Unstable v0.1300.0.0 (February 19th 2021)
This commit is contained in:
@@ -320,7 +320,17 @@ namespace Barotrauma.Networking
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outMsg.Write(bannedPlayer.Name);
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outMsg.Write(bannedPlayer.UniqueIdentifier);
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outMsg.Write(bannedPlayer.IsRangeBan); outMsg.WritePadBits();
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outMsg.Write(bannedPlayer.IsRangeBan);
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outMsg.Write(bannedPlayer.ExpirationTime != null);
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outMsg.WritePadBits();
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if (bannedPlayer.ExpirationTime != null)
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{
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double hoursFromNow = (bannedPlayer.ExpirationTime.Value - DateTime.Now).TotalHours;
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outMsg.Write(hoursFromNow);
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}
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outMsg.Write(bannedPlayer.Reason ?? "");
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if (c.Connection == GameMain.Server.OwnerConnection)
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{
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outMsg.Write(bannedPlayer.EndPoint);
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@@ -25,7 +25,54 @@ namespace Barotrauma.Networking
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int orderIndex = msg.ReadByte();
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orderTargetCharacter = Entity.FindEntityByID(msg.ReadUInt16()) as Character;
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orderTargetEntity = Entity.FindEntityByID(msg.ReadUInt16()) as Entity;
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int orderOptionIndex = msg.ReadByte();
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Order orderPrefab = null;
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int? orderOptionIndex = null;
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string orderOption = null;
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// The option of a Dismiss order is written differently so we know what order we target
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// now that the game supports multiple current orders simultaneously
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if (orderIndex >= 0 && orderIndex < Order.PrefabList.Count)
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{
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orderPrefab = Order.PrefabList[orderIndex];
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if (orderPrefab.Identifier != "dismissed")
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{
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orderOptionIndex = msg.ReadByte();
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}
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// Does the dismiss order have a specified target?
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else if(msg.ReadBoolean())
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{
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int identifierCount = msg.ReadByte();
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if (identifierCount > 0)
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{
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int dismissedOrderIndex = msg.ReadByte();
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Order dismissedOrderPrefab = null;
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if (dismissedOrderIndex >= 0 && dismissedOrderIndex < Order.PrefabList.Count)
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{
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dismissedOrderPrefab = Order.PrefabList[dismissedOrderIndex];
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orderOption = dismissedOrderPrefab.Identifier;
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}
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if (identifierCount > 1)
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{
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int dismissedOrderOptionIndex = msg.ReadByte();
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if (dismissedOrderPrefab != null)
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{
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var options = dismissedOrderPrefab.Options;
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if (options != null && dismissedOrderOptionIndex >= 0 && dismissedOrderOptionIndex < options.Length)
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{
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orderOption += $".{options[dismissedOrderOptionIndex]}";
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}
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}
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}
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}
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}
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}
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else
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{
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orderOptionIndex = msg.ReadByte();
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}
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int orderPriority = msg.ReadByte();
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orderTargetType = (Order.OrderTargetType)msg.ReadByte();
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if (msg.ReadBoolean())
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{
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@@ -41,14 +88,14 @@ namespace Barotrauma.Networking
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if (orderIndex < 0 || orderIndex >= Order.PrefabList.Count)
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{
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DebugConsole.ThrowError($"Invalid order message from client \"{c.Name}\" - order index out of bounds ({orderIndex}, {orderOptionIndex}).");
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DebugConsole.ThrowError($"Invalid order message from client \"{c.Name}\" - order index out of bounds ({orderIndex}).");
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if (NetIdUtils.IdMoreRecent(ID, c.LastSentChatMsgID)) { c.LastSentChatMsgID = ID; }
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return;
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}
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Order orderPrefab = Order.PrefabList[orderIndex];
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string orderOption = orderOptionIndex < 0 || orderOptionIndex >= orderPrefab.Options.Length ? "" : orderPrefab.Options[orderOptionIndex];
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orderMsg = new OrderChatMessage(orderPrefab, orderOption, orderTargetPosition ?? orderTargetEntity as ISpatialEntity, orderTargetCharacter, c.Character)
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orderPrefab ??= Order.PrefabList[orderIndex];
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orderOption ??= orderOptionIndex == null || orderOptionIndex < 0 || orderOptionIndex >= orderPrefab.Options.Length ? "" : orderPrefab.Options[orderOptionIndex.Value];
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orderMsg = new OrderChatMessage(orderPrefab, orderOption, orderPriority, orderTargetPosition ?? orderTargetEntity as ISpatialEntity, orderTargetCharacter, c.Character)
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{
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WallSectionIndex = wallSectionIndex
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};
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@@ -147,7 +194,7 @@ namespace Barotrauma.Networking
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}
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if (order != null)
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{
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orderTargetCharacter.SetOrder(order, orderMsg.OrderOption, orderMsg.Sender);
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orderTargetCharacter.SetOrder(order, orderMsg.OrderOption, orderMsg.OrderPriority, orderMsg.Sender);
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}
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}
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else if (orderMsg.Order.IsIgnoreOrder)
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@@ -155,11 +202,17 @@ namespace Barotrauma.Networking
