Unstable 0.1500.0.0
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@@ -1,12 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Barotrauma.IO;
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using System.IO.Pipes;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using Microsoft.Win32.SafeHandles;
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using System.IO.Pipes;
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namespace Barotrauma.Networking
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{
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@@ -2354,6 +2354,8 @@ namespace Barotrauma.Networking
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characterData.ApplyHealthData(spawnedCharacter);
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characterData.ApplyOrderData(spawnedCharacter);
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spawnedCharacter.GiveIdCardTags(mainSubWaypoints[i]);
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spawnedCharacter.LoadTalents();
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characterData.HasSpawned = true;
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}
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spawnedCharacter.OwnerClientEndPoint = teamClients[i].Connection.EndPointString;
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@@ -2366,6 +2368,8 @@ namespace Barotrauma.Networking
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spawnedCharacter.TeamID = teamID;
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spawnedCharacter.GiveJobItems(mainSubWaypoints[i]);
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spawnedCharacter.GiveIdCardTags(mainSubWaypoints[i]);
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// talents are only avilable for players in online sessions, but modders or someone else might want to have them loaded anyway
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spawnedCharacter.LoadTalents();
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}
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}
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@@ -2431,6 +2435,7 @@ namespace Barotrauma.Networking
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roundStartTime = DateTime.Now;
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startGameCoroutine = null;
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yield return CoroutineStatus.Success;
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}
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@@ -2619,8 +2624,8 @@ namespace Barotrauma.Networking
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}
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}
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Submarine.Unload();
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entityEventManager.Clear();
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Submarine.Unload();
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GameMain.NetLobbyScreen.Select();
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Log("Round ended.", ServerLog.MessageType.ServerMessage);
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@@ -3145,28 +3150,19 @@ namespace Barotrauma.Networking
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public void SendOrderChatMessage(OrderChatMessage message)
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{
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if (message.Sender == null || message.Sender.SpeechImpediment >= 100.0f) { return; }
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//ChatMessageType messageType = ChatMessage.CanUseRadio(message.Sender) ? ChatMessageType.Radio : ChatMessageType.Default;
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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.Text;
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if (message.Sender != null &&
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client.Character != null && !client.Character.IsDead)
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if (message.Sender != null && client.Character != null && !client.Character.IsDead)
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{
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//too far to hear the msg -> don't send
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if (!client.Character.CanHearCharacter(message.Sender)) { continue; }
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}
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SendDirectChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.OrderPriority, message.TargetEntity, message.TargetCharacter, message.Sender), client);
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}
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string myReceivedMessage = message.Text;
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if (!string.IsNullOrWhiteSpace(myReceivedMessage))
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if (!string.IsNullOrWhiteSpace(message.Text))
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{
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AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.OrderPriority, myReceivedMessage, message.TargetEntity, message.TargetCharacter, message.Sender));
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AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.OrderPriority, message.Text, message.TargetEntity, message.TargetCharacter, message.Sender));
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}
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}
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+4
-4
@@ -44,11 +44,11 @@ namespace Barotrauma.Networking
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class ServerEntityEventManager : NetEntityEventManager
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{
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private List<ServerEntityEvent> events;
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private readonly List<ServerEntityEvent> events;
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//list of unique events (i.e. !IsDuplicate) created during the round
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//used for syncing clients who join mid-round
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private List<ServerEntityEvent> uniqueEvents;
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private readonly List<ServerEntityEvent> uniqueEvents;
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private UInt16 lastSentToAll;
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private UInt16 lastSentToAnyone;
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@@ -90,11 +90,11 @@ namespace Barotrauma.Networking
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}
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}
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private List<BufferedEvent> bufferedEvents;
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private readonly List<BufferedEvent> bufferedEvents;
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private UInt16 ID;
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private GameServer server;
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private readonly GameServer server;
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private double lastEventCountHighWarning;
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@@ -284,6 +284,8 @@ namespace Barotrauma.Networking
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partial void RespawnCharactersProjSpecific(Vector2? shuttlePos)
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{
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respawnedCharacters.Clear();
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var respawnSub = RespawnShuttle ?? Submarine.MainSub;
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MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
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@@ -300,7 +302,7 @@ namespace Barotrauma.Networking
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if (matchingData != null && !matchingData.HasSpawned)
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{
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c.CharacterInfo = matchingData.CharacterInfo;
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}
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}
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//all characters are in Team 1 in game modes/missions with only one team.
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//if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked
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@@ -355,8 +357,21 @@ namespace Barotrauma.Networking
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characterInfos[i].ClearCurrentOrders();
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var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, characterInfos[i].Name, isRemotePlayer: !bot, hasAi: bot);
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bool forceSpawnInMainSub = false;
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if (!bot && campaign != null)
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{
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var matchingData = campaign?.GetClientCharacterData(clients[i]);
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if (matchingData != null && !matchingData.HasSpawned)
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{
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forceSpawnInMainSub = true;
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}
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}
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var character = Character.Create(characterInfos[i], (forceSpawnInMainSub ? mainSubSpawnPoints[i] : shuttleSpawnPoints[i]).WorldPosition, characterInfos[i].Name, isRemotePlayer: !bot, hasAi: bot);
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character.TeamID = CharacterTeamType.Team1;
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character.LoadTalents();
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respawnedCharacters.Add(character);
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if (bot)
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{
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