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.
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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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