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switch (orderTargetType)
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{
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case Order.OrderTargetType.Entity:
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(orderTargetEntity as MapEntity)?.SetIgnoreByAI(orderMsg.Order.Identifier == "ignorethis");
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if (orderTargetEntity is IIgnorable ignorableEntity)
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{
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ignorableEntity.OrderedToBeIgnored = orderMsg.Order.Identifier == "ignorethis";
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}
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break;
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case Order.OrderTargetType.WallSection:
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if (!wallSectionIndex.HasValue) { break; }
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(orderTargetEntity as Structure)?.GetSection(wallSectionIndex.Value)?.SetIgnoreByAI(orderMsg.Order.Identifier == "ignorethis");
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if (orderTargetEntity is Structure s && s.GetSection(wallSectionIndex.Value) is IIgnorable ignorableWall)
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{
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ignorableWall.OrderedToBeIgnored = orderMsg.Order.Identifier == "ignorethis";
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}
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break;
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}
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}
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@@ -35,10 +35,10 @@ namespace Barotrauma.Networking
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public bool SubmarineSwitchLoad = false;
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private List<Client> connectedClients = new List<Client>();
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private readonly List<Client> connectedClients = new List<Client>();
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//for keeping track of disconnected clients in case the reconnect shortly after
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private List<Client> disconnectedClients = new List<Client>();
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private readonly List<Client> disconnectedClients = new List<Client>();
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//keeps track of players who've previously been playing on the server
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//so kick votes persist during the session and the server can let the clients know what name this client used previously
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@@ -912,7 +912,10 @@ namespace Barotrauma.Networking
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errorLines.Add("Campaign ID: " + campaign.CampaignID);
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errorLines.Add("Campaign save ID: " + campaign.LastSaveID);
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}
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errorLines.Add("Mission: " + (GameMain.GameSession?.Mission?.Prefab.Identifier ?? "none"));
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foreach (Mission mission in GameMain.GameSession.Missions)
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{
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errorLines.Add("Mission: " + mission.Prefab.Identifier);
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}
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}
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if (GameMain.GameSession?.Submarine != null)
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{
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@@ -1247,22 +1250,27 @@ namespace Barotrauma.Networking
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bool range = inc.ReadBoolean();
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double durationSeconds = inc.ReadDouble();
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TimeSpan? banDuration = null;
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if (durationSeconds > 0) { banDuration = TimeSpan.FromSeconds(durationSeconds); }
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var bannedClient = connectedClients.Find(cl => cl != sender && cl.Name.Equals(bannedName, StringComparison.OrdinalIgnoreCase) && cl.Connection != OwnerConnection);
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if (bannedClient != null)
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{
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Log("Client \"" + ClientLogName(sender) + "\" banned \"" + ClientLogName(bannedClient) + "\".", ServerLog.MessageType.ServerMessage);
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if (durationSeconds > 0)
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{
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BanClient(bannedClient, string.IsNullOrEmpty(banReason) ? $"ServerMessage.BannedBy~[initiator]={sender.Name}" : banReason, range, TimeSpan.FromSeconds(durationSeconds));
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}
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else
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{
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BanClient(bannedClient, string.IsNullOrEmpty(banReason) ? $"ServerMessage.BannedBy~[initiator]={sender.Name}" : banReason, range);
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}
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BanClient(bannedClient, string.IsNullOrEmpty(banReason) ? $"ServerMessage.BannedBy~[initiator]={sender.Name}" : banReason, range, banDuration);
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}
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else
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{
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SendDirectChatMessage(TextManager.GetServerMessage($"ServerMessage.PlayerNotFound~[player]={bannedName}"), sender, ChatMessageType.Console);
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var bannedPreviousClient = previousPlayers.Find(p => p.Name.Equals(bannedName, StringComparison.OrdinalIgnoreCase));
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if (bannedPreviousClient != null)
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{
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Log("Client \"" + ClientLogName(sender) + "\" banned \"" + bannedPreviousClient.Name + "\".", ServerLog.MessageType.ServerMessage);
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BanPreviousPlayer(bannedPreviousClient, string.IsNullOrEmpty(banReason) ? $"ServerMessage.BannedBy~[initiator]={sender.Name}" : banReason, range, banDuration);
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}
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else
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{
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SendDirectChatMessage(TextManager.GetServerMessage($"ServerMessage.PlayerNotFound~[player]={bannedName}"), sender, ChatMessageType.Console);
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}
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}
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break;
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case ClientPermissions.Unban:
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@@ -1546,14 +1554,16 @@ namespace Barotrauma.Networking
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if (!character.Enabled) { continue; }
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if (c.SpectatePos == null)
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{
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if (c.Character != null && Vector2.DistanceSquared(character.WorldPosition, c.Character.WorldPosition) >= NetConfig.DisableCharacterDistSqr)
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float distSqr = Vector2.DistanceSquared(character.WorldPosition, c.Character.WorldPosition);
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if (c.Character.ViewTarget != null)
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{
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continue;
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distSqr = Math.Min(distSqr, Vector2.DistanceSquared(character.WorldPosition, c.Character.ViewTarget.WorldPosition));
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}
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if (distSqr >= MathUtils.Pow2(character.Params.DisableDistance)) { continue; }
