Removed more networking code
This commit is contained in:
@@ -340,126 +340,7 @@ namespace Barotrauma.Networking
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//TODO: read message data
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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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//int gameModeIndex = inc.ReadInt32();
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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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//myCharacter = ReadCharacterData(inc);
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//Character.Controlled = myCharacter;
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List<Character> crew = new List<Character>();
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byte characterCount = inc.ReadByte();
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for (int i = 0; i < characterCount; i++)
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{
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ReadCharacterData(inc);
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}
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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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AddChatMessage("Press TAB to chat. Use ''r;'' to talk through the radio.", ChatMessageType.Server);
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//GameMain.GameSession.CrewManager.CreateCrewFrame(crew);
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yield return CoroutineStatus.Success;
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}
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public IEnumerable<object> EndGame(string endMessage)
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{
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if (!gameStarted) yield return CoroutineStatus.Success;
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if (GameMain.GameSession != null) GameMain.GameSession.gameMode.End(endMessage);
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//var messageBox = new GUIMessageBox("The round has ended", endMessage, 400, 300);
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gameStarted = false;
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Character.Controlled = null;
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GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
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GameMain.LightManager.LosEnabled = false;
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respawnManager = null;
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float endPreviewLength = 10.0f;
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if (Screen.Selected == GameMain.GameScreen)
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{
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var cinematic = new TransitionCinematic(Submarine.MainSub, GameMain.GameScreen.Cam, endPreviewLength);
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float secondsLeft = endPreviewLength;
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do
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{
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secondsLeft -= CoroutineManager.UnscaledDeltaTime;
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yield return CoroutineStatus.Running;
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} while (secondsLeft > 0.0f);
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}
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Submarine.Unload();
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GameMain.NetLobbyScreen.Select();
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myCharacter = null;
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foreach (Client c in otherClients)
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{
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c.Character = null;
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}
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yield return CoroutineStatus.Success;
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}
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public bool HasPermission(ClientPermissions permission)
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{
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return false;// permissions.HasFlag(permission);
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@@ -556,41 +437,13 @@ namespace Barotrauma.Networking
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if (votedClient == null) return false;
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Vote(VoteType.Kick, votedClient);
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//Vote(VoteType.Kick, votedClient);
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button.Enabled = false;
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return true;
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}
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public void Vote(VoteType voteType, object userData)
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{
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NetOutgoingMessage msg = client.CreateMessage();
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msg.Write((byte)voteType);
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switch (voteType)
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{
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case VoteType.Sub:
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msg.Write(((Submarine)userData).Name);
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break;
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case VoteType.Mode:
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msg.Write(((GameModePreset)userData).Name);
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break;
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case VoteType.EndRound:
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msg.Write((bool)userData);
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break;
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case VoteType.Kick:
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Client votedClient = userData as Client;
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if (votedClient == null) return;
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msg.Write(votedClient.ID);
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break;
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}
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client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
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}
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public bool SpectateClicked(GUIButton button, object userData)
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{
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NetOutgoingMessage msg = client.CreateMessage();
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@@ -613,129 +466,11 @@ namespace Barotrauma.Networking
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return false;
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}
