Unstable v0.19.3.0
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@@ -17,26 +17,26 @@ namespace Barotrauma
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if (client != null && !client.Spectating)
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{
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IWriteMessage msg = new WriteOnlyMessage();
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msg.Write((byte) ServerPacketHeader.READY_CHECK);
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msg.Write((byte) ReadyCheckState.Start);
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msg.Write(new DateTimeOffset(startTime).ToUnixTimeSeconds());
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msg.Write(new DateTimeOffset(endTime).ToUnixTimeSeconds());
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msg.Write(author);
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msg.WriteByte((byte)ServerPacketHeader.READY_CHECK);
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msg.WriteByte((byte)ReadyCheckState.Start);
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msg.WriteInt64(new DateTimeOffset(startTime).ToUnixTimeSeconds());
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msg.WriteInt64(new DateTimeOffset(endTime).ToUnixTimeSeconds());
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msg.WriteString(author);
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if (sender != null)
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{
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msg.Write(true);
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msg.Write(sender.SessionId);
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msg.WriteBoolean(true);
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msg.WriteByte(sender.SessionId);
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}
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else
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{
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msg.Write(false);
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msg.WriteBoolean(false);
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}
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msg.Write((ushort) ActivePlayers.Count);
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msg.WriteUInt16((ushort)ActivePlayers.Count);
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foreach (byte clientId in Clients.Keys)
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{
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msg.Write(clientId);
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msg.WriteByte(clientId);
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}
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GameMain.Server.ServerPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
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@@ -55,10 +55,10 @@ namespace Barotrauma
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foreach (Client client in ActivePlayers)
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{
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IWriteMessage msg = new WriteOnlyMessage();
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msg.Write((byte)ServerPacketHeader.READY_CHECK);
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msg.Write((byte)ReadyCheckState.Update);
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msg.Write((byte)state);
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msg.Write(otherClient);
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msg.WriteByte((byte)ServerPacketHeader.READY_CHECK);
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msg.WriteByte((byte)ReadyCheckState.Update);
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msg.WriteByte((byte)state);
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msg.WriteByte(otherClient);
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GameMain.Server.ServerPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
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}
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}
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@@ -72,13 +72,13 @@ namespace Barotrauma
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if (client != null && !client.Spectating)
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{
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IWriteMessage msg = new WriteOnlyMessage();
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msg.Write((byte) ServerPacketHeader.READY_CHECK);
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msg.Write((byte) ReadyCheckState.End);
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msg.Write((ushort) Clients.Count);
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msg.WriteByte((byte)ServerPacketHeader.READY_CHECK);
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msg.WriteByte((byte)ReadyCheckState.End);
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msg.WriteUInt16((ushort)Clients.Count);
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foreach (var (id, state) in Clients)
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{
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msg.Write(id);
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msg.Write((byte) state);
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msg.WriteByte(id);
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msg.WriteByte((byte)state);
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}
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GameMain.Server.ServerPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
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@@ -88,7 +88,7 @@ namespace Barotrauma
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public static void ServerRead(IReadMessage inc, Client client)
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{
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ReadyCheckState state = (ReadyCheckState) inc.ReadByte();
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ReadyCheckState state = (ReadyCheckState)inc.ReadByte();
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ReadyCheck? readyCheck = GameMain.GameSession?.CrewManager?.ActiveReadyCheck;
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switch (state)
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@@ -98,7 +98,7 @@ namespace Barotrauma
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break;
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case ReadyCheckState.Update when readyCheck != null:
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ReadyStatus status = (ReadyStatus) inc.ReadByte();
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ReadyStatus status = (ReadyStatus)inc.ReadByte();
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if (!readyCheck.Clients.ContainsKey(client.SessionId)) { return; }
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readyCheck.Clients[client.SessionId] = status;
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