Merge pull request #350 from extraneus/master
The preliminary assignments
This commit is contained in:
@@ -1934,6 +1934,7 @@ namespace Barotrauma.Networking
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{
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SendChatMessage(c.Name + " has been kicked from the server.", ChatMessageType.Server, null);
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KickClient(c, "Kicked by vote");
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BanClient(c, "Kicked by vote (auto ban)", duration: TimeSpan.FromSeconds(AutoBanTime));
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}
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GameMain.NetLobbyScreen.LastUpdateID++;
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@@ -254,6 +254,20 @@ namespace Barotrauma.Networking
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set;
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}
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[Serialize(60f, true)]
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public float AutoBanTime
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{
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get;
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private set;
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}
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[Serialize(360f, true)]
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public float MaxAutoBanTime
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{
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get;
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private set;
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}
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private void SaveSettings()
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{
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XDocument doc = new XDocument(new XElement("serversettings"));
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@@ -361,6 +375,9 @@ namespace Barotrauma.Networking
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if (!monsterEnabled.ContainsKey(s)) monsterEnabled.Add(s, true);
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}
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extraCargo = new Dictionary<ItemPrefab, int>();
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AutoBanTime = doc.Root.GetAttributeFloat("autobantime", 60);
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MaxAutoBanTime = doc.Root.GetAttributeFloat("maxautobantime", 360);
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}
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public void LoadClientPermissions()
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@@ -10,6 +10,9 @@ namespace Barotrauma.Networking
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{
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class RespawnManager : Entity, IServerSerializable
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{
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// TODO: Instead of hard-coding the tags in the code, maybe they should be defined in a config file?
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private static string respawnItemTag = "respawn";
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private readonly float respawnInterval;
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private float maxTransportTime;
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@@ -364,6 +367,8 @@ namespace Barotrauma.Networking
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foreach (Item item in Item.ItemList)
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{
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if (item.Submarine != respawnShuttle) continue;
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// Ignore the respawn items, defined in RespawnCharacters method.
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if (item.HasTag(respawnItemTag)) continue;
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if (item.body != null && item.body.Enabled && item.ParentInventory == null)
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{
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@@ -502,20 +507,26 @@ namespace Barotrauma.Networking
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Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
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// Temp list to hold all respawn items.
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// TODO: Instead of tags, wouldn't it be better to keep a local reference to the list that we create and simple filter out the items on it, before clearing the items in ResetShuttle method?
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var respawnItems = new List<Item>();
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if (divingSuitPrefab != null && oxyPrefab != null)
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{
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var divingSuit = new Item(divingSuitPrefab, pos, respawnSub);
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Spawner.CreateNetworkEvent(divingSuit, false);
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respawnItems.Add(divingSuit);
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var oxyTank = new Item(oxyPrefab, pos, respawnSub);
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Spawner.CreateNetworkEvent(oxyTank, false);
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divingSuit.Combine(oxyTank);
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divingSuit.Combine(oxyTank);
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respawnItems.Add(oxyTank);
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if (batteryPrefab != null)
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{
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var battery = new Item(batteryPrefab, pos, respawnSub);
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Spawner.CreateNetworkEvent(battery, false);
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divingSuit.Combine(battery);
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respawnItems.Add(battery);
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}
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}
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@@ -528,7 +539,10 @@ namespace Barotrauma.Networking
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Spawner.CreateNetworkEvent(battery, false);
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scooter.Combine(battery);
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respawnItems.Add(scooter);
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respawnItems.Add(battery);
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}
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respawnItems.ForEach(item => item.AddTag(respawnItemTag));
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//give the character the items they would've gotten if they had spawned in the main sub
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character.GiveJobItems(mainSubSpawnPoints[i]);
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