f8b0295...0671290

This commit is contained in:
Joonas Rikkonen
2019-03-18 22:59:45 +02:00
parent 23687fbf2f
commit 63eb4d64e5
103 changed files with 1378 additions and 4692 deletions
@@ -1897,14 +1897,7 @@ namespace Barotrauma.Networking
public override void AddChatMessage(ChatMessage message)
{
if (string.IsNullOrEmpty(message.Text)) { return; }
if (message.Sender != null)
{
Log($"{message.Sender}: {message.Text}", ServerLog.MessageType.Chat);
}
else
{
Log($"{message.Text}", ServerLog.MessageType.Chat);
}
Log(message.TextWithSender, ServerLog.MessageType.Chat);
base.AddChatMessage(message);
}
@@ -2367,6 +2360,8 @@ namespace Barotrauma.Networking
public void SendVoteStatus(List<Client> recipients)
{
if (!recipients.Any()) { return; }
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.UPDATE_LOBBY);
msg.Write((byte)ServerNetObject.VOTE);
@@ -2419,7 +2414,10 @@ namespace Barotrauma.Networking
recipients.Add(otherClient.Connection);
}
}
server.SendMessage(msg, recipients, NetDeliveryMethod.ReliableUnordered, 0);
if (recipients.Any())
{
server.SendMessage(msg, recipients, NetDeliveryMethod.ReliableUnordered, 0);
}
serverSettings.SaveClientPermissions();
}
@@ -2453,13 +2451,15 @@ namespace Barotrauma.Networking
public void UpdateCheatsEnabled()
{
if (!connectedClients.Any()) { return; }
var msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.CHEATS_ENABLED);
msg.Write(DebugConsole.CheatsEnabled);
msg.WritePadBits();
CompressOutgoingMessage(msg);
server.SendMessage(msg, connectedClients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
}
@@ -2794,747 +2794,6 @@ namespace Barotrauma.Networking
server.Shutdown(DisconnectReason.ServerShutdown.ToString());
}
public void SendConsoleMessage(string txt, Client recipient)
{
ChatMessage msg = ChatMessage.Create("", txt, ChatMessageType.Console, null);
SendDirectChatMessage(msg, recipient);
}
public void SendDirectChatMessage(ChatMessage msg, Client recipient)
{
if (recipient == null)
{
string errorMsg = "Attempted to send a chat message to a null client.\n" + Environment.StackTrace;
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("GameServer.SendDirectChatMessage:ClientNull", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
msg.NetStateID = recipient.ChatMsgQueue.Count > 0 ?
(ushort)(recipient.ChatMsgQueue.Last().NetStateID + 1) :
(ushort)(recipient.LastRecvChatMsgID + 1);
recipient.ChatMsgQueue.Add(msg);
recipient.LastChatMsgQueueID = msg.NetStateID;
}
/// <summary>
/// Add the message to the chatbox and pass it to all clients who can receive it
/// </summary>
public void SendChatMessage(string message, ChatMessageType? type = null, Client senderClient = null, Character senderCharacter = null)
{
string senderName = "";
Client targetClient = null;
if (type == null)
{
string command = ChatMessage.GetChatMessageCommand(message, out string tempStr);
switch (command.ToLowerInvariant())
{
case "r":
case "radio":
type = ChatMessageType.Radio;
break;
case "d":
case "dead":
type = ChatMessageType.Dead;
break;
default:
if (command != "")
{
if (command == name.ToLowerInvariant())
{
//a private message to the host
}
else
{
targetClient = connectedClients.Find(c =>
command == c.Name.ToLowerInvariant() ||
(c.Character != null && command == c.Character.Name.ToLowerInvariant()));
if (targetClient == null)
{
if (senderClient != null)
{
var chatMsg = ChatMessage.Create(
"", $"ServerMessage.PlayerNotFound~[player]={command}",
ChatMessageType.Error, null);
chatMsg.NetStateID = senderClient.ChatMsgQueue.Count > 0 ?