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}
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else
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{
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if (character != c.Character && Vector2.DistanceSquared(character.WorldPosition, c.SpectatePos.Value) >= NetConfig.DisableCharacterDistSqr)
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if (character != c.Character && Vector2.DistanceSquared(character.WorldPosition, c.SpectatePos.Value) >= MathUtils.Pow2(character.Params.DisableDistance))
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{
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continue;
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}
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@@ -1644,6 +1654,7 @@ namespace Barotrauma.Networking
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IWriteMessage tempBuffer = new ReadWriteMessage();
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tempBuffer.Write((byte)ServerNetObject.ENTITY_POSITION);
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tempBuffer.Write(entity is Item);
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if (entity is Item)
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{
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((Item)entity).ServerWritePosition(tempBuffer, c);
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@@ -1740,6 +1751,7 @@ namespace Barotrauma.Networking
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outmsg.Write(client.NameID);
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outmsg.Write(client.Name);
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outmsg.Write(client.Character?.Info?.Job != null && gameStarted ? client.Character.Info.Job.Prefab.Identifier : (client.PreferredJob ?? ""));
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outmsg.Write((byte)client.PreferredTeam);
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outmsg.Write(client.Character == null || !gameStarted ? (ushort)0 : client.Character.ID);
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if (c.HasPermission(ClientPermissions.ServerLog))
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{
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@@ -2066,14 +2078,14 @@ namespace Barotrauma.Networking
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//always allow the server owner to spectate even if it's disallowed in server settings
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playingClients.RemoveAll(c => c.Connection == OwnerConnection && c.SpectateOnly);
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if (GameMain.GameSession.GameMode.Mission != null)
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if (GameMain.GameSession.GameMode is PvPMode pvpMode)
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{
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GameMain.GameSession.GameMode.Mission.AssignTeamIDs(playingClients);
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teamCount = GameMain.GameSession.GameMode.Mission.TeamCount;
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pvpMode.AssignTeamIDs(playingClients);
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teamCount = 2;
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}
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else
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{
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connectedClients.ForEach(c => c.TeamID = Character.TeamType.Team1);
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connectedClients.ForEach(c => c.TeamID = CharacterTeamType.Team1);
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}
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if (campaign != null)
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@@ -2101,7 +2113,6 @@ namespace Barotrauma.Networking
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Log("Game mode: " + selectedMode.Name, ServerLog.MessageType.ServerMessage);
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Log("Submarine: " + GameMain.GameSession.SubmarineInfo.Name, ServerLog.MessageType.ServerMessage);
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Log("Level seed: " + campaign.NextLevel.Seed, ServerLog.MessageType.ServerMessage);
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if (GameMain.GameSession.Mission != null) { Log("Mission: " + GameMain.GameSession.Mission.Prefab.Name, ServerLog.MessageType.ServerMessage); }
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}
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else
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{
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@@ -2111,7 +2122,11 @@ namespace Barotrauma.Networking
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Log("Game mode: " + selectedMode.Name, ServerLog.MessageType.ServerMessage);
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Log("Submarine: " + selectedSub.Name, ServerLog.MessageType.ServerMessage);
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Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, ServerLog.MessageType.ServerMessage);
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if (GameMain.GameSession.Mission != null) { Log("Mission: " + GameMain.GameSession.Mission.Prefab.Name, ServerLog.MessageType.ServerMessage); }
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}
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foreach (Mission mission in GameMain.GameSession.Missions)
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{
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Log("Mission: " + mission.Prefab.Name, ServerLog.MessageType.ServerMessage);
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}
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if (GameMain.GameSession.SubmarineInfo.IsFileCorrupted)
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@@ -2123,7 +2138,7 @@ namespace Barotrauma.Networking
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}
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MissionMode missionMode = GameMain.GameSession.GameMode as MissionMode;
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bool missionAllowRespawn = GameMain.GameSession.Campaign == null && (missionMode?.Mission == null || missionMode.Mission.AllowRespawn);
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bool missionAllowRespawn = GameMain.GameSession.Campaign == null && (missionMode == null || !missionMode.Missions.Any(m => !m.AllowRespawn));
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bool outpostAllowRespawn = GameMain.GameSession.Campaign != null && Level.Loaded?.Type == LevelData.LevelType.Outpost;
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if (serverSettings.AllowRespawn && (missionAllowRespawn || outpostAllowRespawn))
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@@ -2145,7 +2160,7 @@ namespace Barotrauma.Networking
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//assign jobs and spawnpoints separately for each team
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for (int n = 0; n < teamCount; n++)
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{
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var teamID = n == 0 ? Character.TeamType.Team1 : Character.TeamType.Team2;
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var teamID = n == 0 ? CharacterTeamType.Team1 : CharacterTeamType.Team2;
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Submarine.MainSubs[n].TeamID = teamID;
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foreach (Item item in Item.ItemList)
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@@ -2172,7 +2187,7 @@ namespace Barotrauma.Networking
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//always allow the server owner to spectate even if it's disallowed in server settings
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teamClients.RemoveAll(c => c.Connection == OwnerConnection && c.SpectateOnly);
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if (!teamClients.Any() && n > 0) { continue; }
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//if (!teamClients.Any() && n > 0) { continue; }
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AssignJobs(teamClients);
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@@ -2191,6 +2206,10 @@ namespace Barotrauma.Networking
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{
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client.CharacterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, client.Name);
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}
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else
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{
