Syncing campaign state & save files with clients (WIP)
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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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