(ushort)(senderClient.ChatMsgQueue.Last().NetStateID + 1) :
(ushort)(senderClient.LastRecvChatMsgID + 1);
senderClient.ChatMsgQueue.Add(chatMsg);
senderClient.LastChatMsgQueueID = chatMsg.NetStateID;
}
else
{
AddChatMessage($"ServerMessage.PlayerNotFound~[player]={command}", ChatMessageType.Error);
}
return;
}
}
type = ChatMessageType.Private;
}
else
{
type = ChatMessageType.Default;
}
break;
}
message = tempStr;
}
if (gameStarted)
{
if (senderClient == null)
{
//msg sent by the server
if (senderCharacter == null)
{
senderName = name;
}
else //msg sent by an AI character
{
senderName = senderCharacter.Name;
}
}
else //msg sent by a client
{
senderCharacter = senderClient.Character;
senderName = senderCharacter == null ? senderClient.Name : senderCharacter.Name;
//sender doesn't have a character or the character can't speak -> only ChatMessageType.Dead allowed
if (senderCharacter == null || senderCharacter.IsDead || senderCharacter.SpeechImpediment >= 100.0f)
{
type = ChatMessageType.Dead;
}
else if (type == ChatMessageType.Private)
{
//sender has an alive character, sending private messages not allowed
return;
}
}
}
else
{
if (senderClient == null)
{
//msg sent by the server
if (senderCharacter == null)
{
senderName = name;
}
else //sent by an AI character, not allowed when the game is not running
{
return;
}
}
else //msg sent by a client
{
//game not started -> clients can only send normal and private chatmessages
if (type != ChatMessageType.Private) type = ChatMessageType.Default;
senderName = senderClient.Name;
}
}
//check if the client is allowed to send the message
WifiComponent senderRadio = null;
switch (type)
{
case ChatMessageType.Radio:
case ChatMessageType.Order:
if (senderCharacter == null) return;
//return if senderCharacter doesn't have a working radio
var radio = senderCharacter.Inventory?.Items.FirstOrDefault(i => i != null && i.GetComponent<WifiComponent>() != null);
if (radio == null || !senderCharacter.HasEquippedItem(radio)) return;
senderRadio = radio.GetComponent<WifiComponent>();
if (!senderRadio.CanTransmit()) return;
break;
case ChatMessageType.Dead:
//character still alive and capable of speaking -> dead chat not allowed
if (senderClient != null && senderCharacter != null && !senderCharacter.IsDead && senderCharacter.SpeechImpediment < 100.0f)
{
return;
}
break;
}
if (type == ChatMessageType.Server)
{
senderName = null;
senderCharacter = null;
}
else if (type == ChatMessageType.Radio)
{
//send to chat-linked wifi components
senderRadio.TransmitSignal(0, message, senderRadio.Item, senderCharacter, false);
}
//check which clients can receive the message and apply distance effects
foreach (Client client in ConnectedClients)
{
string modifiedMessage = message;
switch (type)
{
case ChatMessageType.Default:
case ChatMessageType.Radio:
case ChatMessageType.Order:
if (senderCharacter != null &&
client.Character != null && !client.Character.IsDead)
{
modifiedMessage = ChatMessage.ApplyDistanceEffect(message, (ChatMessageType)type, senderCharacter, client.Character);
//too far to hear the msg -> don't send
if (string.IsNullOrWhiteSpace(modifiedMessage)) continue;
}
break;
case ChatMessageType.Dead:
//character still alive -> don't send
if (client != senderClient && client.Character != null && !client.Character.IsDead) continue;
break;
case ChatMessageType.Private:
//private msg sent to someone else than this client -> don't send
if (client != targetClient && client != senderClient) continue;
break;
}
var chatMsg = ChatMessage.Create(
senderName,
modifiedMessage,
(ChatMessageType)type,
senderCharacter);
SendDirectChatMessage(chatMsg, client);
}
if (type.Value != ChatMessageType.MessageBox)
{
string myReceivedMessage = type == ChatMessageType.Server || type == ChatMessageType.Error ? TextManager.GetServerMessage(message) : message;
if (!string.IsNullOrWhiteSpace(myReceivedMessage) &&
(targetClient == null || senderClient == null))
{