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client.CharacterInfo.ClearCurrentOrders();
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}
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characterInfos.Add(client.CharacterInfo);
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if (client.CharacterInfo.Job == null || client.CharacterInfo.Job.Prefab != client.AssignedJob.First)
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{
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@@ -2232,7 +2251,9 @@ namespace Barotrauma.Networking
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List<WayPoint> spawnWaypoints = null;
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List<WayPoint> mainSubWaypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[n]).ToList();
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if (Level.Loaded?.StartOutpost != null && Level.Loaded.Type == LevelData.LevelType.Outpost &&
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if (Level.Loaded?.StartOutpost != null &&
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Level.Loaded.Type == LevelData.LevelType.Outpost &&
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(Level.Loaded.StartOutpost.Info.OutpostGenerationParams?.SpawnCrewInsideOutpost ?? false) &&
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Level.Loaded.StartOutpost.GetConnectedSubs().Any(s => s.Info.Type == SubmarineType.Player))
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{
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spawnWaypoints = WayPoint.WayPointList.FindAll(wp =>
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@@ -2291,16 +2312,25 @@ namespace Barotrauma.Networking
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}
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}
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if (crewManager != null && crewManager.HasBots && hadBots)
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if (crewManager != null && crewManager.HasBots)
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{
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crewManager?.InitRound();
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if (hadBots)
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{
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//loaded existing bots -> init them
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crewManager?.InitRound();
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}
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else
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{
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//created new bots -> save them
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SaveUtil.SaveGame(GameMain.GameSession.SavePath);
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}
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}
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campaign?.LoadPets();
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foreach (Submarine sub in Submarine.MainSubs)
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{
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if (sub == null) continue;
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if (sub == null) { continue; }
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List<PurchasedItem> spawnList = new List<PurchasedItem>();
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foreach (KeyValuePair<ItemPrefab, int> kvp in serverSettings.ExtraCargo)
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@@ -2308,7 +2338,7 @@ namespace Barotrauma.Networking
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spawnList.Add(new PurchasedItem(kvp.Key, kvp.Value));
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}
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CargoManager.CreateItems(spawnList);
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CargoManager.CreateItems(spawnList, sub);
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}
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TraitorManager = null;
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@@ -2363,8 +2393,7 @@ namespace Barotrauma.Networking
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msg.Write((byte)ServerPacketHeader.STARTGAME);
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msg.Write(seed);
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msg.Write(gameSession.GameMode.Preset.Identifier);
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bool missionAllowRespawn = campaign == null && (missionMode?.Mission == null || missionMode.Mission.AllowRespawn);
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bool missionAllowRespawn = campaign == null && (missionMode == null || !missionMode.Missions.Any(m => !m.AllowRespawn));
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bool outpostAllowRespawn = campaign != null && campaign.NextLevel?.Type == LevelData.LevelType.Outpost;
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msg.Write(serverSettings.AllowRespawn && (missionAllowRespawn || outpostAllowRespawn));
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msg.Write(serverSettings.AllowDisguises);
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@@ -2384,7 +2413,11 @@ namespace Barotrauma.Networking
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msg.Write(gameSession.SubmarineInfo.MD5Hash.Hash);
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msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.Name);
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msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.Hash);
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msg.Write((short)(GameMain.GameSession.GameMode?.Mission == null ? -1 : MissionPrefab.List.IndexOf(GameMain.GameSession.GameMode.Mission.Prefab)));
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msg.Write((byte)GameMain.GameSession.GameMode.Missions.Count());
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foreach (Mission mission in GameMain.GameSession.GameMode.Missions)
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{
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msg.Write((short)MissionPrefab.List.IndexOf(mission.Prefab));
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}
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}
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else
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{
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@@ -2424,13 +2457,20 @@ namespace Barotrauma.Networking
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msg.Write(contentFile.Path);
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}
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msg.Write(Submarine.MainSub?.Info.EqualityCheckVal ?? 0);
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msg.Write(GameMain.GameSession.Mission?.Prefab.Identifier ?? "");
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msg.Write((byte)GameMain.GameSession.Missions.Count());
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foreach (Mission mission in GameMain.GameSession.Missions)
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{
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msg.Write(mission.Prefab.Identifier);
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}
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msg.Write((byte)GameMain.GameSession.Level.EqualityCheckValues.Count);
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foreach (int equalityCheckValue in GameMain.GameSession.Level.EqualityCheckValues)
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{
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msg.Write(equalityCheckValue);
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}
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GameMain.GameSession.Mission?.ServerWriteInitial(msg, client);
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foreach (Mission mission in GameMain.GameSession.Missions)
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{
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mission.ServerWriteInitial(msg, client);
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}
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}
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||||
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public void EndGame(CampaignMode.TransitionType transitionType = CampaignMode.TransitionType.None)
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@@ -2453,7 +2493,7 @@ namespace Barotrauma.Networking
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string endMessage = TextManager.FormatServerMessage("RoundSummaryRoundHasEnded");
