The server can start the game
This commit is contained in:
@@ -637,20 +637,6 @@ namespace Barotrauma
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if (!(c.AIController is EnemyAIController)) continue;
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c.AddDamage(CauseOfDeath.Damage, 10000.0f, null);
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}
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break;
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case "sendrandomdata":
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int messageCount = 1;
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if (commands.Length > 1) int.TryParse(commands[1], out messageCount);
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for (int i = 0; i < messageCount; i++)
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{
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if (GameMain.Server != null)
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{
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GameMain.Server.SendRandomData();
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}
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}
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break;
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case "netstats":
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if (GameMain.Server == null) return;
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@@ -513,12 +513,87 @@ namespace Barotrauma.Networking
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case ServerPacketHeader.UPDATE_LOBBY:
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ReadLobbyUpdate(inc);
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break;
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case ServerPacketHeader.QUERY_STARTGAME:
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string subName = inc.ReadString();
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string subHash = inc.ReadString();
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string shuttleName = inc.ReadString();
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string shuttleHash = inc.ReadString();
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NetOutgoingMessage readyToStartMsg = client.CreateMessage();
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readyToStartMsg.Write((byte)ClientPacketHeader.RESPONSE_STARTGAME);
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readyToStartMsg.Write(
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GameMain.NetLobbyScreen.TrySelectSub(subName, subHash, GameMain.NetLobbyScreen.SubList) &&
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GameMain.NetLobbyScreen.TrySelectSub(shuttleName, shuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox));
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client.SendMessage(readyToStartMsg, NetDeliveryMethod.ReliableUnordered);
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break;
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case ServerPacketHeader.STARTGAME:
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startGameCoroutine = GameMain.ShowLoading(StartGame(inc), false);
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break;
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}
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break;
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}
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}
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}
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private IEnumerable<object> StartGame(NetIncomingMessage inc)
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{
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if (Character != null) Character.Remove();
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endVoteTickBox.Selected = false;
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int seed = inc.ReadInt32();
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string levelSeed = inc.ReadString();
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int missionTypeIndex = inc.ReadByte();
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string subName = inc.ReadString();
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string subHash = inc.ReadString();
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string shuttleName = inc.ReadString();
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string shuttleHash = inc.ReadString();
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string modeName = inc.ReadString();
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bool respawnAllowed = inc.ReadBoolean();
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GameModePreset gameMode = GameModePreset.list.Find(gm => gm.Name == modeName);
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if (gameMode == null)
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{
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DebugConsole.ThrowError("Game mode ''" + modeName + "'' not found!");
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yield return CoroutineStatus.Success;
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}
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if (!GameMain.NetLobbyScreen.TrySelectSub(subName, subHash, GameMain.NetLobbyScreen.SubList))
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{
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yield return CoroutineStatus.Success;
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}
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if (!GameMain.NetLobbyScreen.TrySelectSub(shuttleName, shuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox))
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{
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yield return CoroutineStatus.Success;
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}
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Rand.SetSyncedSeed(seed);
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GameMain.GameSession = new GameSession(GameMain.NetLobbyScreen.SelectedSub, "", gameMode, Mission.MissionTypes[missionTypeIndex]);
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GameMain.GameSession.StartShift(levelSeed);
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if (respawnAllowed) respawnManager = new RespawnManager(this, GameMain.NetLobbyScreen.SelectedShuttle);
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gameStarted = true;
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endVoteTickBox.Visible = Voting.AllowEndVoting && myCharacter != null;
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GameMain.GameScreen.Select();
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yield return CoroutineStatus.Success;
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}
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private void ReadLobbyUpdate(NetIncomingMessage inc)
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{
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ServerNetObject objHeader;
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@@ -368,29 +368,7 @@ namespace Barotrauma.Networking
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switch (inc.MessageType)
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{
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case NetIncomingMessageType.Data:
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if (banList.IsBanned(inc.SenderEndPoint.Address.ToString()))
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{
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KickClient(inc.SenderConnection,true);
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}
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else
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{
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ClientPacketHeader header = (ClientPacketHeader)inc.ReadByte();
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switch (header)
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{
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case ClientPacketHeader.REQUEST_AUTH:
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ClientAuthRequest(inc.SenderConnection);
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break;
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case ClientPacketHeader.REQUEST_INIT:
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ClientInitRequest(inc);
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break;
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case ClientPacketHeader.UPDATE_LOBBY:
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ClientReadLobby(inc);
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break;
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case ClientPacketHeader.UPDATE_INGAME:
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//TODO
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break;
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}
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}
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ReadDataMessage(inc);
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break;
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case NetIncomingMessageType.StatusChanged:
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switch (inc.SenderConnection.Status)
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@@ -426,9 +404,9 @@ namespace Barotrauma.Networking
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}
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}
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break;
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}
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}
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}
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catch (Exception e)
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{
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#if DEBUG
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@@ -498,6 +476,40 @@ namespace Barotrauma.Networking
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refreshMasterTimer = DateTime.Now + refreshMasterInterval;
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}
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private void ReadDataMessage(NetIncomingMessage inc)
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{
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if (banList.IsBanned(inc.SenderEndPoint.Address.ToString()))
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{
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KickClient(inc.SenderConnection, true);
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return;
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}
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ClientPacketHeader header = (ClientPacketHeader)inc.ReadByte();
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switch (header)
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{
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case ClientPacketHeader.REQUEST_AUTH:
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ClientAuthRequest(inc.SenderConnection);
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break;
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case ClientPacketHeader.REQUEST_INIT:
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ClientInitRequest(inc);
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break;
