Reimplemented chat range & radio messages. Each client now has their own chatMsgQueue, so all chat messages don't have to be sent to all clients.
This commit is contained in:
@@ -45,9 +45,14 @@ namespace Barotrauma.Items.Components
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list.Add(this);
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}
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public bool CanTransmit()
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{
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return HasRequiredContainedItems(true);
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}
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public void Transmit(string signal)
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{
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if (!HasRequiredContainedItems(true)) return;
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if (!CanTransmit()) return;
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var receivers = GetReceiversInRange();
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foreach (WifiComponent w in receivers)
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@@ -60,14 +65,22 @@ namespace Barotrauma.Items.Components
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private List<WifiComponent> GetReceiversInRange()
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{
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return list.FindAll(w =>
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w != this && w.channel == channel &&
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Vector2.Distance(item.WorldPosition, w.item.WorldPosition) <= Range);
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return list.FindAll(w => w != this && w.CanReceive(this));
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}
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public bool CanReceive(WifiComponent sender)
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{
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if (!HasRequiredContainedItems(false)) return false;
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if (sender == null || sender.channel != channel) return false;
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return Vector2.Distance(item.WorldPosition, sender.item.WorldPosition) <= sender.Range;
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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if (!HasRequiredContainedItems(false)) return;
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var senderComponent = sender.GetComponent<WifiComponent>();
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if (senderComponent != null && !CanReceive(senderComponent)) return;
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if (LinkToChat)
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{
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@@ -76,7 +89,10 @@ namespace Barotrauma.Items.Components
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item.ParentInventory.Owner == Character.Controlled &&
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GameMain.NetworkMember != null)
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{
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signal = ChatMessage.ApplyDistanceEffect(item, sender, signal, range);
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if (senderComponent != null)
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{
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signal = ChatMessage.ApplyDistanceEffect(item, sender, signal, senderComponent.range);
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}
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GameMain.NetworkMember.AddChatMessage(signal, ChatMessageType.Radio);
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}
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@@ -40,10 +40,11 @@ namespace Barotrauma.Networking
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}
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public static UInt32 LastID = 0;
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public UInt32 netStateID = 0;
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public UInt32 NetStateID
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{
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get { return netStateID; }
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get;
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set;
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}
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private ChatMessage(string senderName, string text, ChatMessageType type, Character sender)
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@@ -56,12 +57,6 @@ namespace Barotrauma.Networking
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SenderName = senderName;
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TextWithSender = string.IsNullOrWhiteSpace(senderName) ? text : senderName + ": " + text;
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if (GameMain.Server != null)
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{
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LastID++;
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netStateID = LastID;
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}
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}
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public static ChatMessage Create(string senderName, string text, ChatMessageType type, Character sender)
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@@ -140,7 +135,8 @@ namespace Barotrauma.Networking
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if (c.lastSentChatMsgID < ID)
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{
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//this chat message is new to the server
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GameMain.Server.AddChatMessage(txt, ChatMessageType.Default, c.name);
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GameMain.Server.SendChatMessage(txt, null, c);
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//GameMain.Server.AddChatMessage(txt, ChatMessageType.Default, c.name);
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c.lastSentChatMsgID = ID;
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}
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}
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@@ -41,7 +41,7 @@ namespace Barotrauma.Networking
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public UInt32 lastRecvEntitySpawnID = 0;
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public List<string> ChatMessages = new List<string>();
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public List<ChatMessage> chatMsgQueue = new List<ChatMessage>();
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public float ChatSpamSpeed;
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public float ChatSpamTimer;
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public int ChatSpamCount;
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@@ -847,18 +847,18 @@ namespace Barotrauma.Networking
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client.SendMessage(outmsg, NetDeliveryMethod.Unreliable);
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}
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public override void SendChatMessage(string message, ChatMessageType? type = null)
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public void SendChatMessage(string message)
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{
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if (client.ServerConnection == null) return;
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type = ChatMessageType.Default;
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ChatMessage chatMessage = ChatMessage.Create(
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gameStarted && myCharacter != null ? myCharacter.Name : name,
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message, (ChatMessageType)type, gameStarted ? myCharacter : null);
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message,
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ChatMessageType.Default,
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gameStarted ? myCharacter : null);
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lastQueueChatMsgID++;
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chatMessage.netStateID = lastQueueChatMsgID;
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chatMessage.NetStateID = lastQueueChatMsgID;
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chatMsgQueue.Add(chatMessage);
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}
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@@ -542,7 +542,7 @@ namespace Barotrauma.Networking
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// }
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//}
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foreach (Character c in Character.CharacterList)
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/*foreach (Character c in Character.CharacterList)
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{
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if (c.IsDead) continue;
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@@ -554,7 +554,7 @@ namespace Barotrauma.Networking
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//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
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}