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var traitorResults = TraitorManager?.GetEndResults() ?? new List<TraitorMissionResult>();
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||||
Mission mission = GameMain.GameSession.Mission;
|
||||
List<Mission> missions = GameMain.GameSession.Missions.ToList();
|
||||
if (GameMain.GameSession.IsRunning)
|
||||
{
|
||||
GameMain.GameSession.EndRound(endMessage, traitorResults);
|
||||
@@ -2495,7 +2535,11 @@ namespace Barotrauma.Networking
|
||||
msg.Write((byte)ServerPacketHeader.ENDGAME);
|
||||
msg.Write((byte)transitionType);
|
||||
msg.Write(endMessage);
|
||||
msg.Write(mission != null && mission.Completed);
|
||||
msg.Write((byte)missions.Count);
|
||||
foreach (Mission mission in missions)
|
||||
{
|
||||
msg.Write(mission.Completed);
|
||||
}
|
||||
msg.Write(GameMain.GameSession?.WinningTeam == null ? (byte)0 : (byte)GameMain.GameSession.WinningTeam);
|
||||
|
||||
msg.Write((byte)traitorResults.Count);
|
||||
@@ -2507,6 +2551,7 @@ namespace Barotrauma.Networking
|
||||
foreach (Client client in connectedClients)
|
||||
{
|
||||
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
|
||||
client.Character?.Info?.ClearCurrentOrders();
|
||||
client.Character = null;
|
||||
client.HasSpawned = false;
|
||||
client.InGame = false;
|
||||
@@ -2543,13 +2588,15 @@ namespace Barotrauma.Networking
|
||||
UInt16 nameId = inc.ReadUInt16();
|
||||
string newName = inc.ReadString();
|
||||
string newJob = inc.ReadString();
|
||||
CharacterTeamType newTeam = (CharacterTeamType)inc.ReadByte();
|
||||
|
||||
if (c == null || string.IsNullOrEmpty(newName) || !NetIdUtils.IdMoreRecent(nameId, c.NameID)) { return false; }
|
||||
|
||||
c.NameID = nameId;
|
||||
newName = Client.SanitizeName(newName);
|
||||
if (newName == c.Name && newJob == c.PreferredJob) { return false; }
|
||||
if (newName == c.Name && newJob == c.PreferredJob && newTeam == c.PreferredTeam) { return false; }
|
||||
c.PreferredJob = newJob;
|
||||
c.PreferredTeam = newTeam;
|
||||
|
||||
//update client list even if the name cannot be changed to the one sent by the client,
|
||||
//so the client will be informed what their actual name is
|
||||
@@ -2663,7 +2710,6 @@ namespace Barotrauma.Networking
|
||||
lidgrenConn.IPEndPoint.Address.MapToIPv4NoThrow().ToString() :
|
||||
lidgrenConn.IPEndPoint.Address.ToString();
|
||||
if (range) { ip = BanList.ToRange(ip); }
|
||||
|
||||
serverSettings.BanList.BanPlayer(client.Name, ip, reason, duration);
|
||||
}
|
||||
if (client.SteamID > 0)
|
||||
@@ -2672,6 +2718,32 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
}
|
||||
|
||||
public void BanPreviousPlayer(PreviousPlayer previousPlayer, string reason, bool range = false, TimeSpan? duration = null)
|
||||
{
|
||||
if (previousPlayer == null) { return; }
|
||||
|
||||
//reset karma to a neutral value, so if/when the ban is revoked the client wont get immediately punished by low karma again
|
||||
previousPlayer.Karma = Math.Max(previousPlayer.Karma, 50.0f);
|
||||
|
||||
if (!string.IsNullOrEmpty(previousPlayer.EndPoint) && (previousPlayer.SteamID == 0 || range))
|
||||
{
|
||||
string ip = previousPlayer.EndPoint;
|
||||
if (range) { ip = BanList.ToRange(ip); }
|
||||
serverSettings.BanList.BanPlayer(previousPlayer.Name, ip, reason, duration);
|
||||
}
|
||||
if (previousPlayer.SteamID > 0)
|
||||
{
|
||||
serverSettings.BanList.BanPlayer(previousPlayer.Name, previousPlayer.SteamID, reason, duration);
|
||||
}
|
||||
|
||||
string msg = $"ServerMessage.BannedFromServer~[client]={previousPlayer.Name}";
|
||||
if (!string.IsNullOrWhiteSpace(reason))
|
||||
{
|
||||
msg += $"/ /ServerMessage.Reason/: /{reason}";
|
||||
}
|
||||
SendChatMessage(msg, ChatMessageType.Server, changeType: PlayerConnectionChangeType.Banned);
|
||||
}
|
||||
|
||||
public override void UnbanPlayer(string playerName, string playerEndPoint)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(playerEndPoint))
|
||||
@@ -2712,8 +2784,8 @@ namespace Barotrauma.Networking
|
||||
client.HasSpawned = false;
|
||||
client.InGame = false;
|
||||
|
||||
if (string.IsNullOrWhiteSpace(msg)) msg = $"ServerMessage.ClientLeftServer~[client]={client.Name}";
|
||||
if (string.IsNullOrWhiteSpace(targetmsg)) targetmsg = "ServerMessage.YouLeftServer";
|
||||
if (string.IsNullOrWhiteSpace(msg)) { msg = $"ServerMessage.ClientLeftServer~[client]={client.Name}"; }
|
||||
if (string.IsNullOrWhiteSpace(targetmsg)) { targetmsg = "ServerMessage.YouLeftServer"; }
|
||||
if (!string.IsNullOrWhiteSpace(reason))
|
||||
{
|
||||
msg += $"/ /ServerMessage.Reason/: /{reason}";
|
||||
@@ -2923,14 +2995,14 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
case ChatMessageType.Radio:
|
||||
case ChatMessageType.Order:
|
||||
if (senderCharacter == null) return;
|
||||
if (senderCharacter == null) { return; }
|
||||
|
||||
//return if senderCharacter doesn't have a working radio
|
||||
var radio = senderCharacter.Inventory?.Items.FirstOrDefault(i => i != null && i.GetComponent<WifiComponent>() != null);
|
||||
if (radio == null || !senderCharacter.HasEquippedItem(radio)) return;
|
||||
var radio = senderCharacter.Inventory?.AllItems.FirstOrDefault(i => i.GetComponent<WifiComponent>() != null);
|
||||
if (radio == null || !senderCharacter.HasEquippedItem(radio)) { return; }
|
||||
|
||||
senderRadio = radio.GetComponent<WifiComponent>();
|
||||
if (!senderRadio.CanTransmit()) return;
|
||||
if (!senderRadio.CanTransmit()) { return; }
|
||||
break;
|
||||
case ChatMessageType.Dead:
|
||||
//character still alive and capable of speaking -> dead chat not allowed
|
||||
@@ -2949,7 +3021,7 @@ namespace Barotrauma.Networking
|
||||
else if (type == ChatMessageType.Radio)
|
||||
{
|
||||
//send to chat-linked wifi components
|
||||
senderRadio.TransmitSignal(0, message, senderRadio.Item, senderCharacter, false);
|
||||
senderRadio.TransmitSignal(0, message, senderRadio.Item, senderCharacter, sentFromChat: true);
|
||||
}
|
||||
|
||||
//check which clients can receive the message and apply distance effects
|
||||
@@ -3022,14 +3094,14 @@ namespace Barotrauma.Networking
|
||||
if (!client.Character.CanHearCharacter(message.Sender)) { continue; }
|
||||
}
|
||||
|
||||
SendDirectChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.TargetEntity, message.TargetCharacter, message.Sender), client);
|
||||
SendDirectChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.OrderPriority, message.TargetEntity, message.TargetCharacter, message.Sender), client);
|
||||
}
|
||||
|
||||
string myReceivedMessage = message.Text;
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(myReceivedMessage))
|
||||
{
|
||||
AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, myReceivedMessage, message.TargetEntity, message.TargetCharacter, message.Sender));
|
||||
AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.OrderPriority, myReceivedMessage, message.TargetEntity, message.TargetCharacter, message.Sender));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3145,8 +3217,8 @@ namespace Barotrauma.Networking
|
||||
|
||||
if (voteType != VoteType.PurchaseSub)
|
||||
{
|
||||
GameMain.GameSession.SwitchSubmarine(targetSubmarine, deliveryFee);
|
||||
GameMain.GameSession.Campaign.UpgradeManager.RefundResetAndReload(targetSubmarine, true);
|
||||
SubmarineInfo newSub = GameMain.GameSession.SwitchSubmarine(targetSubmarine, deliveryFee);
|
||||
GameMain.GameSession.Campaign.UpgradeManager.RefundResetAndReload(newSub, true);
|
||||
}
|
||||
|
||||
serverSettings.Voting.StopSubmarineVote(true);
|
||||
@@ -3374,7 +3446,7 @@ namespace Barotrauma.Networking
|
||||
assignedClientCount.Add(jp, 0);
|
||||
}
|
||||
|
||||
Character.TeamType teamID = Character.TeamType.None;
|
||||
CharacterTeamType teamID = CharacterTeamType.None;
|
||||
if (unassigned.Count > 0) { teamID = unassigned[0].TeamID; }
|
||||
|
||||
//if we're playing a multiplayer campaign, check which clients already have a character and a job
|
||||
@@ -3411,9 +3483,9 @@ namespace Barotrauma.Networking
|
||||
unassigned.RemoveAt(i);
|
||||
}
|
||||
|
||||
//go throught the jobs whose MinNumber>0 (i.e. at least one crew member has to have the job)
|
||||
// Assign the necessary jobs that are always required at least one, in vanilla this means in practice the captain
|
||||
bool unassignedJobsFound = true;
|
||||
while (unassignedJobsFound && unassigned.Count > 0)
|
||||
while (unassignedJobsFound && unassigned.Any())
|
||||
{
|
||||
unassignedJobsFound = false;
|
||||
|
||||
@@ -3421,16 +3493,33 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
if (unassigned.Count == 0) { break; }
|
||||
if (jobPrefab.MinNumber < 1 || assignedClientCount[jobPrefab] >= jobPrefab.MinNumber) { continue; }
|
||||
// Find the client that wants the job the most, don't force any jobs yet, because it might be that we can meet the preference for other jobs.
