Syncing campaign state & save files with clients (WIP)
This commit is contained in:
@@ -1,14 +1,34 @@
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using Microsoft.Xna.Framework;
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml.Linq;
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using Lidgren.Network;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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class MultiplayerCampaign : CampaignMode
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{
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private UInt16 lastUpdateID;
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public UInt16 LastUpdateID
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{
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get { if (GameMain.Server != null && lastUpdateID < 1) lastUpdateID++; return lastUpdateID; }
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set { lastUpdateID = value; }
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}
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private UInt16 lastSaveID;
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public UInt16 LastSaveID
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{
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get { if (GameMain.Server != null && lastSaveID < 1) lastSaveID++; return lastSaveID; }
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set { lastSaveID = value; }
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}
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public UInt16 PendingSaveID
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{
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get;
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set;
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}
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public MultiplayerCampaign(GameModePreset preset, object param) :
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base(preset, param)
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@@ -49,88 +69,123 @@ namespace Barotrauma
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GameMain.GameSession = new GameSession(sub, saveName, GameModePreset.list.Find(g => g.Name == "Campaign"));
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var campaign = ((MultiplayerCampaign)GameMain.GameSession.GameMode);
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campaign.GenerateMap(mapSeed);
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campaign.map.OnLocationSelected += (loc, connection) => { campaign.LastUpdateID++; };
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setupBox.Close();
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GameMain.NetLobbyScreen.ToggleCampaignMode(true);
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SaveUtil.SaveGame(GameMain.GameSession.SavePath);
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campaign.LastSaveID++;
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};
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campaignSetupUI.LoadGame = (string fileName) =>
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{
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SaveUtil.LoadGame(fileName);
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var campaign = ((MultiplayerCampaign)GameMain.GameSession.GameMode);
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campaign.LastSaveID++;
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setupBox.Close();
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GameMain.NetLobbyScreen.ToggleCampaignMode(true);
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};
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var cancelButton = new GUIButton(new Rectangle(0,0,120,30), "Cancel", Alignment.BottomLeft, "", setupBox.InnerFrame);
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cancelButton.OnClicked += (btn, obj) =>
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{
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setupBox.Close();
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int otherModeIndex = 0;
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for (otherModeIndex = 0; otherModeIndex < GameMain.NetLobbyScreen.ModeList.children.Count; otherModeIndex++)
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{
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if (GameMain.NetLobbyScreen.ModeList.children[otherModeIndex].UserData is MultiplayerCampaign) continue;
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break;
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}
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GameMain.NetLobbyScreen.SelectMode(otherModeIndex);
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return true;
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};
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}
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#endif
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public override void Start()
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{
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base.Start();
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lastUpdateID++;
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}
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public override void End(string endMessage = "")
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{
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isRunning = false;
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bool success =
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GameMain.Server.ConnectedClients.Any(c => c.inGame && c.Character != null && !c.Character.IsDead) ||
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(GameMain.Server.Character != null && !GameMain.Server.Character.IsDead);
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/*if (success)
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if (GameMain.Server != null)
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{
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if (subsToLeaveBehind == null || leavingSub == null)
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lastUpdateID++;
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bool success =
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GameMain.Server.ConnectedClients.Any(c => c.inGame && c.Character != null && !c.Character.IsDead) ||
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(GameMain.Server.Character != null && !GameMain.Server.Character.IsDead);
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/*if (success)
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{
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DebugConsole.ThrowError("Leaving submarine not selected -> selecting the closest one");
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leavingSub = GetLeavingSub();
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subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
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}
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}*/
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GameMain.GameSession.EndRound("");
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if (success)
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{
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bool atEndPosition = Submarine.MainSub.AtEndPosition;
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/*if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub))
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{
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Submarine.MainSub = leavingSub;
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GameMain.GameSession.Submarine = leavingSub;
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foreach (Submarine sub in subsToLeaveBehind)
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if (subsToLeaveBehind == null || leavingSub == null)
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{
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MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine);
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LinkedSubmarine.CreateDummy(leavingSub, sub);
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DebugConsole.ThrowError("Leaving submarine not selected -> selecting the closest one");
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leavingSub = GetLeavingSub();