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}
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}*/
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sparseUpdateTimer = DateTime.Now + sparseUpdateInterval;
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}
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@@ -658,17 +658,11 @@ namespace Barotrauma.Networking
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outmsg.Write(c.lastSentChatMsgID); //send this to client so they know which chat messages weren't received by the server
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outmsg.Write(c.lastSentEntityEventID);
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foreach (GUIComponent gc in GameMain.NetLobbyScreen.ChatBox.children)
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c.chatMsgQueue.RemoveAll(cMsg => cMsg.NetStateID <= c.lastRecvChatMsgID);
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foreach (ChatMessage cMsg in c.chatMsgQueue)
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{
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if (gc is GUITextBlock && gc.UserData is ChatMessage)
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{
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ChatMessage cMsg = (ChatMessage)gc.UserData;
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if (cMsg.NetStateID > c.lastRecvChatMsgID)
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{
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cMsg.ServerWrite(outmsg, c);
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}
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}
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}
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cMsg.ServerWrite(outmsg, c);
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}
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if (Item.Spawner.NetStateID > c.lastRecvEntitySpawnID)
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{
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@@ -681,7 +675,7 @@ namespace Barotrauma.Networking
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{
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if (character is AICharacter)
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{
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//TODO: don't send if the ai character is far from the client
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//TODO: don't send if the ai character is far from the client
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//(some sort of distance-based culling might be a good idea for player-controlled characters as well)
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outmsg.Write((byte)ServerNetObject.ENTITY_POSITION);
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character.ServerWrite(outmsg, c);
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@@ -766,20 +760,12 @@ namespace Barotrauma.Networking
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outmsg.Write(c.lastSentChatMsgID); //send this to client so they know which chat messages weren't received by the server
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foreach (GUIComponent gc in GameMain.NetLobbyScreen.ChatBox.children)
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c.chatMsgQueue.RemoveAll(cMsg => cMsg.NetStateID <= c.lastRecvChatMsgID);
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foreach (ChatMessage cMsg in c.chatMsgQueue)
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{
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if (gc is GUITextBlock)
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{
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if (gc.UserData is ChatMessage)
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{
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ChatMessage cMsg = (ChatMessage)gc.UserData;
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if (cMsg.NetStateID > c.lastRecvChatMsgID)
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{
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cMsg.ServerWrite(outmsg,c);
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}
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}
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}
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}
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cMsg.ServerWrite(outmsg, c);
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}
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outmsg.Write((byte)ServerNetObject.END_OF_MESSAGE);
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server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.Unreliable);
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}
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@@ -1214,16 +1200,139 @@ namespace Barotrauma.Networking
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}
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}
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public override void SendChatMessage(string message, ChatMessageType? type = null)
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/// <summary>
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/// Add the message to the chatbox and pass it to all clients who can receive it
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/// </summary>
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public void SendChatMessage(string message, ChatMessageType? type = null, Client senderClient = null)
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{
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type = ChatMessageType.Default;
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Character senderCharacter = null;
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string senderName = "";
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if (type==null)
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{
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string tempStr;
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string command = ChatMessage.GetChatMessageCommand(message, out tempStr);
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switch (command)
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{
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case "r":
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case "radio":
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type = ChatMessageType.Radio;
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break;
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case "d":
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case "dead":
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type = ChatMessageType.Dead;
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break;
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default:
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type = ChatMessageType.Default;
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break;
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}
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}
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ChatMessage chatMessage = ChatMessage.Create(
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gameStarted && myCharacter != null ? myCharacter.Name : name,
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message, (ChatMessageType)type, gameStarted ? myCharacter : null);
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if (gameStarted)
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{
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//msg sent by the server
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if (senderClient == null)
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{
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senderCharacter = myCharacter;
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senderName = myCharacter == null ? name : myCharacter.Name;
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}
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//msg sent by a client
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else
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{
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senderCharacter = senderClient.Character;
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senderName = senderCharacter == null ? senderClient.name : senderCharacter.Name;
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//sender doesn't have an alive character -> only ChatMessageType.Dead allowed
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if (senderCharacter == null || senderCharacter.IsDead)
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{
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type = ChatMessageType.Dead;
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}
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}
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}
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else
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{
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//game not started -> clients can only send normal chatmessages
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if (senderClient != null)
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{
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type = ChatMessageType.Default;
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}
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}
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AddChatMessage(chatMessage);
