455,6 +488,17 @@ namespace Barotrauma.Networking
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}
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}
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public static void ReduceCharacterSkills(CharacterInfo characterInfo)
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{
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if (characterInfo?.Job == null) { return; }
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foreach (Skill skill in characterInfo.Job.Skills)
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{
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var skillPrefab = characterInfo.Job.Prefab.Skills.Find(s => skill.Prefab == s);
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if (skillPrefab == null) { continue; }
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skill.Level = MathHelper.Lerp(skill.Level, skillPrefab.LevelRange.X, SkillReductionOnCampaignMidroundRespawn);
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}
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}
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public void ServerWrite(IWriteMessage msg, Client c, object[] extraData = null)
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{
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msg.WriteRangedInteger((int)CurrentState, 0, Enum.GetNames(typeof(State)).Length);
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@@ -163,9 +163,7 @@ namespace Barotrauma.Networking
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RadiationEnabled = incMsg.ReadBoolean();
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int maxMissionCount = MaxMissionCount + incMsg.ReadByte() - 1;
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if (maxMissionCount < CampaignSettings.MinMissionCountLimit) maxMissionCount = CampaignSettings.MaxMissionCountLimit;
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if (maxMissionCount > CampaignSettings.MaxMissionCountLimit) maxMissionCount = CampaignSettings.MinMissionCountLimit;
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MaxMissionCount = maxMissionCount;
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MaxMissionCount = MathHelper.Clamp(maxMissionCount, CampaignSettings.MinMissionCountLimit, CampaignSettings.MaxMissionCountLimit);
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changed |= true;
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}
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@@ -267,7 +265,7 @@ namespace Barotrauma.Networking
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"192-255",
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"384-591",
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"1024-1279",
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"19968-40959","13312-19903","131072-15043983","15043985-173791","173824-178207","178208-183983","63744-64255","194560-195103" //CJK
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"19968-21327","21329-40959","13312-19903","131072-173791","173824-178207","178208-183983","63744-64255","194560-195103" //CJK
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};
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string[] allowedClientNameCharsStr = doc.Root.GetAttributeStringArray("AllowedClientNameChars", defaultAllowedClientNameChars);
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@@ -92,7 +92,7 @@ namespace Barotrauma
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case VoteType.Mode:
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string modeIdentifier = inc.ReadString();
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GameModePreset mode = GameModePreset.List.Find(gm => gm.Identifier == modeIdentifier);
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if (!mode.Votable) { break; }
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if (mode == null || !mode.Votable) { break; }
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sender.SetVote(voteType, mode);
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break;
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case VoteType.EndRound:
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Block a user