|
||||
Client client = FindClientWithJobPreference(unassigned, jobPrefab, forceAssign: false);
|
||||
if (client != null)
|
||||
{
|
||||
AssignJob(client, jobPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
//find the client that wants the job the most, or force it to random client if none of them want it
|
||||
Client assignedClient = FindClientWithJobPreference(unassigned, jobPrefab, true);
|
||||
if (unassigned.Any())
|
||||
{
|
||||
// Another pass, force required jobs that are not yet filled.
|
||||
foreach (JobPrefab jobPrefab in jobList)
|
||||
{
|
||||
if (unassigned.Count == 0) { break; }
|
||||
if (jobPrefab.MinNumber < 1 || assignedClientCount[jobPrefab] >= jobPrefab.MinNumber) { continue; }
|
||||
AssignJob(FindClientWithJobPreference(unassigned, jobPrefab, forceAssign: true), jobPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
assignedClient.AssignedJob =
|
||||
assignedClient.JobPreferences.FirstOrDefault(jp => jp.First == jobPrefab) ??
|
||||
new Pair<JobPrefab, int>(jobPrefab, 0);
|
||||
void AssignJob(Client client, JobPrefab jobPrefab)
|
||||
{
|
||||
client.AssignedJob =
|
||||
client.JobPreferences.FirstOrDefault(jp => jp.First == jobPrefab) ??
|
||||
new Pair<JobPrefab, int>(jobPrefab, Rand.Int(jobPrefab.Variants));
|
||||
|
||||
assignedClientCount[jobPrefab]++;
|
||||
unassigned.Remove(assignedClient);
|
||||
unassigned.Remove(client);
|
||||
|
||||
//the job still needs more crew members, set unassignedJobsFound to true to keep the while loop running
|
||||
if (assignedClientCount[jobPrefab] < jobPrefab.MinNumber) { unassignedJobsFound = true; }
|
||||
@@ -3464,32 +3553,37 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
} while (unassigned.Count > 0 && canAssign);*/
|
||||
|
||||
//attempt to give the clients a job they have in their job preferences
|
||||
for (int i = unassigned.Count - 1; i >= 0; i--)
|
||||
// Attempt to give the clients a job they have in their job preferences.
|
||||
// First evaluate all the primary preferences, then all the secondary etc.
|
||||
for (int preferenceIndex = 0; preferenceIndex < 3; preferenceIndex++)
|
||||
{
|
||||
if (unassignedSpawnPoints.Count == 0) { break; }
|
||||
foreach (Pair<JobPrefab, int> preferredJob in unassigned[i].JobPreferences)
|
||||
if (unassignedSpawnPoints.None()) { break; }
|
||||
for (int i = unassigned.Count - 1; i >= 0; i--)
|
||||
{
|
||||
//can't assign this job if maximum number has reached or the clien't karma is too low
|
||||
if (assignedClientCount[preferredJob.First] >= preferredJob.First.MaxNumber || unassigned[i].Karma < preferredJob.First.MinKarma)
|
||||
if (unassignedSpawnPoints.None()) { break; }
|
||||
Client client = unassigned[i];
|
||||
if (preferenceIndex >= client.JobPreferences.Count) { continue; }
|
||||
var preferredJob = client.JobPreferences[preferenceIndex];
|
||||
JobPrefab jobPrefab = preferredJob.First;
|
||||
if (assignedClientCount[jobPrefab] >= jobPrefab.MaxNumber || client.Karma < jobPrefab.MinKarma)
|
||||
{
|
||||
//can't assign this job if maximum number has reached or the clien't karma is too low
|
||||
continue;
|
||||
}
|
||||
//give the client their preferred job if there's a spawnpoint available for that job
|
||||
var matchingSpawnPoint = unassignedSpawnPoints.Find(s => s.AssignedJob == preferredJob.First);
|
||||
//if the job is not available in any spawnpoint (custom job?), treat empty spawnpoints
|
||||
//as a matching ones
|
||||
if (matchingSpawnPoint == null && !availableSpawnPoints.Any(s => s.AssignedJob == preferredJob.First))
|
||||
var matchingSpawnPoint = unassignedSpawnPoints.Find(s => s.AssignedJob == jobPrefab);
|
||||
if (matchingSpawnPoint == null && !availableSpawnPoints.Any(s => s.AssignedJob == jobPrefab))
|
||||
{
|
||||
//if the job is not available in any spawnpoint (custom job?), treat empty spawnpoints
|
||||
//as a matching ones
|
||||
matchingSpawnPoint = unassignedSpawnPoints.Find(s => s.AssignedJob == null);
|
||||
}
|
||||
if (matchingSpawnPoint != null)
|
||||
{
|
||||
unassignedSpawnPoints.Remove(matchingSpawnPoint);
|
||||
unassigned[i].AssignedJob = preferredJob;
|
||||
assignedClientCount[preferredJob.First]++;
|
||||
client.AssignedJob = preferredJob;
|
||||
assignedClientCount[jobPrefab]++;
|
||||
unassigned.RemoveAt(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3536,7 +3630,7 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
}
|
||||
|
||||
public void AssignBotJobs(List<CharacterInfo> bots, Character.TeamType teamID)
|
||||
public void AssignBotJobs(List<CharacterInfo> bots, CharacterTeamType teamID)
|
||||
{
|
||||
Dictionary<JobPrefab, int> assignedPlayerCount = new Dictionary<JobPrefab, int>();
|
||||
foreach (JobPrefab jp in JobPrefab.Prefabs)
|
||||
@@ -3614,11 +3708,9 @@ namespace Barotrauma.Networking
|
||||