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Vote(VoteType.EndRound, tickBox.Selected);
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//Vote(VoteType.EndRound, tickBox.Selected);
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return false;
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}
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public void SendCharacterData()
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{
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if (characterInfo == null) return;
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NetOutgoingMessage msg = client.CreateMessage();
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msg.Write(characterInfo.Name);
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msg.Write(characterInfo.Gender == Gender.Male);
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msg.Write((byte)characterInfo.HeadSpriteId);
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var jobPreferences = GameMain.NetLobbyScreen.JobPreferences;
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int count = Math.Min(jobPreferences.Count, 3);
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msg.Write((byte)count);
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for (int i = 0; i < count; i++ )
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{
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msg.Write(jobPreferences[i].Name);
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}
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client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
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}
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public Character ReadCharacterData(NetIncomingMessage inc)
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{
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bool noInfo = inc.ReadBoolean();
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ushort id = inc.ReadUInt16();
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string configPath = inc.ReadString();
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Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
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bool enabled = inc.ReadBoolean();
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Character character = null;
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if (noInfo)
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{
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var existingEntity = Entity.FindEntityByID(id);
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if (existingEntity is AICharacter && existingEntity.ID == id)
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{
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return (Character)existingEntity;
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}
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character = Character.Create(configPath, position, null, true);
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character.ID = id;
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}
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else
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{
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bool hasOwner = inc.ReadBoolean();
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int ownerId = -1;
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if (hasOwner)
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{
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ownerId = inc.ReadByte();
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}
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string newName = inc.ReadString();
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bool hasAi = inc.ReadBoolean();
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bool isFemale = inc.ReadBoolean();
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int headSpriteID = inc.ReadByte();
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string jobName = inc.ReadString();
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JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
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CharacterInfo ch = new CharacterInfo(configPath, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
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ch.HeadSpriteId = headSpriteID;
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character = Character.Create(configPath, position, ch, ownerId != myID, hasAi);
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character.ID = id;
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if (configPath == Character.HumanConfigFile)
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{
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GameMain.GameSession.CrewManager.characters.Add(character);
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}
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if (ownerId == myID)
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{
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myCharacter = character;
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Character.Controlled = character;
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GameMain.LightManager.LosEnabled = true;
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if (endVoteTickBox != null) endVoteTickBox.Visible = Voting.AllowEndVoting;
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}
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else
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{
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var characterOwner = otherClients.Find(c => c.ID == ownerId);
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if (characterOwner != null) characterOwner.Character = character;
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}
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}
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character.Enabled = enabled;
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return character;
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}
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public override void SendChatMessage(string message, ChatMessageType? type = null)
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{
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if (client.ServerConnection == null) return;
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type = ChatMessageType.Default;
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if (Screen.Selected == GameMain.GameScreen && (myCharacter == null || myCharacter.IsDead))
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{
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type = ChatMessageType.Dead;
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}
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else
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{
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string command = ChatMessage.GetChatMessageCommand(message, out message).ToLowerInvariant();
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if (command=="r" || command=="radio" && CanUseRadio(Character.Controlled)) type = ChatMessageType.Radio;
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}