AddChatMessage(myReceivedMessage, (ChatMessageType)type, senderName, senderCharacter);
}
}
}
public void SendOrderChatMessage(OrderChatMessage message)
{
if (message.Sender == null || message.Sender.SpeechImpediment >= 100.0f) return;
ChatMessageType messageType = ChatMessage.CanUseRadio(message.Sender) ? ChatMessageType.Radio : ChatMessageType.Default;
//check which clients can receive the message and apply distance effects
foreach (Client client in ConnectedClients)
{
string modifiedMessage = message.Text;
if (message.Sender != null &&
client.Character != null && !client.Character.IsDead)
{
modifiedMessage = ChatMessage.ApplyDistanceEffect(message.Text, messageType, message.Sender, client.Character);
//too far to hear the msg -> don't send
if (string.IsNullOrWhiteSpace(modifiedMessage)) continue;
}
SendDirectChatMessage(message, client);
}
string myReceivedMessage = message.Text;
if (!string.IsNullOrWhiteSpace(myReceivedMessage))
{
AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, myReceivedMessage, message.TargetEntity, message.TargetCharacter, message.Sender));
}
}
private void FileTransferChanged(FileSender.FileTransferOut transfer)
{
Client recipient = connectedClients.Find(c => c.Connection == transfer.Connection);
if (transfer.FileType == FileTransferType.CampaignSave &&
(transfer.Status == FileTransferStatus.Sending || transfer.Status == FileTransferStatus.Finished) &&
recipient.LastCampaignSaveSendTime != null)
{
recipient.LastCampaignSaveSendTime.Second = (float)NetTime.Now;
}
}
public void SendCancelTransferMsg(FileSender.FileTransferOut transfer)
{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.FILE_TRANSFER);
msg.Write((byte)FileTransferMessageType.Cancel);
msg.Write((byte)transfer.SequenceChannel);
CompressOutgoingMessage(msg);
server.SendMessage(msg, transfer.Connection, NetDeliveryMethod.ReliableOrdered, transfer.SequenceChannel);
}
public void UpdateVoteStatus()
{
if (server.Connections.Count == 0 || connectedClients.Count == 0) return;
Client.UpdateKickVotes(connectedClients);
var clientsToKick = connectedClients.FindAll(c =>
c.Connection != OwnerConnection &&
c.KickVoteCount >= connectedClients.Count * serverSettings.KickVoteRequiredRatio);
foreach (Client c in clientsToKick)
{
SendChatMessage($"ServerMessage.KickedFromServer~[client]={c.Name}", ChatMessageType.Server, null);
KickClient(c, "ServerMessage.KickedByVote");
BanClient(c, "ServerMessage.KickedByVoteAutoBan", duration: TimeSpan.FromSeconds(serverSettings.AutoBanTime));
}
GameMain.NetLobbyScreen.LastUpdateID++;
SendVoteStatus(connectedClients);
if (serverSettings.Voting.AllowEndVoting && EndVoteMax > 0 &&
((float)EndVoteCount / (float)EndVoteMax) >= serverSettings.EndVoteRequiredRatio)
{
Log("Ending round by votes (" + EndVoteCount + "/" + (EndVoteMax - EndVoteCount) + ")", ServerLog.MessageType.ServerMessage);
EndGame();
}
}
public void SendVoteStatus(List<Client> recipients)
{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.UPDATE_LOBBY);
msg.Write((byte)ServerNetObject.VOTE);
serverSettings.Voting.ServerWrite(msg);
msg.Write((byte)ServerNetObject.END_OF_MESSAGE);
CompressOutgoingMessage(msg);
server.SendMessage(msg, recipients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
}
public void UpdateClientPermissions(Client client)
{
if (client.SteamID > 0)
{
serverSettings.ClientPermissions.RemoveAll(cp => cp.SteamID == client.SteamID);
if (client.Permissions != ClientPermissions.None)
{
serverSettings.ClientPermissions.Add(new ServerSettings.SavedClientPermission(
client.Name,
client.SteamID,
client.Permissions,
client.PermittedConsoleCommands));
}
}
else
{
serverSettings.ClientPermissions.RemoveAll(cp => client.IPMatches(cp.IP));
if (client.Permissions != ClientPermissions.None)
{
serverSettings.ClientPermissions.Add(new ServerSettings.SavedClientPermission(
client.Name,
client.Connection.RemoteEndPoint.Address,
client.Permissions,
client.PermittedConsoleCommands));
}
}
var msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.PERMISSIONS);
client.WritePermissions(msg);
CompressOutgoingMessage(msg);
//send the message to the client whose permissions are being modified and the clients who are allowed to modify permissions
List<NetConnection> recipients = new List<NetConnection>() { client.Connection };
foreach (Client otherClient in connectedClients)
{
if (otherClient.HasPermission(ClientPermissions.ManagePermissions) && !recipients.Contains(otherClient.Connection))
{
recipients.Add(otherClient.Connection);
}
}
server.SendMessage(msg, recipients, NetDeliveryMethod.ReliableUnordered, 0);
serverSettings.SaveClientPermissions();
}
public void GiveAchievement(Character character, string achievementIdentifier)
{
achievementIdentifier = achievementIdentifier.ToLowerInvariant();
foreach (Client client in connectedClients)
{
if (client.Character == character)
{
GiveAchievement(client, achievementIdentifier);
return;
}
}
}
public void GiveAchievement(Client client, string achievementIdentifier)
{
if (client.GivenAchievements.Contains(achievementIdentifier)) return;
client.GivenAchievements.Add(achievementIdentifier);
var msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.ACHIEVEMENT);
msg.Write(achievementIdentifier);
CompressOutgoingMessage(msg);
server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
}
public void UpdateCheatsEnabled()
{
var msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.CHEATS_ENABLED);
msg.Write(DebugConsole.CheatsEnabled);
msg.WritePadBits();
CompressOutgoingMessage(msg);
server.SendMessage(msg, connectedClients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
}
public void SetClientCharacter(Client client, Character newCharacter)
{
if (client == null) return;
//the client's previous character is no longer a remote player
if (client.Character != null)
{
client.Character.IsRemotePlayer = false;
client.Character.OwnerClientIP = null;
client.Character.OwnerClientName = null;
}
if (newCharacter == null)
{
if (client.Character != null) //removing control of the current character
{
CreateEntityEvent(client.Character, new object[] { NetEntityEvent.Type.Control, null });
client.Character = null;
}
}
else //taking control of a new character
{
newCharacter.ClientDisconnected = false;
newCharacter.KillDisconnectedTimer = 0.0f;
newCharacter.ResetNetState();
if (client.Character != null)
{
newCharacter.LastNetworkUpdateID = client.Character.LastNetworkUpdateID;
}
newCharacter.OwnerClientIP = client.Connection.RemoteEndPoint.Address.ToString();
newCharacter.OwnerClientName = client.Name;
newCharacter.IsRemotePlayer = true;
newCharacter.Enabled = true;
client.Character = newCharacter;
CreateEntityEvent(newCharacter, new object[] { NetEntityEvent.Type.Control, client });
}
}
private void UpdateCharacterInfo(NetIncomingMessage message, Client sender)
{
sender.SpectateOnly = message.ReadBoolean() && (serverSettings.AllowSpectating || sender.Connection == OwnerConnection);
if (sender.SpectateOnly)
{
return;
}
Gender gender = Gender.Male;
Race race = Race.White;
int headSpriteId = 0;
try
{
gender = (Gender)message.ReadByte();
race = (Race)message.ReadByte();
headSpriteId = message.ReadByte();
}
catch (Exception e)
{
//gender = Gender.Male;
//race = Race.White;
//headSpriteId = 0;
DebugConsole.Log("Received invalid characterinfo from \"" + sender.Name + "\"! { " + e.Message + " }");
}
int hairIndex = message.ReadByte();
int beardIndex = message.ReadByte();
int moustacheIndex = message.ReadByte();
int faceAttachmentIndex = message.ReadByte();
List<JobPrefab> jobPreferences = new List<JobPrefab>();
int count = message.ReadByte();
for (int i = 0; i < Math.Min(count, 3); i++)
{
string jobIdentifier = message.ReadString();
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Identifier == jobIdentifier);
if (jobPrefab != null) jobPreferences.Add(jobPrefab);
}
sender.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, sender.Name);
