- gameServerSettings refactoring: using ObjectProperties for saving/loading instead of doing it manually
- tabs for different types of server settings - moved banlist to server settings - option to select autorestart delay - character name is always the same as client name (less griefing potential)
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@@ -290,7 +290,7 @@ namespace Barotrauma.Networking
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//restart if all characters are dead or submarine is at the end of the level
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if ((autoRestart && isCrewDead)
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(endRoundAtLevelEnd && Submarine.MainSub != null && Submarine.MainSub.AtEndPosition))
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(EndRoundAtLevelEnd && Submarine.MainSub != null && Submarine.MainSub.AtEndPosition))
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{
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if (AutoRestart && isCrewDead)
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{
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@@ -458,7 +458,7 @@ namespace Barotrauma.Networking
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outmsg.Write(sender.ID);
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outmsg.Write(gameStarted);
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outmsg.Write(gameStarted && sender.Character != null);
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outmsg.Write(allowSpectating);
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outmsg.Write(AllowSpectating);
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//notify the client about other clients already logged in
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outmsg.Write((byte)((characterInfo == null) ? connectedClients.Count - 1 : connectedClients.Count));
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@@ -549,7 +549,7 @@ namespace Barotrauma.Networking
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break;
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case (byte)PacketTypes.RequestFile:
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if (!allowFileTransfers)
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if (!AllowFileTransfers)
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{
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SendCancelTransferMessage(dataSender, "File transfers have been disabled by the server.");
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break;
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@@ -611,7 +611,7 @@ namespace Barotrauma.Networking
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UpdateVoteStatus();
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break;
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case (byte)PacketTypes.SpectateRequest:
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if (gameStarted && allowSpectating)
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if (gameStarted && AllowSpectating)
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{
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var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);
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server.SendMessage(startMessage, inc.SenderConnection, NetDeliveryMethod.ReliableUnordered);
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@@ -1098,7 +1098,7 @@ namespace Barotrauma.Networking
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if (autoRestart) AutoRestartTimer = 20.0f;
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if (saveServerLogs) log.Save();
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if (SaveServerLogs) log.Save();
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return true;
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}
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@@ -1789,7 +1789,7 @@ namespace Barotrauma.Networking
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public static void Log(string line, Color? color)
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{
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if (GameMain.Server == null || !GameMain.Server.saveServerLogs) return;
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if (GameMain.Server == null || !GameMain.Server.SaveServerLogs) return;
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GameMain.Server.log.WriteLine(line, color);
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}
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@@ -1845,7 +1845,7 @@ namespace Barotrauma.Networking
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restClient = null;
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}
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if (saveServerLogs)
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if (SaveServerLogs)
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{
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Log("Shutting down server...", Color.Cyan);
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log.Save();
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