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case ClientPacketHeader.RESPONSE_STARTGAME:
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var connectedClient = connectedClients.Find(c => c.Connection == inc.SenderConnection);
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if (connectedClient != null)
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{
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connectedClient.ReadyToStart = inc.ReadBoolean();
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}
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break;
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case ClientPacketHeader.UPDATE_LOBBY:
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ClientReadLobby(inc);
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break;
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case ClientPacketHeader.UPDATE_INGAME:
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//TODO
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break;
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}
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}
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private void SparseUpdate()
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{
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//if (gameStarted)
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@@ -703,11 +715,117 @@ namespace Barotrauma.Networking
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return false;
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}
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//CoroutineManager.StartCoroutine(WaitForPlayersReady(selectedSub, selectedShuttle, selectedMode), "WaitForPlayersReady");
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CoroutineManager.StartCoroutine(InitiateStartGame(selectedSub, selectedShuttle, selectedMode), "InitiateStartGame");
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return true;
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}
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private IEnumerable<object> InitiateStartGame(Submarine selectedSub, Submarine selectedShuttle, GameModePreset selectedMode)
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{
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GameMain.NetLobbyScreen.StartButton.Enabled = false;
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NetOutgoingMessage msg = server.CreateMessage();
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msg.Write((byte)ServerPacketHeader.QUERY_STARTGAME);
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msg.Write(selectedSub.Name);
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msg.Write(selectedSub.MD5Hash.Hash);
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msg.Write(selectedShuttle.Name);
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msg.Write(selectedShuttle.MD5Hash.Hash);
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connectedClients.ForEach(c => c.ReadyToStart = false);
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server.SendMessage(msg, connectedClients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
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//give the clients a few seconds to request missing sub/shuttle files before starting the round
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float waitForResponseTimer = 3.0f;
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while (connectedClients.Any(c => !c.ReadyToStart) && waitForResponseTimer > 0.0f)
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{
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waitForResponseTimer -= CoroutineManager.UnscaledDeltaTime;
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yield return CoroutineStatus.Running;
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}
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//todo: wait until file transfers are finished/cancelled
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GameMain.ShowLoading(StartGame(selectedSub, selectedShuttle, selectedMode), false);
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yield return CoroutineStatus.Success;
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}
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private IEnumerable<object> StartGame(Submarine selectedSub, Submarine selectedShuttle, GameModePreset selectedMode)
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{
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Item.Spawner.Clear();
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Item.Remover.Clear();
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GameMain.NetLobbyScreen.StartButton.Enabled = false;
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GUIMessageBox.CloseAll();
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//AssignJobs(connectedClients);
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roundStartSeed = DateTime.Now.Millisecond;
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Rand.SetSyncedSeed(roundStartSeed);
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GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, Mission.MissionTypes[GameMain.NetLobbyScreen.MissionTypeIndex]);
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GameMain.GameSession.StartShift(GameMain.NetLobbyScreen.LevelSeed);
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GameServer.Log("Starting a new round...", Color.Cyan);
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GameServer.Log("Submarine: " + selectedSub.Name, Color.Cyan);
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GameServer.Log("Game mode: " + selectedMode.Name, Color.Cyan);
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GameServer.Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, Color.Cyan);
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if (AllowRespawn) respawnManager = new RespawnManager(this, selectedShuttle);
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var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);
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server.SendMessage(startMessage, connectedClients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
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yield return CoroutineStatus.Running;
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//UpdateCrewFrame();
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//TraitorManager = null;
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//if (TraitorsEnabled == YesNoMaybe.Yes ||
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// (TraitorsEnabled == YesNoMaybe.Maybe && Rand.Range(0.0f, 1.0f) < 0.5f))
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//{
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// TraitorManager = new TraitorManager(this);
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//}
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GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
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GameMain.GameScreen.Select();
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AddChatMessage("Press TAB to chat. Use ''r;'' to talk through the radio.", ChatMessageType.Server);
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GameMain.NetLobbyScreen.StartButton.Enabled = true;
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gameStarted = true;
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yield return CoroutineStatus.Success;
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}
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private NetOutgoingMessage CreateStartMessage(int seed, Submarine selectedSub, GameModePreset selectedMode)
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{
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NetOutgoingMessage msg = server.CreateMessage();
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msg.Write((byte)ServerPacketHeader.STARTGAME);
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msg.Write(seed);
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msg.Write(GameMain.NetLobbyScreen.LevelSeed);
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msg.Write((byte)GameMain.NetLobbyScreen.MissionTypeIndex);
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msg.Write(selectedSub.Name);
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msg.Write(selectedSub.MD5Hash.Hash);
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msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.Name);
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msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.Hash);
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msg.Write(selectedMode.Name);
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msg.Write(AllowRespawn);
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return msg;
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}
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public void EndGame()
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{
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if (!gameStarted) return;
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@@ -1135,15 +1253,6 @@ namespace Barotrauma.Networking
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GameMain.Server.log.WriteLine(line, color);
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}
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/// <summary>
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/// sends some random data to the clients
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/// use for debugging purposes
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/// </summary>
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public void SendRandomData()
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{
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//NO DON'T DO THIS WHY
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}
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public override void Disconnect()
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{
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banList.Save();
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@@ -11,27 +11,32 @@ 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 while alive
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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 while alive
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RESPONSE_STARTGAME //tell the server whether you're ready to start
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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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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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ITEM_INTERACTION
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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 while alive (character input and chat messages)
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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 while alive (character input and chat messages)
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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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}
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enum ServerNetObject
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{
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Reference in New Issue
Block a user