Merge remote-tracking branch 'refs/remotes/origin/master'

Conflicts:
	Subsurface/Barotrauma.csproj
	Subsurface/Source/Characters/AI/EnemyAIController.cs
	Subsurface/Source/Characters/AICharacter.cs
	Subsurface/Source/Characters/Character.cs
	Subsurface/Source/Items/Components/DockingPort.cs
	Subsurface/Source/Items/Components/Door.cs
	Subsurface/Source/Items/Item.cs
	Subsurface/Source/Networking/GameClient.cs
	Subsurface/Source/Networking/GameServer.cs
	Subsurface/Source/Physics/PhysicsBody.cs
This commit is contained in:
juanjp600
2016-08-30 18:04:49 -03:00
63 changed files with 2787 additions and 1927 deletions

View File

@@ -3,6 +3,7 @@ using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using RestSharp;
@@ -54,7 +55,11 @@ namespace Barotrauma.Networking
name = name.Replace(";", "");
this.name = name;
this.password = password;
this.password = "";
if (password.Length>0)
{
this.password = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(password)));
}
config = new NetPeerConfiguration("barotrauma");
@@ -104,6 +109,10 @@ namespace Barotrauma.Networking
return true;
};
GUIButton settingsButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 170 - 170 - 170, 20, 150, 20), "Settings", Alignment.TopLeft, GUI.Style, inGameHUD);
settingsButton.OnClicked = ToggleSettingsFrame;
settingsButton.UserData = "settingsButton";
banList = new BanList();
LoadSettings();
@@ -342,7 +351,13 @@ namespace Barotrauma.Networking
foreach (Client c in connectedClients)
{
if (c.FileStreamSender != null) UpdateFileTransfer(c, deltaTime);
if (c.FileStreamSender != null) UpdateFileTransfer(c, deltaTime);
c.ReliableChannel.Update(deltaTime);
//slowly reset spam timers
c.ChatSpamTimer = Math.Max(0.0f, c.ChatSpamTimer - deltaTime);
c.ChatSpamSpeed = Math.Max(0.0f, c.ChatSpamSpeed - deltaTime);
}
NetIncomingMessage inc = null;
@@ -974,35 +989,7 @@ namespace Barotrauma.Networking
msg.Write((byte)characters.Count);
foreach (Character c in characters)
{
msg.Write(c is AICharacter);
msg.Write(c.ID);
if (c is AICharacter)
{
msg.Write(c.ConfigPath);
msg.Write(c.Position.X);
msg.Write(c.Position.Y);
}
else
{
Client client = connectedClients.Find(cl => cl.Character == c);
if (client != null)
{
msg.Write(true);
msg.Write(client.ID);
}
else if (myCharacter == c)
{
msg.Write(true);
msg.Write((byte)0);
}
else
{
msg.Write(false);
}
WriteCharacterData(msg, c.Name, c);
}
WriteCharacterData(msg, c.Name, c);
}
return msg;
@@ -1435,12 +1422,15 @@ namespace Barotrauma.Networking
private void ReadChatMessage(NetIncomingMessage inc)
{
Client sender = connectedClients.Find(x => x.Connection == inc.SenderConnection);
ChatMessage message = ChatMessage.ReadNetworkMessage(inc);
if (message == null) return;
List<Client> recipients = new List<Client>();
foreach (Client c in connectedClients)
{
if (!sender.inGame && c.inGame) continue; //people in lobby can't talk to people ingame
switch (message.Type)
{
case ChatMessageType.Dead:
@@ -1462,7 +1452,71 @@ namespace Barotrauma.Networking
recipients.Add(c);
}
AddChatMessage(message);
//SPAM FILTER
if (sender.ChatSpamTimer > 0.0f)
{
//player has already been spamming, stop again
ChatMessage denyMsg = ChatMessage.Create("", "You have been blocked by the spam filter. Try again after 10 seconds.", ChatMessageType.Server, null);
sender.ChatSpamTimer = 10.0f;
SendChatMessage(denyMsg, sender);
return;
}
float similarity = 0;
similarity += sender.ChatSpamSpeed * 0.05f; //the faster messages are being sent, the faster the filter will block
for (int i = 0; i < sender.ChatMessages.Count; i++)
{
float closeFactor = 1.0f / (20.0f - i);
int levenshteinDist = ToolBox.LevenshteinDistance(message.Text, sender.ChatMessages[i]);
similarity += Math.Max((message.Text.Length - levenshteinDist) / message.Text.Length * closeFactor, 0.0f);
}
if (similarity > 5.0f)
{
sender.ChatSpamCount++;
if (sender.ChatSpamCount > 3)
{
//kick for spamming too much
KickClient(sender, false);
}
else
{
ChatMessage denyMsg = ChatMessage.Create("", "You have been blocked by the spam filter. Try again after 10 seconds.", ChatMessageType.Server, null);
