Reducing usage of #if CLIENT / #elif SERVER
The server will implement some classes it probably shouldn't need because certain items or game states depend on them.
This commit is contained in:
@@ -0,0 +1,135 @@
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using System;
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using Microsoft.Xna.Framework;
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namespace Barotrauma
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{
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partial class GameScreen : Screen
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{
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private Camera cam;
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private Color waterColor = new Color(0.75f, 0.8f, 0.9f, 1.0f);
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public override Camera Cam
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{
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get { return cam; }
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}
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public override void Select()
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{
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base.Select();
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if (Character.Controlled!=null)
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{
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cam.Position = Character.Controlled.WorldPosition;
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cam.UpdateTransform();
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}
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else if (Submarine.MainSub != null)
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{
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cam.Position = Submarine.MainSub.WorldPosition;
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cam.UpdateTransform();
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}
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foreach (MapEntity entity in MapEntity.mapEntityList)
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entity.IsHighlighted = false;
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}
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public override void Deselect()
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{
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base.Deselect();
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#if CLIENT
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Sounds.SoundManager.LowPassHFGain = 1.0f;
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#endif
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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public override void Update(double deltaTime)
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{
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#if DEBUG
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null &&
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!DebugConsole.IsOpen)
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{
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var closestSub = Submarine.FindClosest(cam.WorldViewCenter);
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if (closestSub == null) closestSub = GameMain.GameSession.Submarine;
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Vector2 targetMovement = Vector2.Zero;
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if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
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if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
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if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
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if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
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if (targetMovement != Vector2.Zero)
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closestSub.ApplyForce(targetMovement * closestSub.SubBody.Body.Mass * 100.0f);
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}
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#endif
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foreach (MapEntity e in MapEntity.mapEntityList)
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{
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e.IsHighlighted = false;
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}
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if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
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#if CLIENT
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BackgroundCreatureManager.Update(cam, (float)deltaTime);
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GameMain.ParticleManager.Update((float)deltaTime);
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GameMain.LightManager.Update((float)deltaTime);
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#endif
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
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if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
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{
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if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
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{
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Character.Controlled.SelectedConstruction.UpdateHUD(cam, Character.Controlled);
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}
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}
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Character.UpdateAll(cam, (float)deltaTime);
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StatusEffect.UpdateAll((float)deltaTime);
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if (Character.Controlled != null && Lights.LightManager.ViewTarget != null)
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{
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cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition;
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}
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cam.MoveCamera((float)deltaTime);
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foreach (Submarine sub in Submarine.Loaded)
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{
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sub.SetPrevTransform(sub.Position);
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}
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foreach (PhysicsBody pb in PhysicsBody.list)
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{
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pb.SetPrevTransform(pb.SimPosition, pb.Rotation);
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}
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MapEntity.UpdateAll(cam, (float)deltaTime);
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Character.UpdateAnimAll((float)deltaTime);
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Ragdoll.UpdateAll(cam, (float)deltaTime);
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foreach (Submarine sub in Submarine.Loaded)
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{
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sub.Update((float)deltaTime);
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}
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GameMain.World.Step((float)deltaTime);
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if (!PlayerInput.LeftButtonHeld())
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{
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Inventory.draggingSlot = null;
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Inventory.draggingItem = null;
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}
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}
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}
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}
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@@ -0,0 +1,67 @@
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using System;
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using Barotrauma.Networking;
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using System.Linq;