Client preferredClient = null;
|
||||
foreach (Client c in clients)
|
||||
{
|
||||
if (c.Karma < job.MinKarma) continue;
|
||||
if (c.Karma < job.MinKarma) { continue; }
|
||||
int index = c.JobPreferences.IndexOf(c.JobPreferences.Find(j => j.First == job));
|
||||
if (index == -1) index = 1000;
|
||||
|
||||
if (preferredClient == null || index < bestPreference)
|
||||
if (index > -1 && index < bestPreference)
|
||||
{
|
||||
bestPreference = index;
|
||||
preferredClient = c;
|
||||
@@ -3634,12 +3726,14 @@ namespace Barotrauma.Networking
|
||||
return preferredClient;
|
||||
}
|
||||
|
||||
public void UpdateMissionState(int state)
|
||||
public void UpdateMissionState(Mission mission, int state)
|
||||
{
|
||||
foreach (var client in connectedClients)
|
||||
{
|
||||
IWriteMessage msg = new WriteOnlyMessage();
|
||||
msg.Write((byte)ServerPacketHeader.MISSION);
|
||||
int missionIndex = GameMain.GameSession.GetMissionIndex(mission);
|
||||
msg.Write((byte)(missionIndex == -1 ? 255: missionIndex));
|
||||
msg.Write((ushort)state);
|
||||
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
|
||||
}
|
||||
@@ -3653,7 +3747,7 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
retVal += "color:#ff9900;";
|
||||
}
|
||||
retVal += "metadata:" + (client.SteamID!=0 ? client.SteamID.ToString() : client.ID.ToString()) + "‖" + (name ?? client.Name) + "‖end‖";
|
||||
retVal += "metadata:" + (client.SteamID != 0 ? client.SteamID.ToString() : client.ID.ToString()) + "‖" + (name ?? client.Name) + "‖end‖";
|
||||
return retVal;
|
||||
}
|
||||
|
||||
|
||||
@@ -256,8 +256,28 @@ namespace Barotrauma
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
var foundItem = Inventory.FindItemRecursive(item, it => it.Prefab.Identifier == "idcard" || it.GetComponent<RangedWeapon>() != null || it.GetComponent<MeleeWeapon>() != null);
|
||||
|
||||
Item foundItem = null;
|
||||
if (isValid(item))
|
||||
{
|
||||
foundItem = item;
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (Item containedItem in item.ContainedItems)
|
||||
{
|
||||
if (isValid(containedItem))
|
||||
{
|
||||
foundItem = containedItem;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static bool isValid(Item item)
|
||||
{
|
||||
return item.Prefab.Identifier == "idcard" || item.GetComponent<RangedWeapon>() != null || item.GetComponent<MeleeWeapon>() != null;
|
||||
}
|
||||
|
||||
if (foundItem == null) { return; }
|
||||
|
||||
@@ -382,7 +402,7 @@ namespace Barotrauma
|
||||
//smaller karma penalty for attacking someone who's aiming with a weapon
|
||||
if (damage > 0.0f &&
|
||||
target.IsKeyDown(InputType.Aim) &&
|
||||
target.SelectedItems.Any(it => it != null && (it.GetComponent<MeleeWeapon>() != null || it.GetComponent<RangedWeapon>() != null)))
|
||||
target.HeldItems.Any(it => it.GetComponent<MeleeWeapon>() != null || it.GetComponent<RangedWeapon>() != null))
|
||||
{
|
||||
damage *= 0.5f;
|
||||
stun *= 0.5f;
|
||||
@@ -473,12 +493,12 @@ namespace Barotrauma
|
||||
{
|
||||
//cap the damage so the karma can't decrease by more than MaxStructureDamageKarmaDecreasePerSecond per second
|
||||
var clientMemory = GetClientMemory(client);
|
||||
clientMemory.StructureDamageAccumulator += damageAmount;
|
||||
if (clientMemory.StructureDamagePerSecond + damageAmount >= MaxStructureDamageKarmaDecreasePerSecond / StructureDamageKarmaDecrease)
|
||||
{
|
||||
damageAmount -= (MaxStructureDamageKarmaDecreasePerSecond / StructureDamageKarmaDecrease) - clientMemory.StructureDamagePerSecond;
|
||||
damageAmount -= (clientMemory.StructureDamagePerSecond + damageAmount) - (MaxStructureDamageKarmaDecreasePerSecond / StructureDamageKarmaDecrease);
|
||||
if (damageAmount <= 0.0f) { return; }
|
||||
}
|
||||
clientMemory.StructureDamageAccumulator += damageAmount;
|
||||
}
|
||||
AdjustKarma(attacker, -damageAmount * StructureDamageKarmaDecrease, "Damaged structures");
|
||||
}
|
||||
|
||||
+2
-2
@@ -490,7 +490,7 @@ namespace Barotrauma.Networking
|
||||
continue;
|
||||
}
|
||||
|
||||
byte msgLength = msg.ReadByte();
|
||||
int msgLength = (int)msg.ReadVariableUInt32();
|
||||
|
||||
IClientSerializable entity = Entity.FindEntityByID(entityID) as IClientSerializable;
|
||||
|
||||
@@ -499,7 +499,7 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
if (GameSettings.VerboseLogging)
|
||||
{
|
||||
DebugConsole.NewMessage("Received msg " + thisEventID, Color.Red);
|
||||
DebugConsole.NewMessage("Received msg " + thisEventID + ", expecting " + sender.LastSentEntityEventID, Color.Red);
|
||||
}
|
||||
msg.BitPosition += msgLength * 8;
|
||||
}
|
||||
|
||||
@@ -1,6 +1,4 @@
|
||||
using System;
|
||||
|
||||
namespace Barotrauma.Networking
|
||||
namespace Barotrauma.Networking
|
||||
{
|
||||
partial class OrderChatMessage : ChatMessage
|
||||
{
|
||||
@@ -9,34 +7,13 @@ namespace Barotrauma.Networking
