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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/* Copyright (c) 2010 Michael Lidgren
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software
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and associated documentation files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom
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the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or
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substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
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PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
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LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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using System;
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using System.Net;
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#if !__NOIPENDPOINT__
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using NetEndPoint = System.Net.IPEndPoint;
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#endif
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namespace Lidgren.Network
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{
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/// <summary>
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/// Specialized version of NetPeer used for a "client" connection. It does not accept any incoming connections and maintains a ServerConnection property
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/// </summary>
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public class NetClient : NetPeer
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{
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/// <summary>
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/// Gets the connection to the server, if any
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/// </summary>
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public NetConnection ServerConnection
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{
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get
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{
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NetConnection retval = null;
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if (m_connections.Count > 0)
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{
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try
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{
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retval = m_connections[0];
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}
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catch
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{
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// preempted!
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return null;
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}
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}
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return retval;
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}
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}
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/// <summary>
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/// Gets the connection status of the server connection (or NetConnectionStatus.Disconnected if no connection)
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/// </summary>
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public NetConnectionStatus ConnectionStatus
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{
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get
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{
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var conn = ServerConnection;
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if (conn == null)
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return NetConnectionStatus.Disconnected;
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return conn.Status;
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}
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}
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/// <summary>
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/// NetClient constructor
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/// </summary>
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/// <param name="config"></param>
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public NetClient(NetPeerConfiguration config)
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: base(config)
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{
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config.AcceptIncomingConnections = false;
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}
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/// <summary>
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/// Connect to a remote server
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/// </summary>
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/// <param name="remoteEndPoint">The remote endpoint to connect to</param>
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/// <param name="hailMessage">The hail message to pass</param>
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/// <returns>server connection, or null if already connected</returns>
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public override NetConnection Connect(NetEndPoint remoteEndPoint, NetOutgoingMessage hailMessage)
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{
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lock (m_connections)
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{
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if (m_connections.Count > 0)
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{
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LogWarning("Connect attempt failed; Already connected");
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return null;
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}
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}
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lock (m_handshakes)
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{
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if (m_handshakes.Count > 0)
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{
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LogWarning("Connect attempt failed; Handshake already in progress");
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return null;
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}
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}
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return base.Connect(remoteEndPoint, hailMessage);
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}
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/// <summary>
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/// Disconnect from server
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/// </summary>
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/// <param name="byeMessage">reason for disconnect</param>
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public void Disconnect(string byeMessage)
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{
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NetConnection serverConnection = ServerConnection;
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if (serverConnection == null)
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{
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lock (m_handshakes)
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{
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if (m_handshakes.Count > 0)
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{
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LogVerbose("Aborting connection attempt");
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foreach(var hs in m_handshakes)
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hs.Value.Disconnect(byeMessage);
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return;
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}
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}
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LogWarning("Disconnect requested when not connected!");
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return;
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}
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serverConnection.Disconnect(byeMessage);
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}
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/// <summary>
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/// Sends message to server
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/// </summary>
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public NetSendResult SendMessage(NetOutgoingMessage msg, NetDeliveryMethod method)
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{
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NetConnection serverConnection = ServerConnection;
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if (serverConnection == null)
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{
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LogWarning("Cannot send message, no server connection!");
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return NetSendResult.FailedNotConnected;
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}
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return serverConnection.SendMessage(msg, method, 0);
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}
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/// <summary>
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/// Sends message to server
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/// </summary>
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public NetSendResult SendMessage(NetOutgoingMessage msg, NetDeliveryMethod method, int sequenceChannel)
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{
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NetConnection serverConnection = ServerConnection;
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if (serverConnection == null)
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{
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LogWarning("Cannot send message, no server connection!");
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Recycle(msg);
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return NetSendResult.FailedNotConnected;
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}
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return serverConnection.SendMessage(msg, method, sequenceChannel);
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}
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/// <summary>
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/// Returns a string that represents this object
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/// </summary>
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public override string ToString()
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{
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return "[NetClient " + ServerConnection + "]";
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}
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}
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}
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