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using System.Collections.Generic;
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using System.Reflection;
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using System.ComponentModel;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Barotrauma
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{
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partial class NetLobbyScreen : Screen
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{
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public bool IsServer;
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public string ServerName = "Server";
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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 { if (GameMain.Server != null) return; lastUpdateID = value; }
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}
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//for guitextblock delegate
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public string GetServerName()
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{
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return ServerName;
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}
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private string levelSeed;
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private float autoRestartTimer;
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public string AutoRestartText()
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{
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if (GameMain.Server != null)
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{
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if (!GameMain.Server.AutoRestart) return "";
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return "Restarting in " + ToolBox.SecondsToReadableTime(Math.Max(GameMain.Server.AutoRestartTimer, 0));
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}
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if (autoRestartTimer == 0.0f) return "";
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return "Restarting in " + ToolBox.SecondsToReadableTime(Math.Max(autoRestartTimer, 0));
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}
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public void ToggleTraitorsEnabled(int dir)
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{
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if (GameMain.Server == null) return;
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lastUpdateID++;
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int index = (int)GameMain.Server.TraitorsEnabled + dir;
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if (index < 0) index = 2;
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if (index > 2) index = 0;
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SetTraitorsEnabled((YesNoMaybe)index);
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}
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public void SetTraitorsEnabled(YesNoMaybe enabled)
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{
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if (GameMain.Server != null) GameMain.Server.TraitorsEnabled = enabled;
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#if CLIENT
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(traitorProbabilityText as GUITextBlock).Text = enabled.ToString();
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#endif
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}
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}
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}
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@@ -0,0 +1,42 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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partial class Screen
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{
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private static Screen selected;
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public static Screen Selected
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{
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get { return selected; }
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}
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public virtual void Deselect()
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{
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}
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public virtual void Select()
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{
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if (selected != null && selected != this)
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{
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selected.Deselect();
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#if CLIENT
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GUIComponent.KeyboardDispatcher.Subscriber = null;
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#endif
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}
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selected = this;
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}
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public virtual Camera Cam
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{
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get { return null; }
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}
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public virtual void Update(double deltaTime)
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{
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}
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}
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}
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@@ -0,0 +1,337 @@
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using System;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Factories;
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using FarseerPhysics.Dynamics;
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using System.IO;
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using System.Collections.Generic;
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using RestSharp;
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namespace Barotrauma
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{
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class ServerListScreen : Screen
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{
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//how often the client is allowed to refresh servers
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private TimeSpan AllowedRefreshInterval = new TimeSpan(0,0,3);
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private GUIFrame menu;
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private GUIListBox serverList;
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private GUIButton joinButton;
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private GUITextBox clientNameBox, ipBox;
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//private RestRequestAsyncHandle restRequestHandle;
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private bool masterServerResponded;
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private int[] columnX;
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//a timer for
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private DateTime refreshDisableTimer;
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private bool waitingForRefresh;
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public ServerListScreen()
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{
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int width = Math.Min(GameMain.GraphicsWidth - 160, 1000);
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int height = Math.Min(GameMain.GraphicsHeight - 160, 700);
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Rectangle panelRect = new Rectangle(0, 0, width, height);
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menu = new GUIFrame(panelRect, null, Alignment.Center, GUI.Style);
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menu.Padding = new Vector4(40.0f, 40.0f, 40.0f, 20.0f);