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//check if the client is allowed to send the message
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WifiComponent senderRadio = null;
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switch (type)
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{
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case ChatMessageType.Radio:
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if (senderCharacter == null) return;
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//return if senderCharacter doesn't have a working radio
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var radio = senderCharacter.Inventory.Items.First(i => i != null && i.GetComponent<WifiComponent>() != null);
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if (radio == null) return;
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senderRadio = radio.GetComponent<WifiComponent>();
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if (!senderRadio.CanTransmit()) return;
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break;
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case ChatMessageType.Dead:
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//character still alive -> not allowed
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if (senderClient != null && senderCharacter != null && !senderCharacter.IsDead)
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{
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return;
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}
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break;
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}
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//check which clients can receive the message and apply distance effects
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foreach (Client client in ConnectedClients)
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{
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string modifiedMessage = message;
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switch (type)
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{
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case ChatMessageType.Default:
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if (senderCharacter != null &&
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client.Character != null && !client.Character.IsDead)
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{
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modifiedMessage = ChatMessage.ApplyDistanceEffect(client.Character, senderCharacter, message, ChatMessage.SpeakRange);
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//too far to hear the msg -> don't send
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if (string.IsNullOrWhiteSpace(modifiedMessage)) continue;
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}
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break;
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case ChatMessageType.Radio:
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if (client.Character != null && !client.Character.IsDead)
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{
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var radio = client.Character.Inventory.Items.First(i => i != null && i.GetComponent<WifiComponent>() != null);
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//client doesn't have a radio -> don't send
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if (radio == null) return;
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var radioComponent = radio.GetComponent<WifiComponent>();
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if (!radioComponent.CanReceive(senderRadio)) return;
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modifiedMessage = ChatMessage.ApplyDistanceEffect(radio, senderRadio.Item, message, senderRadio.Range);
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//too far to hear the msg -> don't send
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if (string.IsNullOrWhiteSpace(modifiedMessage)) continue;
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}
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break;
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case ChatMessageType.Dead:
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if (client.Character != null && !client.Character.IsDead) return;
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break;
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}
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var chatMsg = ChatMessage.Create(
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senderName,
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modifiedMessage,
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(ChatMessageType)type,
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senderCharacter);
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chatMsg.NetStateID = client.chatMsgQueue.Count > 0 ?
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client.chatMsgQueue.Last().NetStateID + 1 :
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client.lastRecvChatMsgID+1;
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client.chatMsgQueue.Add(chatMsg);
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}
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AddChatMessage(message, (ChatMessageType)type, senderName);
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}
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public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
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@@ -195,7 +195,14 @@ namespace Barotrauma.Networking
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if (string.IsNullOrWhiteSpace(message)) return false;
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SendChatMessage(message);
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if (this == GameMain.Server)
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{
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GameMain.Server.SendChatMessage(message, null, null);
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}
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else if (this == GameMain.Client)
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{
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GameMain.Client.SendChatMessage(message);
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}
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if (textBox == chatMsgBox) textBox.Deselect();
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@@ -209,33 +216,12 @@ namespace Barotrauma.Networking
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public void AddChatMessage(ChatMessage message)
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{
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if (message.Type == ChatMessageType.Radio &&
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Character.Controlled != null &&
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message.Sender != null && message.Sender != myCharacter)
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{
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var radio = message.Sender.Inventory.Items.First(i => i != null && i.GetComponent<WifiComponent>() != null);
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if (radio == null) return;
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message.Sender.ShowSpeechBubble(2.0f, ChatMessage.MessageColor[(int)ChatMessageType.Radio]);
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var radioComponent = radio.GetComponent<WifiComponent>();
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radioComponent.Transmit(message.TextWithSender);
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return;
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}
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GameServer.Log(message.TextWithSender, message.Color);
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string displayedText = message.Text;
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if (message.Sender != null)
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{
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if (message.Type == ChatMessageType.Default && Character.Controlled != null)
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{
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displayedText = message.ApplyDistanceEffect(Character.Controlled);
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if (string.IsNullOrWhiteSpace(displayedText)) return;
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}
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message.Sender.ShowSpeechBubble(2.0f, ChatMessage.MessageColor[(int)ChatMessageType.Default]);
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}
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@@ -279,8 +265,6 @@ namespace Barotrauma.Networking
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GUI.PlayUISound(soundType);
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}
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public virtual void SendChatMessage(string message, ChatMessageType? type = null) { }
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public virtual void KickPlayer(string kickedName, bool ban, bool range = false) { }
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public virtual void AddToGUIUpdateList()
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Reference in New Issue
Block a user