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var chatMessage = ChatMessage.Create(
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gameStarted && myCharacter != null ? myCharacter.Name : name,
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message, (ChatMessageType)type, gameStarted ? myCharacter : null);
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}
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/// <summary>
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/// sends some random data to the server (can be a networkevent or just something completely random)
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/// use for debugging purposes
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@@ -717,153 +717,6 @@ namespace Barotrauma.Networking
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return true;
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}
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public override void SendChatMessage(string message, ChatMessageType? type = null)
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{
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List<Client> recipients = new List<Client>();
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Client targetClient = null;
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if (type == null)
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{
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type = gameStarted && myCharacter != null ? ChatMessageType.Default : ChatMessageType.Server;
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}
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string command = ChatMessage.GetChatMessageCommand(message, out message).ToLowerInvariant();
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if (command=="dead" || command=="d")
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{
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type = ChatMessageType.Dead;
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}
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else if (command=="radio" || command=="r")
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{
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if (CanUseRadio(Character.Controlled)) type = ChatMessageType.Radio;
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}
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else if (command != "")
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{
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targetClient = connectedClients.Find(c =>
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command == c.name.ToLowerInvariant() ||
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(c.Character != null && command == c.Character.Name.ToLowerInvariant()));
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if (targetClient == null)
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{
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AddChatMessage("Player ''" + command + "'' not found!", ChatMessageType.Error);
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return;
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}
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}
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if (targetClient != null)
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{
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recipients.Add(targetClient);
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}
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else
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{
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foreach (Client c in connectedClients)
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{
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if (type != ChatMessageType.Dead || (c.Character == null || c.Character.IsDead)) recipients.Add(c);
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}
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}
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var chatMessage = ChatMessage.Create(
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gameStarted && myCharacter != null ? myCharacter.Name : name,
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message, (ChatMessageType)type, gameStarted ? myCharacter : null);
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AddChatMessage(chatMessage);
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if (!server.Connections.Any()) return;
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SendChatMessage(chatMessage, recipients);
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}
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public void SendChatMessage(ChatMessage chatMessage, Client recipient)
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{
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}
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public void SendChatMessage(ChatMessage chatMessage, List<Client> recipients)
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{
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}
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private void ReadCharacterData(NetIncomingMessage message)
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{
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Client sender = connectedClients.Find(c => c.Connection == message.SenderConnection);
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if (sender == null) return;
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string name = "";
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Gender gender = Gender.Male;
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int headSpriteId = 0;
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try
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{
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name = message.ReadString();
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gender = message.ReadBoolean() ? Gender.Male : Gender.Female;
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headSpriteId = message.ReadByte();
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}
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catch
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{
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name = "";
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gender = Gender.Male;
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headSpriteId = 0;
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}
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if (sender.characterInfo != null)
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{
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//clients can't change their character's name once it's been set
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name = sender.characterInfo.Name;
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}
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List<JobPrefab> jobPreferences = new List<JobPrefab>();
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int count = message.ReadByte();
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for (int i = 0; i < Math.Min(count, 3); i++)
