Reapply "OBT1.1.0 Merge branch 'dev_pte' into dev"
This reverts commit 046483b9da.
This commit is contained in:
@@ -327,7 +327,7 @@ namespace Barotrauma.Networking
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}
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}
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LastClientListUpdateID++;
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IncrementLastClientListUpdateID();
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if (newClient.Connection == OwnerConnection && OwnerConnection != null)
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{
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@@ -3212,7 +3212,7 @@ namespace Barotrauma.Networking
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initiatedStartGame = false;
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GameMain.ResetFrameTime();
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LastClientListUpdateID++;
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IncrementLastClientListUpdateID();
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roundStartTime = DateTime.Now;
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@@ -3511,7 +3511,7 @@ namespace Barotrauma.Networking
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{
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var coolDownRemaining = Client.NameChangeCoolDown - timeSinceNameChange;
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SendDirectChatMessage($"ServerMessage.NameChangeFailedCooldownActive~[seconds]={(int)coolDownRemaining.TotalSeconds}", c);
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LastClientListUpdateID++;
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IncrementLastClientListUpdateID();
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//increment the ID to make sure the current server-side name is treated as the "latest",
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//and the client correctly reverts back to the old name
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c.NameId++;
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@@ -3525,7 +3525,7 @@ namespace Barotrauma.Networking
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if (result != null)
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{
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LastClientListUpdateID++;
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IncrementLastClientListUpdateID();
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return result.Value;
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}
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@@ -3542,14 +3542,14 @@ namespace Barotrauma.Networking
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c.Name = newName;
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c.RejectedName = string.Empty;
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SendChatMessage($"ServerMessage.NameChangeSuccessful~[oldname]={oldName}~[newname]={newName}", ChatMessageType.Server);
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LastClientListUpdateID++;
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IncrementLastClientListUpdateID();
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return true;
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}
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else
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{
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//update client list even if the name cannot be changed to the one sent by the client,
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//so the client will be informed what their actual name is
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LastClientListUpdateID++;
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IncrementLastClientListUpdateID();
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return false;
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}
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}
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@@ -4841,7 +4841,7 @@ namespace Barotrauma.Networking
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private void UpdateClientLobbies()
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{
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// Triggers a call to WriteClientList(), which causes clients to call GameClient.ReadClientList()
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LastClientListUpdateID++;
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IncrementLastClientListUpdateID();
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}
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private List<Client> GetPlayingClients()
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