sender.CharacterInfo.RecreateHead(headSpriteId, race, gender, hairIndex, beardIndex, moustacheIndex, faceAttachmentIndex);
//if the client didn't provide job preferences, we'll use the preferences that are randomly assigned in the Client constructor
Debug.Assert(sender.JobPreferences.Count > 0);
if (jobPreferences.Count > 0)
{
sender.JobPreferences = jobPreferences;
}
}
public void AssignJobs(List<Client> unassigned)
{
unassigned = new List<Client>(unassigned);
Dictionary<JobPrefab, int> assignedClientCount = new Dictionary<JobPrefab, int>();
foreach (JobPrefab jp in JobPrefab.List)
{
assignedClientCount.Add(jp, 0);
}
Character.TeamType teamID = Character.TeamType.None;
if (unassigned.Count > 0) { teamID = unassigned[0].TeamID; }
//if we're playing a multiplayer campaign, check which clients already have a character and a job
//(characters are persistent in campaigns)
if (GameMain.GameSession.GameMode is MultiPlayerCampaign multiplayerCampaign)
{
var campaignAssigned = multiplayerCampaign.GetAssignedJobs(connectedClients);
//remove already assigned clients from unassigned
unassigned.RemoveAll(u => campaignAssigned.ContainsKey(u));
//add up to assigned client count
foreach (KeyValuePair<Client, Job> clientJob in campaignAssigned)
{
assignedClientCount[clientJob.Value.Prefab]++;
clientJob.Key.AssignedJob = clientJob.Value.Prefab;
}
}
//count the clients who already have characters with an assigned job
foreach (Client c in connectedClients)
{
if (c.TeamID != teamID || unassigned.Contains(c)) continue;
if (c.Character?.Info?.Job != null && !c.Character.IsDead)
{
assignedClientCount[c.Character.Info.Job.Prefab]++;
}
}
//if any of the players has chosen a job that is Always Allowed, give them that job
for (int i = unassigned.Count - 1; i >= 0; i--)
{
if (unassigned[i].JobPreferences.Count == 0) continue;
if (!unassigned[i].JobPreferences[0].AllowAlways) continue;
unassigned[i].AssignedJob = unassigned[i].JobPreferences[0];
unassigned.RemoveAt(i);
}
//go throught the jobs whose MinNumber>0 (i.e. at least one crew member has to have the job)
bool unassignedJobsFound = true;
while (unassignedJobsFound && unassigned.Count > 0)
{
unassignedJobsFound = false;
foreach (JobPrefab jobPrefab in JobPrefab.List)
{
if (unassigned.Count == 0) break;
if (jobPrefab.MinNumber < 1 || assignedClientCount[jobPrefab] >= jobPrefab.MinNumber) continue;
//find the client that wants the job the most, or force it to random client if none of them want it
Client assignedClient = FindClientWithJobPreference(unassigned, jobPrefab, true);
assignedClient.AssignedJob = jobPrefab;
assignedClientCount[jobPrefab]++;
unassigned.Remove(assignedClient);
//the job still needs more crew members, set unassignedJobsFound to true to keep the while loop running
if (assignedClientCount[jobPrefab] < jobPrefab.MinNumber) unassignedJobsFound = true;
}
}
//attempt to give the clients a job they have in their job preferences
for (int i = unassigned.Count - 1; i >= 0; i--)
{
foreach (JobPrefab preferredJob in unassigned[i].JobPreferences)
{
//the maximum number of players that can have this job hasn't been reached yet
// -> assign it to the client
if (assignedClientCount[preferredJob] < preferredJob.MaxNumber && unassigned[i].Karma >= preferredJob.MinKarma)
{
unassigned[i].AssignedJob = preferredJob;
assignedClientCount[preferredJob]++;
unassigned.RemoveAt(i);
break;
}
}
}
//give random jobs to rest of the clients
foreach (Client c in unassigned)
{
//find all jobs that are still available
var remainingJobs = JobPrefab.List.FindAll(jp => assignedClientCount[jp] < jp.MaxNumber && c.Karma >= jp.MinKarma);
//all jobs taken, give a random job
if (remainingJobs.Count == 0)
{
DebugConsole.ThrowError("Failed to assign a suitable job for \"" + c.Name + "\" (all jobs already have the maximum numbers of players). Assigning a random job...");
int jobIndex = Rand.Range(0, JobPrefab.List.Count);
int skips = 0;
while (c.Karma < JobPrefab.List[jobIndex].MinKarma)
{