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{
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string jobName = message.ReadString();
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JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
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if (jobPrefab != null) jobPreferences.Add(jobPrefab);
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}
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sender.characterInfo = new CharacterInfo(Character.HumanConfigFile, name, gender);
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sender.characterInfo.HeadSpriteId = headSpriteId;
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sender.jobPreferences = jobPreferences;
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}
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public void WriteCharacterData(NetOutgoingMessage msg, string name, Character c)
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{
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msg.Write(c.Info == null);
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msg.Write(c.ID);
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msg.Write(c.ConfigPath);
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msg.Write(c.WorldPosition.X);
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msg.Write(c.WorldPosition.Y);
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msg.Write(c.Enabled);
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if (c.Info != null)
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{
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Client client = connectedClients.Find(cl => cl.Character == c);
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if (client != null)
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{
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msg.Write(true);
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msg.Write(client.ID);
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}
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else if (myCharacter == c)
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{
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msg.Write(true);
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msg.Write((byte)0);
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}
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else
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{
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msg.Write(false);
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}
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msg.Write(name);
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msg.Write(c is AICharacter);
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msg.Write(c.Info.Gender == Gender.Female);
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msg.Write((byte)c.Info.HeadSpriteId);
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msg.Write(c.Info.Job == null ? "" : c.Info.Job.Name);
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}
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}
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public void AssignJobs(List<Client> unassigned)
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{
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@@ -288,7 +288,7 @@ namespace Barotrauma.Networking
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shuttleSteering.TargetVelocity = Vector2.Zero;
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server.SendChatMessage(ChatMessage.Create("", "Transportation shuttle dispatched", ChatMessageType.Server, null), server.ConnectedClients);
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//server.SendChatMessage(ChatMessage.Create("", "Transportation shuttle dispatched", ChatMessageType.Server, null), server.ConnectedClients);
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RespawnCharacters();
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@@ -718,7 +718,7 @@ namespace Barotrauma
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return false;
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}
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GameMain.Client.Vote(voteType, userData);
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//GameMain.Client.Vote(voteType, userData);
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return true;
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}
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@@ -1014,7 +1014,6 @@ namespace Barotrauma
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if (GameMain.NetworkMember.CharacterInfo == null) return true;
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GameMain.NetworkMember.CharacterInfo.HeadSpriteId += dir;
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if (GameMain.Client != null) GameMain.Client.SendCharacterData();
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UpdatePreviewPlayer(GameMain.NetworkMember.CharacterInfo);
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@@ -1025,7 +1024,6 @@ namespace Barotrauma
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{
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Gender gender = (Gender)obj;
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GameMain.NetworkMember.CharacterInfo.Gender = gender;
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if (GameMain.Client != null) GameMain.Client.SendCharacterData();
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UpdatePreviewPlayer(GameMain.NetworkMember.CharacterInfo);
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return true;
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@@ -1137,8 +1135,7 @@ namespace Barotrauma
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(listBox.children[i] as GUITextBlock).Text = (i+1) + ". " + (listBox.children[i].UserData as JobPrefab).Name;
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}
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if (GameMain.Client!=null) GameMain.Client.SendCharacterData();
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}
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public bool TrySelectSub(string subName, string md5Hash, GUIListBox subList)
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@@ -1201,128 +1198,6 @@ namespace Barotrauma
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return true;
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}
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public void WriteData(NetOutgoingMessage msg)
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{
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Submarine selectedSub = subList.SelectedData as Submarine;
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if (selectedSub==null)
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{
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msg.Write("");
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msg.Write("");
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}
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else
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{
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msg.Write(Path.GetFileName(selectedSub.Name));
