More sanity checks to make sure clients aren't doing something they're not allowed to:
- AICharacter, hull, structure and submarine updates from clients are ignored - character updates from anyone else than the client controlling the character are ignored - players can't pick/drop items from anyone else's inventory (unless the target is unconscious/stunned/cuffed) - server has authority over reactor temperature
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@@ -831,11 +831,13 @@ namespace Barotrauma
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return true;
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}
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public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message, float sendingTime, out object data)
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public override bool ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message, float sendingTime, out object data)
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{
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data = null;
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if (sendingTime < lastNetworkUpdate) return;
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if (GameMain.Server != null) return false;
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if (sendingTime < lastNetworkUpdate) return false;
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float newVolume = this.volume;
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float newOxygen = this.OxygenPercentage;
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@@ -851,7 +853,7 @@ namespace Barotrauma
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catch (Exception e)
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{
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DebugConsole.Log("Failed to read network message for Hull {" + ID + "}! " + e.Message);
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return;
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return false;
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}
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Volume = newVolume;
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@@ -901,8 +903,6 @@ namespace Barotrauma
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}
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}
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var toBeRemoved = fireSources.FindAll(fs => !newFireSources.Contains(fs));
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for (int i = toBeRemoved.Count - 1; i >= 0; i--)
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{
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@@ -911,6 +911,8 @@ namespace Barotrauma
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fireSources = newFireSources;
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lastNetworkUpdate = sendingTime;
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return true;
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}
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