jobIndex++;
skips++;
if (jobIndex >= JobPrefab.List.Count) jobIndex -= JobPrefab.List.Count;
if (skips >= JobPrefab.List.Count) break;
}
c.AssignedJob = JobPrefab.List[jobIndex];
assignedClientCount[c.AssignedJob]++;
}
else //some jobs still left, choose one of them by random
{
c.AssignedJob = remainingJobs[Rand.Range(0, remainingJobs.Count)];
assignedClientCount[c.AssignedJob]++;
}
}
}
public void AssignBotJobs(List<CharacterInfo> bots, Character.TeamType teamID)
{
Dictionary<JobPrefab, int> assignedPlayerCount = new Dictionary<JobPrefab, int>();
foreach (JobPrefab jp in JobPrefab.List)
{
assignedPlayerCount.Add(jp, 0);
}
//count the clients who already have characters with an assigned job
foreach (Client c in connectedClients)
{
if (c.TeamID != teamID) continue;
if (c.Character?.Info?.Job != null && !c.Character.IsDead)
{
assignedPlayerCount[c.Character.Info.Job.Prefab]++;
}
else if (c.CharacterInfo?.Job != null)
{
assignedPlayerCount[c.CharacterInfo?.Job.Prefab]++;
}
}
List<CharacterInfo> unassignedBots = new List<CharacterInfo>(bots);
foreach (CharacterInfo bot in bots)
{
foreach (JobPrefab jobPrefab in JobPrefab.List)
{
if (jobPrefab.MinNumber < 1 || assignedPlayerCount[jobPrefab] >= jobPrefab.MinNumber) continue;
bot.Job = new Job(jobPrefab);
assignedPlayerCount[jobPrefab]++;
unassignedBots.Remove(bot);
break;
}
}
//find a suitable job for the rest of the players
foreach (CharacterInfo c in unassignedBots)
{
//find all jobs that are still available
var remainingJobs = JobPrefab.List.FindAll(jp => assignedPlayerCount[jp] < jp.MaxNumber);
//all jobs taken, give a random job
if (remainingJobs.Count == 0)
{
DebugConsole.ThrowError("Failed to assign a suitable job for bot \"" + c.Name + "\" (all jobs already have the maximum numbers of players). Assigning a random job...");
c.Job = new Job(JobPrefab.List[Rand.Range(0, JobPrefab.List.Count)]);
assignedPlayerCount[c.Job.Prefab]++;
}
else //some jobs still left, choose one of them by random
{
c.Job = new Job(remainingJobs[Rand.Range(0, remainingJobs.Count)]);
assignedPlayerCount[c.Job.Prefab]++;
}
}
}
private Client FindClientWithJobPreference(List<Client> clients, JobPrefab job, bool forceAssign = false)
{
int bestPreference = 0;
Client preferredClient = null;
foreach (Client c in clients)
{
if (c.Karma < job.MinKarma) continue;
int index = c.JobPreferences.IndexOf(job);
if (index == -1) index = 1000;
if (preferredClient == null || index < bestPreference)
{
bestPreference = index;
preferredClient = c;
}
}
//none of the clients wants the job, assign it to random client
if (forceAssign && preferredClient == null)
{
preferredClient = clients[Rand.Int(clients.Count)];
}
return preferredClient;
}
public static void Log(string line, ServerLog.MessageType messageType)
{
if (GameMain.Server == null || !GameMain.Server.ServerSettings.SaveServerLogs) return;
GameMain.Server.ServerSettings.ServerLog.WriteLine(line, messageType);
foreach (Client client in GameMain.Server.ConnectedClients)
{
if (!client.HasPermission(ClientPermissions.ServerLog)) continue;
//use sendername as the message type
GameMain.Server.SendDirectChatMessage(
ChatMessage.Create(messageType.ToString(), line, ChatMessageType.ServerLog, null),
client);
}
}
public override void Disconnect()
{
serverSettings.BanList.Save();
serverSettings.SaveSettings();
SteamManager.CloseServer();
if (registeredToMaster)
{
if (restClient != null)
{
var request = new RestRequest("masterserver2.php", Method.GET);
request.AddParameter("action", "removeserver");
request.AddParameter("serverport", Port);
restClient.Execute(request);
restClient = null;
}
}
if (serverSettings.SaveServerLogs)
{
Log("Shutting down the server...", ServerLog.MessageType.ServerMessage);
serverSettings.ServerLog.Save();
}
GameAnalyticsManager.AddDesignEvent("GameServer:ShutDown");
server.Shutdown("The server has been shut down");
}
void InitUPnP()
{
server.UPnP.ForwardPort(NetPeerConfiguration.Port, "barotrauma");