(61d00a474) v0.9.7.1
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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using System.Xml.Linq;
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using System.Collections.Generic;
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using System.IO;
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namespace Barotrauma
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{
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partial class MultiPlayerCampaign : CampaignMode
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{
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private UInt16 lastUpdateID;
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public UInt16 LastUpdateID
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{
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get
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{
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#if SERVER
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if (GameMain.Server != null && lastUpdateID < 1) lastUpdateID++;
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#endif
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return lastUpdateID;
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}
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set { lastUpdateID = value; }
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}
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private UInt16 lastSaveID;
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public UInt16 LastSaveID
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{
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get
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{
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#if SERVER
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if (GameMain.Server != null && lastSaveID < 1) lastSaveID++;
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#endif
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return lastSaveID;
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}
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set { lastSaveID = value; }
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}
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public UInt16 PendingSaveID
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{
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get;
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set;
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}
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private static byte currentCampaignID;
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public byte CampaignID
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{
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get; private set;
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}
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public MultiPlayerCampaign(GameModePreset preset, object param) :
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base(preset, param)
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{
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currentCampaignID++;
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CampaignID = currentCampaignID;
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}
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public override void Start()
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{
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base.Start();
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if (GameMain.NetworkMember.IsServer) lastUpdateID++;
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}
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public override void End(string endMessage = "")
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{
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isRunning = false;
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#if CLIENT
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if (GameMain.Client != null)
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{
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GameMain.GameSession.EndRound("");
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GameMain.GameSession.CrewManager.EndRound();
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return;
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}
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#endif
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#if SERVER
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lastUpdateID++;
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bool success =
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GameMain.Server.ConnectedClients.Any(c => c.InGame && c.Character != null && !c.Character.IsDead);
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success = success || (GameMain.Server.Character != null && !GameMain.Server.Character.IsDead);
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/*if (success)
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{
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if (subsToLeaveBehind == null || leavingSub == null)
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{
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DebugConsole.ThrowError("Leaving submarine not selected -> selecting the closest one");
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leavingSub = GetLeavingSub();
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subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
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}
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}*/
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GameMain.GameSession.EndRound("");
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//client character has spawned this round -> remove old data (and replace with an up-to-date one if the client still has an alive character)
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characterData.RemoveAll(cd => cd.HasSpawned);
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foreach (Client c in GameMain.Server.ConnectedClients)
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{
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if (c.Character?.Info != null && !c.Character.IsDead)
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{
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c.CharacterInfo = c.Character.Info;
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characterData.Add(new CharacterCampaignData(c));
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}
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}
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//remove all items that are in someone's inventory
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foreach (Character c in Character.CharacterList)
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{
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c.Inventory?.DeleteAllItems();
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}
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if (success)
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{
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bool atEndPosition = Submarine.MainSub.AtEndPosition;
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/*if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub))
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{
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Submarine.MainSub = leavingSub;
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GameMain.GameSession.Submarine = leavingSub;
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foreach (Submarine sub in subsToLeaveBehind)
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{
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MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine);
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LinkedSubmarine.CreateDummy(leavingSub, sub);
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}
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}*/
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if (atEndPosition)
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{
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map.MoveToNextLocation();
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//select a random location to make sure we've got some destination
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//to head towards even if the host/clients don't select anything
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map.SelectRandomLocation(true);
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}
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map.ProgressWorld();
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SaveUtil.SaveGame(GameMain.GameSession.SavePath);
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}
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#endif
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}
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partial void SetDelegates();
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public static MultiPlayerCampaign LoadNew(XElement element)
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{
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MultiPlayerCampaign campaign = new MultiPlayerCampaign(GameModePreset.List.Find(gm => gm.Identifier == "multiplayercampaign"), null);
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campaign.Load(element);
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campaign.SetDelegates();
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return campaign;
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}
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public static string GetCharacterDataSavePath(string savePath)
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{
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return Path.Combine(SaveUtil.MultiplayerSaveFolder, Path.GetFileNameWithoutExtension(savePath) + "_CharacterData.xml");
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}
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public string GetCharacterDataSavePath()
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{
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return GetCharacterDataSavePath(GameMain.GameSession.SavePath);
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}
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public void Load(XElement element)
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{
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Money = element.GetAttributeInt("money", 0);
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InitialSuppliesSpawned = element.GetAttributeBool("initialsuppliesspawned", false);
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CheatsEnabled = element.GetAttributeBool("cheatsenabled", false);
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if (CheatsEnabled)
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{
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DebugConsole.CheatsEnabled = true;
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#if USE_STEAM
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if (!SteamAchievementManager.CheatsEnabled)
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{
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SteamAchievementManager.CheatsEnabled = true;
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#if CLIENT
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new GUIMessageBox("Cheats enabled", "Cheat commands have been enabled on the server. You will not receive Steam Achievements until you restart the game.");
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#else
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DebugConsole.NewMessage("Cheat commands have been enabled.", Color.Red);
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#endif
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}
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#endif
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}
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "map":
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if (map == null)
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{
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//map not created yet, loading this campaign for the first time
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map = Map.LoadNew(subElement);
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}
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else
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{
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//map already created, update it
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//if we're not downloading the initial save file (LastSaveID > 0),
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//show notifications about location type changes
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map.Load(subElement, LastSaveID > 0);
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}
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break;
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}
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}
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#if SERVER
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characterData.Clear();
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string characterDataPath = GetCharacterDataSavePath();
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var characterDataDoc = XMLExtensions.TryLoadXml(characterDataPath);
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if (characterDataDoc?.Root == null) return;
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foreach (XElement subElement in characterDataDoc.Root.Elements())
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{
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characterData.Add(new CharacterCampaignData(subElement));
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}
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#endif
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}
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}
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}
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