Traitormode won't choose the first client as the target, admin can be traitor/target, banlist & removing IPs, environment dust particles, clients are responsible for the KillCharacter message of their own character, moar backgroundfish, syncing item FixRequirement states, longer gameserver tickrate
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@@ -54,6 +54,11 @@ namespace Barotrauma.Networking
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}
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public float AutoRestartTimer;
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public BanList BanList
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{
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get { return banList; }
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}
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public GameServer(string name, int port, bool isPublic = false, string password = "", bool attemptUPnP = false, int maxPlayers = 10)
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{
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var endRoundButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 170, 20, 150, 25), "End round", Alignment.TopLeft, GUI.Style, inGameHUD);
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@@ -86,7 +91,8 @@ namespace Barotrauma.Networking
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config.DisableMessageType(NetIncomingMessageType.DebugMessage |
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NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt |
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NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error);
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NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error |
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NetIncomingMessageType.UnconnectedData);
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config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
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@@ -137,7 +143,7 @@ namespace Barotrauma.Networking
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RegisterToMasterServer();
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}
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updateInterval = new TimeSpan(0, 0, 0, 0, 60);
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updateInterval = new TimeSpan(0, 0, 0, 0, 150);
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DebugConsole.NewMessage("Server started", Color.Green);
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@@ -504,8 +510,8 @@ namespace Barotrauma.Networking
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dataSender.ReliableChannel.HandleResendRequest(inc);
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break;
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case (byte)PacketTypes.Ack:
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dataSender.ReliableChannel.HandleAckMessage(inc);
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case (byte)PacketTypes.LatestMessageID:
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dataSender.ReliableChannel.HandleLatestMessageID(inc);
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break;
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}
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break;
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@@ -884,7 +890,19 @@ namespace Barotrauma.Networking
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{
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if (client == null) return;
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if (gameStarted && client.character != null) client.character.ClearInputs();
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if (gameStarted && client.character != null)
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{
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if (GameMain.GameSession!=null && GameMain.GameSession.gameMode!=null)
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{
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TraitorMode traitorMode = GameMain.GameSession.gameMode as TraitorMode;
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if (traitorMode!=null)
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{
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traitorMode.CharacterLeft(client.character);
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}
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}
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client.character.ClearInputs();
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}
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if (string.IsNullOrWhiteSpace(msg)) msg = client.name + " has left the server";
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if (string.IsNullOrWhiteSpace(targetmsg)) targetmsg = "You have left the server";
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@@ -956,23 +974,66 @@ namespace Barotrauma.Networking
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}
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}
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public void NewTraitor(Client traitor, Client target)
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public void NewTraitor(out Character traitor, out Character target)
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{
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//new GUIMessageBox("New traitor", traitor.name + " is the traitor and the target is " + target.name+".");
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List<Character> characters = new List<Character>();
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foreach (Client client in connectedClients)
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{
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if (!client.inGame || client.character==null) continue;
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characters.Add(client.character);
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}
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if (myCharacter!= null) characters.Add(myCharacter);
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if (characters.Count < 2)
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{
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traitor = null;
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target = null;
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return;
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}
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int traitorIndex = Rand.Range(0, characters.Count);
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int targetIndex = Rand.Range(0, characters.Count);
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while (targetIndex==traitorIndex)
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{
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targetIndex = Rand.Range(0, characters.Count);
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}
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traitor = characters[traitorIndex];
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target = characters[targetIndex];
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if (myCharacter==null)
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{
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new GUIMessageBox("New traitor", traitor.Info.Name + " is the traitor and the target is " + target.Info.Name+".");
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}
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else if (myCharacter == traitor)
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{
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new GUIMessageBox("You are the traitor!", "Your task is to assassinate " + target.Info.Name+".");
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return;
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}
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Client traitorClient = null;
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foreach (Client c in connectedClients)
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{
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if (c.character != traitor) continue;
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traitorClient = c;
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break;
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}
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NetOutgoingMessage msg = server.CreateMessage();
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msg.Write((byte)PacketTypes.Traitor);
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msg.Write(target.name);
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msg.Write(target.Info.Name);
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if (server.Connections.Count > 0)
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{
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server.SendMessage(msg, traitor.Connection, NetDeliveryMethod.ReliableUnordered, 0);
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server.SendMessage(msg, traitorClient.Connection, NetDeliveryMethod.ReliableUnordered, 0);
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}
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}
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public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
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{
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base.Draw(spriteBatch);
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if (!ShowNetStats) return;
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int width = 200, height = 300;
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