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new GUITextBlock(new Rectangle(0, -25, 0, 30), "Join Server", GUI.Style, Alignment.CenterX, Alignment.CenterX, menu, false, GUI.LargeFont);
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new GUITextBlock(new Rectangle(0, 30, 0, 30), "Your Name:", GUI.Style, menu);
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clientNameBox = new GUITextBox(new Rectangle(0, 60, 200, 30), GUI.Style, menu);
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new GUITextBlock(new Rectangle(0, 100, 0, 30), "Server IP:", GUI.Style, menu);
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ipBox = new GUITextBox(new Rectangle(0, 130, 200, 30), GUI.Style, menu);
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int middleX = (int)(width * 0.4f);
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serverList = new GUIListBox(new Rectangle(middleX,60,0,height-160), GUI.Style, menu);
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serverList.OnSelected = SelectServer;
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float[] columnRelativeX = new float[] { 0.15f, 0.55f, 0.15f, 0.15f };
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columnX = new int[columnRelativeX.Length];
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for (int n = 0; n < columnX.Length; n++)
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{
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columnX[n] = (int)(columnRelativeX[n] * serverList.Rect.Width);
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if (n > 0) columnX[n] += columnX[n - 1];
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}
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SpriteFont font = serverList.Rect.Width < 400 ? GUI.SmallFont : GUI.Font;
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new GUITextBlock(new Rectangle(middleX, 30, 0, 30), "Password", GUI.Style, menu).Font = font;
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new GUITextBlock(new Rectangle(middleX + columnX[0], 30, 0, 30), "Name", GUI.Style, menu).Font = font;
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new GUITextBlock(new Rectangle(middleX + columnX[1], 30, 0, 30), "Players", GUI.Style, menu).Font = font;
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new GUITextBlock(new Rectangle(middleX + columnX[2], 30, 0, 30), "Round started", GUI.Style, menu).Font = font;
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joinButton = new GUIButton(new Rectangle(-170, 0, 150, 30), "Refresh", Alignment.BottomRight, GUI.Style, menu);
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joinButton.OnClicked = RefreshServers;
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joinButton = new GUIButton(new Rectangle(0,0,150,30), "Join", Alignment.BottomRight, GUI.Style, menu);
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joinButton.OnClicked = JoinServer;
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GUIButton button = new GUIButton(new Rectangle(-20, -20, 100, 30), "Back", Alignment.TopLeft, GUI.Style, menu);
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button.OnClicked = GameMain.MainMenuScreen.SelectTab;
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button.CanBeSelected = false;
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button.SelectedColor = button.Color;
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refreshDisableTimer = DateTime.Now;
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}
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public override void Select()
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{
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base.Select();
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RefreshServers(null, null);
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}
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private bool SelectServer(GUIComponent component, object obj)
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{
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string ip = obj as string;
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if (string.IsNullOrWhiteSpace(ip)) return false;
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ipBox.Text = ip;
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return true;
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}
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private bool RefreshServers(GUIButton button, object obj)
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{
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if (waitingForRefresh) return false;
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serverList.ClearChildren();
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new GUITextBlock(new Rectangle(0, 0, 0, 20), "Refreshing server list...", GUI.Style, serverList);
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CoroutineManager.StartCoroutine(WaitForRefresh());
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return true;
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}
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private IEnumerable<object> WaitForRefresh()
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{
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waitingForRefresh = true;
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if (refreshDisableTimer > DateTime.Now)
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{
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yield return new WaitForSeconds((float)(refreshDisableTimer - DateTime.Now).TotalSeconds);
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}
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//CoroutineManager.StartCoroutine(UpdateServerList());
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CoroutineManager.StartCoroutine(SendMasterServerRequest());
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waitingForRefresh = false;
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refreshDisableTimer = DateTime.Now + AllowedRefreshInterval;
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yield return CoroutineStatus.Success;
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}
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private void UpdateServerList(string masterServerData)
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{
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serverList.ClearChildren();
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//string masterServerData = GetMasterServerData();
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if (string.IsNullOrWhiteSpace(masterServerData))
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{
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var nameText = new GUITextBlock(new Rectangle(0, 0, 0, 20), "Couldn't find any servers", GUI.Style, serverList);
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return;
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}
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if (masterServerData.Substring(0,5).ToLower()=="error")
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{
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DebugConsole.ThrowError("Error while connecting to master server ("+masterServerData+")!");
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return;
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}
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string[] lines = masterServerData.Split('\n');
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for (int i = 0; i<lines.Length; i++)
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{
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string[] arguments = lines[i].Split('|');
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if (arguments.Length < 3) continue;
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string IP = arguments[0];
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string port = arguments[1];
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string serverName = arguments[2];
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string gameStarted = (arguments.Length > 3) ? arguments[3] : "";
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string playerCountStr = (arguments.Length > 4) ? arguments[4] : "";
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string hasPassWordStr = (arguments.Length > 5) ? arguments[5] : "";
