Admin can play in multiplayer, backgroundsprites, fixrequirement bugfix, the condition of the reactor won't detoriate when it's running
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@@ -148,62 +148,71 @@ namespace Subsurface.Networking
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// If new messages arrived
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if ((inc = client.ReadMessage()) == null) continue;
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// Switch based on the message types
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switch (inc.MessageType)
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try
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{
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// All manually sent messages are type of "Data"
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case NetIncomingMessageType.Data:
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byte packetType = inc.ReadByte();
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if (packetType == (byte)PacketTypes.LoggedIn)
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{
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myID = inc.ReadInt32();
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if (inc.ReadBoolean() && Screen.Selected != Game1.GameScreen)
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// Switch based on the message types
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switch (inc.MessageType)
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{
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// All manually sent messages are type of "Data"
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case NetIncomingMessageType.Data:
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byte packetType = inc.ReadByte();
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if (packetType == (byte)PacketTypes.LoggedIn)
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{
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new GUIMessageBox("Please wait", "A round is already running. You will have to wait for a new round to start.");
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myID = inc.ReadInt32();
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if (inc.ReadBoolean() && Screen.Selected != Game1.GameScreen)
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{
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new GUIMessageBox("Please wait", "A round is already running. You will have to wait for a new round to start.");
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}
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Game1.NetLobbyScreen.ClearPlayers();
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//add the names of other connected clients to the lobby screen
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int existingClients = inc.ReadInt32();
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for (int i = 1; i <= existingClients; i++)
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{
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Client otherClient = new Client(inc.ReadString(), inc.ReadInt32());
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Game1.NetLobbyScreen.AddPlayer(otherClient);
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otherClients.Add(otherClient);
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}
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//add the name of own client to the lobby screen
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Game1.NetLobbyScreen.AddPlayer(new Client(name, myID));
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CanStart = true;
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}
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else if (packetType == (byte)PacketTypes.KickedOut)
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{
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string msg = inc.ReadString();
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DebugConsole.ThrowError(msg);
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Game1.MainMenuScreen.Select();
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}
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break;
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case NetIncomingMessageType.StatusChanged:
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NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
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Debug.WriteLine(connectionStatus);
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if (connectionStatus != NetConnectionStatus.Connected)
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{
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string denyMessage = inc.ReadString();
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DebugConsole.ThrowError(denyMessage);
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}
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Game1.NetLobbyScreen.ClearPlayers();
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break;
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default:
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Console.WriteLine(inc.ReadString() + " Strange message");
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break;
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}
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}
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//add the names of other connected clients to the lobby screen
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int existingClients = inc.ReadInt32();
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for (int i = 1; i <= existingClients; i++)
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{
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Client otherClient = new Client(inc.ReadString(), inc.ReadInt32());
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Game1.NetLobbyScreen.AddPlayer(otherClient);
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otherClients.Add(otherClient);
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}
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//add the name of own client to the lobby screen
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Game1.NetLobbyScreen.AddPlayer(new Client(name, myID));
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CanStart = true;
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}
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else if (packetType == (byte)PacketTypes.KickedOut)
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{
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string msg = inc.ReadString();
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DebugConsole.ThrowError(msg);
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Game1.MainMenuScreen.Select();
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}
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break;
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case NetIncomingMessageType.StatusChanged:
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NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
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Debug.WriteLine(connectionStatus);
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if (connectionStatus != NetConnectionStatus.Connected)
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{
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string denyMessage = inc.ReadString();
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DebugConsole.ThrowError(denyMessage);
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}
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break;
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default:
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Console.WriteLine(inc.ReadString() + " Strange message");
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break;
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}
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catch
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{
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break;
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}
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}
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if (reconnectBox != null)
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{
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reconnectBox.Close(null, null);
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