Clients and server limit the number of chat messages included in a message if their byte size exceeds the MTU
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@@ -859,14 +859,7 @@ namespace Barotrauma.Networking
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outmsg.Write((byte)ServerNetObject.SYNC_IDS);
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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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c.chatMsgQueue.RemoveAll(cMsg => !NetIdUtils.IdMoreRecent(cMsg.NetStateID, c.lastRecvChatMsgID));
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for (int i = 0; i < c.chatMsgQueue.Count && i < ChatMessage.MaxMessagesPerPacket; i++)
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{
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c.chatMsgQueue[i].ServerWrite(outmsg, c);
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}
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//don't send position updates to characters who are still midround syncing
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//characters or items spawned mid-round don't necessarily exist at the client's end yet
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if (!c.NeedsMidRoundSync)
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@@ -909,6 +902,8 @@ namespace Barotrauma.Networking
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}
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entityEventManager.Write(c, outmsg);
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WriteChatMessages(outmsg, c);
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outmsg.Write((byte)ServerNetObject.END_OF_MESSAGE);
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@@ -978,15 +973,10 @@ namespace Barotrauma.Networking
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outmsg.Write(false);
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outmsg.WritePadBits();
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}
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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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c.chatMsgQueue.RemoveAll(cMsg => !NetIdUtils.IdMoreRecent(cMsg.NetStateID, c.lastRecvChatMsgID));
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for (int i = 0; i < c.chatMsgQueue.Count && i < ChatMessage.MaxMessagesPerPacket; i++)
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{
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c.chatMsgQueue[i].ServerWrite(outmsg, c);
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}
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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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WriteChatMessages(outmsg, c);
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outmsg.Write((byte)ServerNetObject.END_OF_MESSAGE);
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@@ -1013,6 +1003,20 @@ namespace Barotrauma.Networking
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}
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}
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private void WriteChatMessages(NetOutgoingMessage outmsg, Client c)
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{
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c.chatMsgQueue.RemoveAll(cMsg => !NetIdUtils.IdMoreRecent(cMsg.NetStateID, c.lastRecvChatMsgID));
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for (int i = 0; i < c.chatMsgQueue.Count && i < ChatMessage.MaxMessagesPerPacket; i++)
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{
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if (outmsg.LengthBytes + c.chatMsgQueue[i].EstimateLengthBytesServer(c) > config.MaximumTransmissionUnit - 5)
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{
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//not enough room in this packet
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return;
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}
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c.chatMsgQueue[i].ServerWrite(outmsg, c);
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}
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}
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public bool StartGameClicked(GUIButton button, object obj)
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{
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Submarine selectedSub = null;
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