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msg.Write(selectedSub.MD5Hash.Hash);
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}
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if (SelectedShuttle == null)
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{
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msg.Write("");
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msg.Write("");
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}
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else
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{
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msg.Write(Path.GetFileName(SelectedShuttle.Name));
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msg.Write(SelectedShuttle.MD5Hash.Hash);
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}
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msg.Write(ServerName);
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msg.Write(serverMessage.Text);
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msg.WriteRangedInteger(0, 2, (int)GameMain.Server.TraitorsEnabled);
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msg.WriteRangedInteger(0, Mission.MissionTypes.Count-1, MissionTypeIndex);
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msg.Write((byte)modeList.SelectedIndex);
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msg.Write(LevelSeed);
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msg.Write(GameMain.Server != null && GameMain.Server.AutoRestart);
|
||||
msg.Write(GameMain.Server == null ? 0.0f : GameMain.Server.AutoRestartTimer);
|
||||
|
||||
msg.Write((byte)(playerList.CountChildren));
|
||||
for (int i = 0; i < playerList.CountChildren; i++)
|
||||
{
|
||||
string clientName = playerList.children[i].UserData as string;
|
||||
msg.Write(clientName==null ? "" : clientName);
|
||||
}
|
||||
}
|
||||
|
||||
public void ReadData(NetIncomingMessage msg)
|
||||
{
|
||||
string subName = "", subHash = "";
|
||||
string shuttleName = "", shuttleHash = "";
|
||||
|
||||
int modeIndex = 0;
|
||||
//float durationScroll = 0.0f;
|
||||
string newSeed = "";
|
||||
|
||||
bool autoRestart = false;
|
||||
|
||||
float restartTimer = 0.0f;
|
||||
|
||||
YesNoMaybe traitorsEnabled;
|
||||
|
||||
try
|
||||
{
|
||||
subName = msg.ReadString();
|
||||
subHash = msg.ReadString();
|
||||
|
||||
shuttleName = msg.ReadString();
|
||||
shuttleHash = msg.ReadString();
|
||||
|
||||
ServerName = msg.ReadString();
|
||||
serverMessage.Text = msg.ReadString();
|
||||
|
||||
traitorsEnabled = (YesNoMaybe)msg.ReadRangedInteger(0, 2);
|
||||
|
||||
SetMissionType(msg.ReadRangedInteger(0, Mission.MissionTypes.Count - 1));
|
||||
|
||||
modeIndex = msg.ReadByte();
|
||||
|
||||
newSeed = msg.ReadString();
|
||||
|
||||
autoRestart = msg.ReadBoolean();
|
||||
restartTimer = msg.ReadFloat();
|
||||
|
||||
int playerCount = msg.ReadByte();
|
||||
|
||||
playerList.ClearChildren();
|
||||
for (int i = 0; i < playerCount; i++)
|
||||
{
|
||||
AddPlayer(msg.ReadString());
|
||||
}
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Failed to read lobby update message ("+e.Message+")");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(subName) && !GameMain.NetworkMember.Voting.AllowSubVoting) TrySelectSub(subName, subHash, subList);
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(shuttleName)) TrySelectSub(shuttleName, shuttleHash, shuttleList.ListBox);
|
||||
|
||||
if (!GameMain.NetworkMember.Voting.AllowModeVoting)
|
||||
{
|
||||
//SelectMode(modeList.children[modeIndex], modeList.children[modeIndex].UserData);
|
||||
modeList.Select(modeIndex, true);
|
||||
|
||||
GameModePreset modePreset = modeList.children[modeIndex].UserData as GameModePreset;
|
||||
missionTypeBlock.Visible = modePreset.Name == "Mission";
|
||||
}
|
||||
|
||||
SetTraitorsEnabled(traitorsEnabled);
|
||||
|
||||
autoRestartBox.Selected = autoRestart;
|
||||
autoRestartTimer = restartTimer;
|
||||
|
||||
//durationBar.BarScroll = durationScroll;
|
||||
|
||||
LevelSeed = newSeed;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -60,7 +60,7 @@ namespace Barotrauma
|
||||
|
||||
public void RegisterVote(NetIncomingMessage inc, List<Client> connectedClients)
|
||||
{
|
||||
byte voteTypeByte = inc.ReadByte();
|
||||
/*byte voteTypeByte = inc.ReadByte();
|
||||
VoteType voteType = VoteType.Unknown;
|
||||
try
|
||||
{
|
||||
@@ -115,7 +115,7 @@ namespace Barotrauma
|
||||
break;
|
||||
}
|
||||
|
||||
GameMain.Server.UpdateVoteStatus();
|
||||
GameMain.Server.UpdateVoteStatus();*/
|
||||
}
|
||||
|
||||
public void UpdateVoteTexts(List<Client> clients, VoteType voteType)
|
||||
@@ -210,87 +210,5 @@ namespace Barotrauma
|
||||
UpdateVoteTexts(connectedClients, VoteType.Sub);
|
||||
}
|
||||
|
||||
public void WriteData(NetOutgoingMessage msg, List<Client> voters)
|
||||
{
|
||||
msg.Write(allowSubVoting);
|
||||
|
||||
if (allowSubVoting)
|
||||
{
|
||||
List<Pair<object, int>> voteList = GetVoteList(VoteType.Sub, voters);
|
||||
msg.Write((byte)voteList.Count);
|
||||
foreach (Pair<object, int> vote in voteList)
|
||||
{
|
||||
if (vote.Second < 1 || vote.First==null) continue;
|
||||
msg.Write((byte)vote.Second);
|
||||
msg.Write(((Submarine)vote.First).Name);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
msg.Write(AllowModeVoting);
|
||||
if (allowModeVoting)
|
||||
{
|
||||
List<Pair<object, int>> voteList = GetVoteList(VoteType.Mode, voters);
|
||||
msg.Write((byte)voteList.Count);
|
||||
foreach (Pair<object, int> vote in voteList)
|
||||
{
|
||||
if (vote.Second < 1 || vote.First == null) continue;
|
||||
msg.Write((byte)vote.Second);
|
||||
msg.Write(((GameModePreset)vote.First).Name);
|
||||
}
|
||||
}
|
||||
|
||||
msg.Write(AllowEndVoting);
|
||||
if (AllowEndVoting)
|
||||
{
|
||||
msg.Write((byte)voters.Count(v => v.GetVote<bool>(VoteType.EndRound)));
|
||||
msg.Write((byte)voters.Count);
|
||||
}
|
||||
|
||||
msg.Write(AllowVoteKick);
|
||||
}
|
||||
|
||||
public void ReadData(NetIncomingMessage msg)
|
||||
{
|
||||
AllowSubVoting = msg.ReadBoolean();
|
||||
if (allowSubVoting)
|
||||
{
|
||||
foreach (Submarine sub in Submarine.SavedSubmarines)
|
||||
{
|
||||
SetVoteText(GameMain.NetLobbyScreen.SubList, sub, 0);
|
||||
}
|
||||
|
||||
int votableCount = msg.ReadByte();
|
||||
for (int i = 0; i < votableCount; i++)
|
||||
{
|
||||
int votes = msg.ReadByte();
|
||||
string subName = msg.ReadString();
|
||||
Submarine sub = Submarine.SavedSubmarines.Find(sm => sm.Name == subName);
|
||||
SetVoteText(GameMain.NetLobbyScreen.SubList, sub, votes);
|
||||
}
|
||||
}
|
||||
|
||||
AllowModeVoting = msg.ReadBoolean();
|
||||
if (allowModeVoting)
|
||||
{
|
||||
int votableCount = msg.ReadByte();
|
||||
for (int i = 0; i < votableCount; i++)
|
||||
{
|
||||
int votes = msg.ReadByte();
|
||||
string modeName = msg.ReadString();
|
||||
GameModePreset mode = GameModePreset.list.Find(m => m.Name == modeName);
|
||||
SetVoteText(GameMain.NetLobbyScreen.ModeList, mode, votes);
|
||||
}
|
||||
}
|
||||
|
||||
AllowEndVoting = msg.ReadBoolean();
|
||||
if (AllowEndVoting)
|
||||
{
|
||||
GameMain.NetworkMember.EndVoteCount = msg.ReadByte();
|
||||
GameMain.NetworkMember.EndVoteMax = msg.ReadByte();
|
||||
}
|
||||
|
||||
AllowVoteKick = msg.ReadBoolean();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user