Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
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using System;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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using Lidgren.Network;
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using Barotrauma.Items.Components;
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namespace Barotrauma.Networking
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{
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enum ClientPacketHeader
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{
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REQUEST_AUTH, //ask the server if a password is needed, if so we'll get nonce for encryption
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REQUEST_INIT, //ask the server to give you initialization
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UPDATE_LOBBY, //update state in lobby
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UPDATE_INGAME, //update state ingame
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FILE_REQUEST, //request a (submarine) file from the server
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RESPONSE_STARTGAME, //tell the server whether you're ready to start
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SERVER_COMMAND //tell the server to end a round or kick/ban someone (special permissions required)
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}
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enum ClientNetObject
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{
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END_OF_MESSAGE, //self-explanatory
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SYNC_IDS, //ids of the last changes the client knows about
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CHAT_MESSAGE, //also self-explanatory
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VOTE, //you get the idea
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CHARACTER_INPUT,
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ENTITY_STATE
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}
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enum ServerPacketHeader
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{
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AUTH_RESPONSE, //tell the player if they require a password to log in
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AUTH_FAILURE, //the server won't authorize player yet, however connection is still alive
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UPDATE_LOBBY, //update state in lobby (votes and chat messages)
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UPDATE_INGAME, //update state ingame (character input and chat messages)
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PERMISSIONS, //tell the client which special permissions they have (if any)
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FILE_TRANSFER,
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QUERY_STARTGAME, //ask the clients whether they're ready to start
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STARTGAME, //start a new round
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ENDGAME
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}
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enum ServerNetObject
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{
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END_OF_MESSAGE,
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SYNC_IDS,
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CHAT_MESSAGE,
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VOTE,
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ENTITY_POSITION,
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ENTITY_EVENT,
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ENTITY_EVENT_INITIAL
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}
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enum VoteType
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{
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Unknown,
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Sub,
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Mode,
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EndRound,
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Kick
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}
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abstract partial class NetworkMember
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{
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#if DEBUG
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public Dictionary<string, long> messageCount = new Dictionary<string, long>();
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#endif
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public NetPeer netPeer
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{
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get;
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protected set;
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}
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protected string name;
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protected TimeSpan updateInterval;
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protected DateTime updateTimer;
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public int EndVoteCount, EndVoteMax;
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//private GUITextBlock endVoteText;
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public int Port;
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protected bool gameStarted;
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public Dictionary<string, bool> monsterEnabled;
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protected RespawnManager respawnManager;
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public Voting Voting;
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public string Name
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{
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get { return name; }
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set
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{
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if (string.IsNullOrEmpty(name)) return;
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name = value;
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}
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}
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public bool GameStarted
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{
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get { return gameStarted; }
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}
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public virtual List<Client> ConnectedClients
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{
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get { return null; }
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}
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public NetworkMember()
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{
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InitProjSpecific();
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Voting = new Voting();
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}
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public bool CanUseRadio(Character sender)
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{
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if (sender == null) return false;
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var radio = sender.Inventory.Items.FirstOrDefault(i => i != null && i.GetComponent<WifiComponent>() != null);
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if (radio == null || !sender.HasEquippedItem(radio)) return false;
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var radioComponent = radio.GetComponent<WifiComponent>();
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if (radioComponent == null) return false;
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return radioComponent.HasRequiredContainedItems(false);
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}
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public void AddChatMessage(string message, ChatMessageType type, string senderName="", Character senderCharacter = null)
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{
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AddChatMessage(ChatMessage.Create(senderName, message, type, senderCharacter));
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}
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public void AddChatMessage(ChatMessage message)
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{
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GameServer.Log(message.TextWithSender, ServerLog.MessageType.Chat);
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string displayedText = message.Text;
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if (message.Sender != null && !message.Sender.IsDead)
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{
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message.Sender.ShowSpeechBubble(2.0f, ChatMessage.MessageColor[(int)message.Type]);
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}
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#if CLIENT
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GameMain.NetLobbyScreen.NewChatMessage(message);
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while (chatBox.CountChildren > 20)
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{
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chatBox.RemoveChild(chatBox.children[1]);
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}
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if (!string.IsNullOrWhiteSpace(message.SenderName))
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{
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displayedText = message.SenderName + ": " + displayedText;
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}
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GUITextBlock msg = new GUITextBlock(new Rectangle(0, 0, chatBox.Rect.Width - 40, 0), displayedText,
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((chatBox.CountChildren % 2) == 0) ? Color.Transparent : Color.Black * 0.1f, message.Color,
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Alignment.Left, Alignment.TopLeft, "", null, true, GUI.SmallFont);
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msg.UserData = message.SenderName;
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msg.Padding = new Vector4(20.0f, 0, 0, 0);
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float prevSize = chatBox.BarSize;
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msg.Padding = new Vector4(20, 0, 0, 0);
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chatBox.AddChild(msg);
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if ((prevSize == 1.0f && chatBox.BarScroll == 0.0f) || (prevSize < 1.0f && chatBox.BarScroll == 1.0f)) chatBox.BarScroll = 1.0f;
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GUISoundType soundType = GUISoundType.Message;
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if (message.Type == ChatMessageType.Radio)
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{
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soundType = GUISoundType.RadioMessage;
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}
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else if (message.Type == ChatMessageType.Dead)
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{
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soundType = GUISoundType.DeadMessage;
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}
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GUI.PlayUISound(soundType);
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#endif
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}
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public virtual void KickPlayer(string kickedName, bool ban, bool range = false) { }
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public virtual void Update(float deltaTime)
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{
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#if CLIENT
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if (gameStarted && Screen.Selected == GameMain.GameScreen)
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{
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chatMsgBox.Visible = Character.Controlled == null || Character.Controlled.CanSpeak;
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inGameHUD.Update(deltaTime);
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GameMain.GameSession.CrewManager.Update(deltaTime);
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if (Character.Controlled == null || Character.Controlled.IsDead)
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{
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GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
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GameMain.LightManager.LosEnabled = false;
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}
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}
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if (PlayerInput.KeyHit(InputType.Chat) && chatMsgBox.Visible)
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{
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if (chatMsgBox.Selected)
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{
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chatMsgBox.Text = "";
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chatMsgBox.Deselect();
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}
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else
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{
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chatMsgBox.Select();
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}
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}
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#endif
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}
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public virtual void Disconnect() { }
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}
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}
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