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subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
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}
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}*/
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if (atEndPosition)
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GameMain.GameSession.EndRound("");
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if (success)
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{
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Map.MoveToNextLocation();
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bool atEndPosition = Submarine.MainSub.AtEndPosition;
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/*if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub))
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{
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Submarine.MainSub = leavingSub;
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GameMain.GameSession.Submarine = leavingSub;
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foreach (Submarine sub in subsToLeaveBehind)
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{
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MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine);
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LinkedSubmarine.CreateDummy(leavingSub, sub);
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}
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}*/
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if (atEndPosition)
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{
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Map.MoveToNextLocation();
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}
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SaveUtil.SaveGame(GameMain.GameSession.SavePath);
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}
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SaveUtil.SaveGame(GameMain.GameSession.SavePath);
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}
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if (!success)
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{
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/* var summaryScreen = GUIMessageBox.VisibleBox;
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if (summaryScreen != null)
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if (!success)
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{
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summaryScreen = summaryScreen.children[0];
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summaryScreen.RemoveChild(summaryScreen.children.Find(c => c is GUIButton));
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/* var summaryScreen = GUIMessageBox.VisibleBox;
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var okButton = new GUIButton(new Rectangle(-120, 0, 100, 30), "Load game", Alignment.BottomRight, "", summaryScreen);
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okButton.OnClicked += GameMain.GameSession.LoadPrevious;
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okButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return true; };
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if (summaryScreen != null)
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{
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summaryScreen = summaryScreen.children[0];
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summaryScreen.RemoveChild(summaryScreen.children.Find(c => c is GUIButton));
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var quitButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Quit", Alignment.BottomRight, "", summaryScreen);
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quitButton.OnClicked += GameMain.LobbyScreen.QuitToMainMenu;
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quitButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return true; };
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}*/
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var okButton = new GUIButton(new Rectangle(-120, 0, 100, 30), "Load game", Alignment.BottomRight, "", summaryScreen);
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okButton.OnClicked += GameMain.GameSession.LoadPrevious;
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okButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return true; };
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var quitButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Quit", Alignment.BottomRight, "", summaryScreen);
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quitButton.OnClicked += GameMain.LobbyScreen.QuitToMainMenu;
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quitButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return true; };
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}*/
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}
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}
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for (int i = Character.CharacterList.Count - 1; i >= 0; i--)
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@@ -165,6 +220,8 @@ namespace Barotrauma
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campaign.map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
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}
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campaign.map.OnLocationSelected += (loc, connection) => { campaign.LastUpdateID++; };
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//campaign.savedOnStart = true;
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return campaign;
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}
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@@ -175,6 +232,73 @@ namespace Barotrauma
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modeElement.Add(new XAttribute("money", Money));
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Map.Save(modeElement);
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element.Add(modeElement);
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lastSaveID++;
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}
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public void ServerWrite(NetBuffer msg, Client c)
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{
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System.Diagnostics.Debug.Assert(map.Locations.Count < UInt16.MaxValue);
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msg.Write(lastUpdateID);
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msg.Write(lastSaveID);
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msg.Write(map.Seed);
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msg.Write(map.CurrentLocationIndex == -1 ? UInt16.MaxValue : (UInt16)map.CurrentLocationIndex);
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msg.Write(map.SelectedLocationIndex == -1 ? UInt16.MaxValue : (UInt16)map.SelectedLocationIndex);
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}
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#if CLIENT
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public static void ClientRead(NetBuffer msg)
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{
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//static because we may need to instantiate the campaign if it hasn't been done yet
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UInt16 updateID = msg.ReadUInt16();
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UInt16 saveID = msg.ReadUInt16();
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string mapSeed = msg.ReadString();
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UInt16 currentLocIndex = msg.ReadUInt16();
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UInt16 selectedLocIndex = msg.ReadUInt16();
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MultiplayerCampaign campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
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if (campaign == null)
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{
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string savePath = SaveUtil.CreateSavePath(SaveUtil.SaveType.Multiplayer);
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GameMain.GameSession = new GameSession(
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null, //TODO: set the sub (after receiving the save file?)