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var serverFrame = new GUIFrame(new Rectangle(0,0,0,20), (i%2 == 0) ? Color.Transparent : Color.White*0.2f, null, serverList);
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serverFrame.UserData = IP+":"+port;
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serverFrame.HoverColor = Color.Gold * 0.2f;
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serverFrame.SelectedColor = Color.Gold * 0.5f;
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var passwordBox = new GUITickBox(new Rectangle(columnX[0]/2, 0, 20, 20), "", Alignment.TopLeft, serverFrame);
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passwordBox.Selected = hasPassWordStr == "1";
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passwordBox.Enabled = false;
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passwordBox.UserData = "password";
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var nameText = new GUITextBlock(new Rectangle(columnX[0], 0, 0, 0), serverName, GUI.Style, serverFrame);
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int playerCount, maxPlayers;
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playerCount = GameClient.ByteToPlayerCount((byte)int.Parse(playerCountStr), out maxPlayers);
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var playerCountText = new GUITextBlock(new Rectangle(columnX[1], 0, 0, 0), playerCount + "/" + maxPlayers, GUI.Style, serverFrame);
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var gameStartedBox = new GUITickBox(new Rectangle(columnX[2] + (columnX[3] - columnX[2])/ 2, 0, 20, 20), "", Alignment.TopLeft, serverFrame);
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gameStartedBox.Selected = gameStarted == "1";
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gameStartedBox.Enabled = false;
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}
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}
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private IEnumerable<object> SendMasterServerRequest()
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{
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RestClient client = null;
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try
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{
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client = new RestClient(NetConfig.MasterServerUrl);
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Error while connecting to master server", e);
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}
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if (client == null) yield return CoroutineStatus.Success;
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var request = new RestRequest("masterserver.php", Method.GET);
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request.AddParameter("gamename", "barotrauma"); // adds to POST or URL querystring based on Method
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request.AddParameter("action", "listservers"); // adds to POST or URL querystring based on Method
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// easily add HTTP Headers
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//request.AddHeader("header", "value");
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//// add files to upload (works with compatible verbs)
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//request.AddFile(path);
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// execute the request
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masterServerResponded = false;
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var restRequestHandle = client.ExecuteAsync(request, response => MasterServerCallBack(response));
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DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, 8);
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while (!masterServerResponded)
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{
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if (DateTime.Now > timeOut)
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{
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serverList.ClearChildren();
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restRequestHandle.Abort();
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DebugConsole.ThrowError("Couldn't connect to master server (request timed out)");
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}
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yield return CoroutineStatus.Running;
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}
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yield return CoroutineStatus.Success;
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}
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private void MasterServerCallBack(IRestResponse response)
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{
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masterServerResponded = true;
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if (response.ErrorException!=null)
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{
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serverList.ClearChildren();
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DebugConsole.ThrowError("Error while connecting to master server", response.ErrorException);
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return;
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}
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if (response.StatusCode!= System.Net.HttpStatusCode.OK)
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{
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serverList.ClearChildren();
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DebugConsole.ThrowError("Error while connecting to master server (" +response.StatusCode+": "+response.StatusDescription+")");
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return;
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}
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UpdateServerList(response.Content);
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}
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private bool JoinServer(GUIButton button, object obj)
|
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{
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if (string.IsNullOrWhiteSpace(clientNameBox.Text))
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{
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clientNameBox.Flash();
|
||||
return false;
|
||||
}
|
||||
|
||||
string ip = ipBox.Text;
|
||||
|
||||
if (string.IsNullOrWhiteSpace(ip))
|
||||
{
|
||||
ipBox.Flash();
|
||||
return false;
|
||||
}
|
||||
|
||||
CoroutineManager.StartCoroutine(JoinServer(ip));
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private IEnumerable<object> JoinServer(string ip)
|
||||
{
|
||||
string selectedPassword = "";
|
||||
|
||||
if (serverList.Selected!=null && (serverList.Selected.GetChild("password") as GUITickBox).Selected)
|
||||
{
|
||||
var msgBox = new GUIMessageBox("Password required:", "");
|
||||
var passwordBox = new GUITextBox(new Rectangle(0,40,150,25), Alignment.TopLeft, GUI.Style, msgBox);
|
||||
passwordBox.UserData = "password";
|
||||
|
||||
var okButton = msgBox.GetChild<GUIButton>();
|
||||
|
||||
while (GUIMessageBox.MessageBoxes.Contains(msgBox))
|
||||
{
|
||||
okButton.Enabled = !string.IsNullOrWhiteSpace(passwordBox.Text);
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
selectedPassword = passwordBox.Text;
|
||||
}
|
||||
|
||||
GameMain.NetworkMember = new GameClient(clientNameBox.Text);
|
||||
GameMain.Client.ConnectToServer(ip, selectedPassword);
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
|
||||
{
|
||||
graphics.Clear(Color.CornflowerBlue);
|
||||
|
||||
GameMain.GameScreen.DrawMap(graphics, spriteBatch);
|
||||
|
||||
spriteBatch.Begin();
|
||||
|
||||
menu.Draw(spriteBatch);
|
||||
|
||||
//if (previewPlayer!=null) previewPlayer.Draw(spriteBatch);
|
||||
|
||||
GUI.Draw((float)deltaTime, spriteBatch, null);
|
||||
|
||||
spriteBatch.End();
|
||||
}
|
||||
|
||||
public override void Update(double deltaTime)
|
||||
{
|
||||
menu.Update((float)deltaTime);
|
||||
|
||||
GUI.Update((float)deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user