From 579e7f9abcf2a49ac657552b0c1e9cfa83a47ca8 Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Wed, 20 Mar 2019 17:20:44 +0200 Subject: [PATCH] f202506...a75a560 commit a75a560881604a05789676800b7f157f30263434 Author: Joonas Rikkonen Date: Wed Mar 20 17:19:12 2019 +0200 Adjusted the collider in one of the wall pieces commit 309a6966d065babc9f024fce8e7729cb84de06f8 Author: Joonas Rikkonen Date: Wed Mar 20 17:15:46 2019 +0200 Make sure the selected submarine exists before attempting to start a new multiplayer campaign. Related to #1311 - doesn't fix the underlying issue but prevents the server from starting the campaign without a sub when the issue occurs. --- .../Source/Networking/GameServer.cs | 15 ++++++++++++--- 1 file changed, 12 insertions(+), 3 deletions(-) diff --git a/Barotrauma/BarotraumaServer/Source/Networking/GameServer.cs b/Barotrauma/BarotraumaServer/Source/Networking/GameServer.cs index 09800ecfa..4b4c86b02 100644 --- a/Barotrauma/BarotraumaServer/Source/Networking/GameServer.cs +++ b/Barotrauma/BarotraumaServer/Source/Networking/GameServer.cs @@ -696,10 +696,19 @@ namespace Barotrauma.Networking { string savePath = inc.ReadString(); string seed = inc.ReadString(); - string subName = inc.ReadString(); + string subPath = inc.ReadString(); - if (connectedClient.HasPermission(ClientPermissions.SelectMode)) MultiPlayerCampaign.StartNewCampaign(savePath, subName, seed); - } + if (!File.Exists(subPath)) + { + SendDirectChatMessage( + TextManager.Get("CampaignStartFailedSubNotFound").Replace("[subpath]", subPath), + connectedClient, ChatMessageType.MessageBox); + } + else + { + if (connectedClient.HasPermission(ClientPermissions.SelectMode)) MultiPlayerCampaign.StartNewCampaign(savePath, subPath, seed); + } + } else { string saveName = inc.ReadString();