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savePath, GameModePreset.list.Find(g => g.Name == "Campaign"));
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campaign = ((MultiplayerCampaign)GameMain.GameSession.GameMode);
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campaign.GenerateMap(mapSeed);
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GameMain.NetLobbyScreen.ToggleCampaignMode(true);
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}
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if (NetIdUtils.IdMoreRecent(campaign.lastUpdateID, updateID)) return;
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//server has a newer save file
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if (NetIdUtils.IdMoreRecent(saveID, campaign.PendingSaveID))
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{
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//stop any active campaign save transfers, they're outdated now
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List<FileReceiver.FileTransferIn> saveTransfers =
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GameMain.Client.FileReceiver.ActiveTransfers.FindAll(t => t.FileType == FileTransferType.CampaignSave);
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foreach (var transfer in saveTransfers)
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{
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GameMain.Client.FileReceiver.StopTransfer(transfer);
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}
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GameMain.Client.RequestFile(FileTransferType.CampaignSave, null, null);
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campaign.PendingSaveID = saveID;
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}
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//we've got the latest save file
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else if (!NetIdUtils.IdMoreRecent(saveID, campaign.lastSaveID))
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{
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campaign.Map.SetLocation(currentLocIndex == UInt16.MaxValue ? -1 : currentLocIndex);
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campaign.Map.SelectLocation(selectedLocIndex == UInt16.MaxValue ? -1 : selectedLocIndex);
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campaign.lastUpdateID = updateID;
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}
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}
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#endif
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}
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}
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@@ -79,6 +79,7 @@ namespace Barotrauma
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public string SavePath
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{
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get { return savePath; }
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set { savePath = value; }
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}
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public GameSession(Submarine submarine, string savePath, GameModePreset gameModePreset = null, string missionType = "")
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@@ -168,7 +169,7 @@ namespace Barotrauma
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this.level = level;
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if (submarine==null)
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if (submarine == null)
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{
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DebugConsole.ThrowError("Couldn't start game session, submarine not selected");
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return;
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@@ -28,6 +28,8 @@ namespace Barotrauma
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private LocationConnection selectedConnection;
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public Action<Location, LocationConnection> OnLocationSelected;
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public Location CurrentLocation
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{
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get { return currentLocation; }
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@@ -43,6 +45,11 @@ namespace Barotrauma
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get { return selectedLocation; }
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}
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public int SelectedLocationIndex
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{
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get { return locations.IndexOf(selectedLocation); }
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}
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public LocationConnection SelectedConnection
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{
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get { return selectedConnection; }
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@@ -53,6 +60,11 @@ namespace Barotrauma
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get { return seed; }
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}
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public List<Location> Locations
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{
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get { return locations; }
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}
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public static Map Load(XElement element)
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{
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string mapSeed = ToolBox.GetAttributeString(element, "seed", "a");
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@@ -342,6 +354,12 @@ namespace Barotrauma
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public void SetLocation(int index)
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{
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if (index == -1)
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{
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currentLocation = null;
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return;
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}
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if (index < 0 || index >= locations.Count)
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{
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DebugConsole.ThrowError("Location index out of bounds");
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@@ -352,6 +370,28 @@ namespace Barotrauma
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currentLocation.Discovered = true;
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}
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public void SelectLocation(int index)
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{
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if (index == -1)
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{
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selectedLocation = null;
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selectedConnection = null;
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OnLocationSelected?.Invoke(null, null);
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return;
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}
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if (index < 0 || index >= locations.Count)
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{
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DebugConsole.ThrowError("Location index out of bounds");
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return;
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}
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selectedLocation = locations[index];
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selectedConnection = connections.Find(c => c.Locations.Contains(currentLocation) && c.Locations.Contains(selectedLocation));
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OnLocationSelected?.Invoke(selectedLocation, selectedConnection);