|
||||
msg.Write((byte)ServerNetObject.CHAT_MESSAGE);
|
||||
msg.Write(NetStateID);
|
||||
msg.Write((byte)ChatMessageType.Order);
|
||||
|
||||
msg.Write(SenderName);
|
||||
msg.Write(Sender != null && c.InGame);
|
||||
if (Sender != null && c.InGame)
|
||||
{
|
||||
msg.Write(Sender.ID);
|
||||
}
|
||||
|
||||
msg.Write((byte)Order.PrefabList.IndexOf(Order.Prefab));
|
||||
msg.Write(TargetCharacter == null ? (UInt16)0 : TargetCharacter.ID);
|
||||
msg.Write(TargetEntity is Entity ? (TargetEntity as Entity).ID : (UInt16)0);
|
||||
msg.Write((byte)Array.IndexOf(Order.Prefab.Options, OrderOption));
|
||||
msg.Write((byte)Order.TargetType);
|
||||
if (Order.TargetType == Order.OrderTargetType.Position && TargetEntity is OrderTarget orderTarget)
|
||||
{
|
||||
msg.Write(true);
|
||||
msg.Write(orderTarget.Position.X);
|
||||
msg.Write(orderTarget.Position.Y);
|
||||
msg.Write(orderTarget.Hull == null ? (UInt16)0 : orderTarget.Hull.ID);
|
||||
}
|
||||
else
|
||||
{
|
||||
msg.Write(false);
|
||||
if (Order.TargetType == Order.OrderTargetType.WallSection)
|
||||
{
|
||||
msg.Write((byte)(WallSectionIndex ?? Order.WallSectionIndex ?? 0));
|
||||
}
|
||||
}
|
||||
WriteOrder(msg);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+10
-1
@@ -39,7 +39,16 @@ namespace Barotrauma.Networking
|
||||
public double UpdateTime;
|
||||
public double TimeOut;
|
||||
public int Retries;
|
||||
public UInt64? SteamID;
|
||||
private UInt64? steamId;
|
||||
public UInt64? SteamID
|
||||
{
|
||||
get { return steamId; }
|
||||
set
|
||||
{
|
||||
steamId = value;
|
||||
Connection.SetSteamIDIfUnknown(value ?? 0);
|
||||
}
|
||||
}
|
||||
public Int32? PasswordSalt;
|
||||
public bool AuthSessionStarted;
|
||||
|
||||
|
||||
@@ -36,7 +36,7 @@ namespace Barotrauma.Networking
|
||||
if (GameMain.Server.ServerSettings.BotSpawnMode == BotSpawnMode.Normal)
|
||||
{
|
||||
return Character.CharacterList
|
||||
.FindAll(c => c.TeamID == Character.TeamType.Team1 && c.AIController != null && c.Info != null && c.IsDead)
|
||||
.FindAll(c => c.TeamID == CharacterTeamType.Team1 && c.AIController != null && c.Info != null && c.IsDead)
|
||||
.Select(c => c.Info)
|
||||
.ToList();
|
||||
}
|
||||
@@ -46,7 +46,7 @@ namespace Barotrauma.Networking
|
||||
(!c.SpectateOnly || (!GameMain.Server.ServerSettings.AllowSpectating && GameMain.Server.OwnerConnection != c.Connection)));
|
||||
|
||||
var existingBots = Character.CharacterList
|
||||
.FindAll(c => c.TeamID == Character.TeamType.Team1 && c.AIController != null && c.Info != null);
|
||||
.FindAll(c => c.TeamID == CharacterTeamType.Team1 && c.AIController != null && c.Info != null);
|
||||
|
||||
int requiredBots = GameMain.Server.ServerSettings.BotCount - currPlayerCount;
|
||||
requiredBots -= existingBots.Count(b => !b.IsDead);
|
||||
@@ -238,13 +238,17 @@ namespace Barotrauma.Networking
|
||||
|
||||
//all characters are in Team 1 in game modes/missions with only one team.
|
||||
//if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked
|
||||
c.TeamID = Character.TeamType.Team1;
|
||||
c.TeamID = CharacterTeamType.Team1;
|
||||
if (c.CharacterInfo == null) { c.CharacterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, c.Name); }
|
||||
}
|
||||
List<CharacterInfo> characterInfos = clients.Select(c => c.CharacterInfo).ToList();
|
||||
|
||||
var botsToSpawn = GetBotsToRespawn();
|
||||
characterInfos.AddRange(botsToSpawn);
|
||||
//bots don't respawn in the campaign
|
||||
if (campaign == null)
|
||||
{
|
||||
var botsToSpawn = GetBotsToRespawn();
|
||||
characterInfos.AddRange(botsToSpawn);
|
||||
}
|
||||
|
||||
GameMain.Server.AssignJobs(clients);
|
||||
foreach (Client c in clients)
|
||||
@@ -272,11 +276,10 @@ namespace Barotrauma.Networking
|
||||
{
|
||||
bool bot = i >= clients.Count;
|
||||
|
||||
characterInfos[i].CurrentOrder = null;
|
||||
characterInfos[i].CurrentOrderOption = null;
|
||||
characterInfos[i].ClearCurrentOrders();
|
||||
|
||||
var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, characterInfos[i].Name, isRemotePlayer: !bot, hasAi: bot);
|
||||
character.TeamID = Character.TeamType.Team1;
|
||||
character.TeamID = CharacterTeamType.Team1;
|
||||
|
||||
if (bot)
|
||||
{
|
||||
@@ -348,9 +351,9 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
|
||||
//add the ID card tags they should've gotten when spawning in the shuttle
|
||||
foreach (Item item in character.Inventory.Items)
|
||||
foreach (Item item in character.Inventory.AllItems.Distinct())
|
||||
{
|
||||
if (item == null || item.Prefab.Identifier != "idcard") { continue; }
|
||||
if (item.Prefab.Identifier != "idcard") { continue; }
|
||||
foreach (string s in shuttleSpawnPoints[i].IdCardTags)
|
||||
{
|
||||
item.AddTag(s);
|
||||
|
||||
Reference in New Issue
Block a user