sender.ChatSpamTimer = 10.0f;
SendChatMessage(denyMsg, sender);
}
return;
}
sender.ChatMessages.Add(message.Text);
if (sender.ChatMessages.Count > 20)
{
sender.ChatMessages.RemoveAt(0);
}
if (sender.inGame || (Screen.Selected == GameMain.NetLobbyScreen))
{
AddChatMessage(message);
}
else
{
GameServer.Log(message.TextWithSender, message.Color);
}
sender.ChatSpamSpeed += 5.0f;
foreach (Client c in recipients)
{
ReliableMessage msg = c.ReliableChannel.CreateMessage();
msg.InnerMessage.Write((byte)PacketTypes.Chatmessage);
message.WriteNetworkMessage(msg.InnerMessage);
c.ReliableChannel.SendMessage(msg, c.Connection);
}
}
public override void SendChatMessage(string message, ChatMessageType? type = null)
@@ -1521,6 +1575,16 @@ namespace Barotrauma.Networking
SendChatMessage(chatMessage, recipients);
}
public void SendChatMessage(ChatMessage chatMessage, Client recipient)
{
ReliableMessage msg = recipient.ReliableChannel.CreateMessage();
msg.InnerMessage.Write((byte)PacketTypes.Chatmessage);
chatMessage.WriteNetworkMessage(msg.InnerMessage);
recipient.ReliableChannel.SendMessage(msg, recipient.Connection);
}
public void SendChatMessage(ChatMessage chatMessage, List<Client> recipients)
{
@@ -1528,6 +1592,9 @@ namespace Barotrauma.Networking
private void ReadCharacterData(NetIncomingMessage message)
{
Client sender = connectedClients.Find(c => c.Connection == message.SenderConnection);
if (sender == null) return;
string name = "";
Gender gender = Gender.Male;
int headSpriteId = 0;
@@ -1545,6 +1612,11 @@ namespace Barotrauma.Networking
headSpriteId = 0;
}
if (sender.characterInfo != null)
{
//clients can't change their character's name once it's been set
name = sender.characterInfo.Name;
}
List<JobPrefab> jobPreferences = new List<JobPrefab>();
int count = message.ReadByte();
@@ -1555,51 +1627,60 @@ namespace Barotrauma.Networking
if (jobPrefab != null) jobPreferences.Add(jobPrefab);
}
foreach (Client c in connectedClients)
{
if (c.Connection != message.SenderConnection) continue;
c.characterInfo = new CharacterInfo(Character.HumanConfigFile, name, gender);
c.characterInfo.HeadSpriteId = headSpriteId;
c.jobPreferences = jobPreferences;
break;
}
sender.characterInfo = new CharacterInfo(Character.HumanConfigFile, name, gender);
sender.characterInfo.HeadSpriteId = headSpriteId;
sender.jobPreferences = jobPreferences;
}
public void WriteCharacterData(NetOutgoingMessage message, string name, Character character)
public void WriteCharacterData(NetOutgoingMessage msg, string name, Character c)
{
message.Write(name);
message.Write(character.ID);
message.Write(character.Info.Gender == Gender.Female);
msg.Write(c.Info == null);
msg.Write(c.ID);
msg.Write(c.ConfigPath);
message.Write((byte)character.Info.HeadSpriteId);
msg.Write(c.WorldPosition.X);
msg.Write(c.WorldPosition.Y);
message.Write(character.WorldPosition.X);
message.Write(character.WorldPosition.Y);
message.Write(character.Info.Job.Name);
msg.Write(c.Enabled);
if (c.Info != null)
{
Client client = connectedClients.Find(cl => cl.Character == c);
if (client != null)
{
msg.Write(true);
msg.Write(client.ID);
}
else if (myCharacter == c)
{
msg.Write(true);
msg.Write((byte)0);
}
else
{
msg.Write(false);
}
msg.Write(name);
msg.Write(c is AICharacter);
msg.Write(c.Info.Gender == Gender.Female);
msg.Write((byte)c.Info.HeadSpriteId);
msg.Write(c.Info.Job == null ? "" : c.Info.Job.Name);
Item.Spawner.FillNetworkData(msg, c.SpawnItems);
}
}
public void SendCharacterSpawnMessage(Character character, List<NetConnection> recipients = null)
{
if (recipients != null && !recipients.Any()) return;
NetOutgoingMessage message = server.CreateMessage();
message.Write((byte)PacketTypes.NewCharacter);
message.Write(character.ConfigPath);
if (character.ConfigPath == Character.HumanConfigFile)
{
WriteCharacterData(message, character.Name, character);
}
else
{
message.Write(character.ID);
message.Write(character.Position.X);
message.Write(character.Position.Y);
}
WriteCharacterData(message, character.Name, character);
SendMessage(message, NetDeliveryMethod.ReliableUnordered, recipients);
}