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}
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public void Save(XElement element)
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{
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XElement mapElement = new XElement("map");
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@@ -36,7 +36,9 @@ namespace Barotrauma.Networking
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public UInt16 lastSentEntityEventID = 0;
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public UInt16 lastRecvEntityEventID = 0;
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public UInt16 lastRecvCampaignUpdate = 0;
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public List<ChatMessage> chatMsgQueue = new List<ChatMessage>();
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public UInt16 lastChatMsgQueueID;
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@@ -18,7 +18,7 @@ namespace Barotrauma.Networking
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enum FileTransferType
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{
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Submarine
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Submarine, CampaignSave
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}
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class FileSender
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@@ -277,6 +277,12 @@ namespace Barotrauma.Networking
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StartTransfer(inc.SenderConnection, FileTransferType.Submarine, requestedSubmarine.FilePath);
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}
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break;
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case (byte)FileTransferType.CampaignSave:
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if (GameMain.GameSession != null)
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{
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StartTransfer(inc.SenderConnection, FileTransferType.CampaignSave, GameMain.GameSession.SavePath);
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}
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break;
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}
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}
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@@ -611,6 +611,8 @@ namespace Barotrauma.Networking
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//TODO: might want to use a clever class for this
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c.lastRecvGeneralUpdate = NetIdUtils.Clamp(inc.ReadUInt16(), c.lastRecvGeneralUpdate, GameMain.NetLobbyScreen.LastUpdateID);
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c.lastRecvChatMsgID = NetIdUtils.Clamp(inc.ReadUInt16(), c.lastRecvChatMsgID, c.lastChatMsgQueueID);
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c.lastRecvCampaignUpdate = inc.ReadUInt16();
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break;
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case ClientNetObject.CHAT_MESSAGE:
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ChatMessage.ServerRead(inc, c);
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@@ -964,6 +966,27 @@ namespace Barotrauma.Networking
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outmsg.Write(false);
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outmsg.WritePadBits();
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}
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var campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
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if (campaign != null)
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{
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if (NetIdUtils.IdMoreRecent(campaign.LastUpdateID, c.lastRecvCampaignUpdate))
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{
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outmsg.Write(true);
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outmsg.WritePadBits();
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campaign.ServerWrite(outmsg, c);
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}
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else
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{
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outmsg.Write(false);
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outmsg.WritePadBits();
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}
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}
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else
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{
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outmsg.Write(false);
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outmsg.WritePadBits();
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}
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outmsg.Write(c.lastSentChatMsgID); //send this to client so they know which chat messages weren't received by the server
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@@ -1128,9 +1151,7 @@ namespace Barotrauma.Networking
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int teamCount = 1;
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byte hostTeam = 1;
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string levelSeed = GameMain.NetLobbyScreen.LevelSeed;
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MultiplayerCampaign campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
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//don't instantiate a new gamesession if we're playing a campaign
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@@ -1310,7 +1331,7 @@ namespace Barotrauma.Networking
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msg.Write(seed);
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msg.Write(GameMain.NetLobbyScreen.LevelSeed);
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msg.Write(GameMain.GameSession.Level.Seed);
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msg.Write((byte)GameMain.NetLobbyScreen.MissionTypeIndex);
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@@ -40,10 +40,19 @@ namespace Barotrauma
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try
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{
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if (Submarine.MainSub != null && Submarine.Loaded.Contains(Submarine.MainSub))
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string subPath = Path.Combine(tempPath, Submarine.MainSub.Name + ".sub");
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if (Submarine.MainSub != null)
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{
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Submarine.MainSub.FilePath = Path.Combine(tempPath, Submarine.MainSub.Name + ".sub");
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Submarine.MainSub.SaveAs(Submarine.MainSub.FilePath);
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if (Submarine.Loaded.Contains(Submarine.MainSub))
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{
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Submarine.MainSub.FilePath = subPath;
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Submarine.MainSub.SaveAs(Submarine.MainSub.FilePath);
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}
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else
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{
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File.Copy(Submarine.MainSub.FilePath, subPath);
|
||||
Submarine.MainSub.FilePath = subPath;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
@@ -79,8 +88,8 @@ namespace Barotrauma
|
||||
XDocument doc = ToolBox.TryLoadXml(Path.Combine(TempPath, "gamesession.xml"));
|
||||
|
||||
string subPath = Path.Combine(TempPath, ToolBox.GetAttributeString(doc.Root, "submarine", "")) + ".sub";
|
||||
Submarine selectedMap = new Submarine(subPath, "");
|
||||
GameMain.GameSession = new GameSession(selectedMap, filePath, doc);
|
||||
Submarine selectedSub = new Submarine(subPath, "");
|
||||
GameMain.GameSession = new GameSession(selectedSub, filePath, doc);
|
||||
}
|
||||
|
||||
public static XDocument LoadGameSessionDoc(string filePath)
|
||||
|
||||
Reference in New Issue
Block a user