v0.13.0.11

This commit is contained in:
Joonas Rikkonen
2021-04-22 17:33:08 +03:00
parent 0697d7fc64
commit 8bb31f2893
391 changed files with 17271 additions and 5949 deletions
@@ -284,6 +284,7 @@ namespace Barotrauma.Networking
newClient.Connection = connection;
newClient.Connection.Status = NetworkConnectionStatus.Connected;
newClient.SteamID = connection.SteamID;
newClient.OwnerSteamID = connection.OwnerSteamID;
newClient.Language = connection.Language;
ConnectedClients.Add(newClient);
@@ -301,19 +302,20 @@ namespace Barotrauma.Networking
LastClientListUpdateID++;
if (newClient.Connection == OwnerConnection)
if (newClient.Connection == OwnerConnection && OwnerConnection != null)
{
newClient.GivePermission(ClientPermissions.All);
newClient.PermittedConsoleCommands.AddRange(DebugConsole.Commands);
SendConsoleMessage("Granted all permissions to " + newClient.Name + ".", newClient);
}
SendChatMessage($"ServerMessage.JoinedServer~[client]={clName}", ChatMessageType.Server, null, changeType: PlayerConnectionChangeType.Joined);
SendChatMessage($"ServerMessage.JoinedServer~[client]={ClientLogName(newClient)}", ChatMessageType.Server, null, changeType: PlayerConnectionChangeType.Joined);
serverSettings.ServerDetailsChanged = true;
if (previousPlayer != null && previousPlayer.Name != newClient.Name)
{
SendChatMessage($"ServerMessage.PreviousClientName~[client]={clName}~[previousname]={previousPlayer.Name}", ChatMessageType.Server, null);
string prevNameSanitized = previousPlayer.Name.Replace("‖", "");
SendChatMessage($"ServerMessage.PreviousClientName~[client]={ClientLogName(newClient)}~[previousname]={prevNameSanitized}", ChatMessageType.Server, null);
previousPlayer.Name = newClient.Name;
}
@@ -448,12 +450,12 @@ namespace Barotrauma.Networking
//or very close and someone from the crew made it inside the outpost
subAtLevelEnd =
Submarine.MainSub.DockedTo.Contains(Level.Loaded.EndOutpost) ||
(Submarine.MainSub.AtEndPosition && charactersInsideOutpost > 0) ||
(Submarine.MainSub.AtEndExit && charactersInsideOutpost > 0) ||
(charactersInsideOutpost > charactersOutsideOutpost);
}
else
{
subAtLevelEnd = Submarine.MainSub.AtEndPosition;
subAtLevelEnd = Submarine.MainSub.AtEndExit;
}
}
@@ -475,12 +477,19 @@ namespace Barotrauma.Networking
}
else if (isCrewDead && respawnManager == null)
{
#if !DEBUG
if (endRoundTimer <= 0.0f)
{
SendChatMessage(TextManager.GetWithVariable("CrewDeadNoRespawns", "[time]", "60"), ChatMessageType.Server);
}
endRoundDelay = 60.0f;
endRoundTimer += deltaTime;
#endif
}
else if (isCrewDead && (GameMain.GameSession?.GameMode is CampaignMode))
{
endRoundDelay = 1.0f;
endRoundTimer += deltaTime;
}
else
{
@@ -501,10 +510,14 @@ namespace Barotrauma.Networking
{
Log("Ending round (submarine reached the end of the level)", ServerLog.MessageType.ServerMessage);
}
else
else if (respawnManager == null)
{
Log("Ending round (no living players left and respawning is not enabled during this round)", ServerLog.MessageType.ServerMessage);
}
else
{
Log("Ending round (no living players left)", ServerLog.MessageType.ServerMessage);
}
EndGame();
return;
}
@@ -752,6 +765,7 @@ namespace Barotrauma.Networking
string seed = inc.ReadString();
string subName = inc.ReadString();
string subHash = inc.ReadString();
CampaignSettings settings = new CampaignSettings(inc);
var matchingSub = SubmarineInfo.SavedSubmarines.FirstOrDefault(s => s.Name == subName && s.MD5Hash.Hash == subHash);
@@ -772,10 +786,10 @@ namespace Barotrauma.Networking
string localSavePath = SaveUtil.CreateSavePath(SaveUtil.SaveType.Multiplayer, saveName);
if (connectedClient.HasPermission(ClientPermissions.SelectMode) || connectedClient.HasPermission(ClientPermissions.ManageCampaign))
{
MultiPlayerCampaign.StartNewCampaign(localSavePath, matchingSub.FilePath, seed);
MultiPlayerCampaign.StartNewCampaign(localSavePath, matchingSub.FilePath, seed, settings);
}
}
}
}
else
{
string saveName = inc.ReadString();
@@ -814,6 +828,9 @@ namespace Barotrauma.Networking
case ClientPacketHeader.READY_CHECK:
ReadyCheck.ServerRead(inc, connectedClient);
break;
case ClientPacketHeader.READY_TO_SPAWN:
ReadReadyToSpawnMessage(inc, connectedClient);
break;
case ClientPacketHeader.FILE_REQUEST:
if (serverSettings.AllowFileTransfers)
{
@@ -912,12 +929,19 @@ namespace Barotrauma.Networking
errorLines.Add("Campaign ID: " + campaign.CampaignID);
errorLines.Add("Campaign save ID: " + campaign.LastSaveID);
}
errorLines.Add("Mission: " + (GameMain.GameSession?.Mission?.Prefab.Identifier ?? "none"));
foreach (Mission mission in GameMain.GameSession.Missions)
{
errorLines.Add("Mission: " + mission.Prefab.Identifier);
}
}
if (GameMain.GameSession?.Submarine != null)
{
errorLines.Add("Submarine: " + GameMain.GameSession.Submarine.Info.Name);
}
if (GameMain.NetworkMember?.RespawnManager?.RespawnShuttle != null)
{
errorLines.Add("Respawn shuttle: " + GameMain.NetworkMember.RespawnManager.RespawnShuttle.Info.Name);
}
if (Level.Loaded != null)
{
errorLines.Add("Level: " + Level.Loaded.Seed + ", " + string.Join(", ", Level.Loaded.EqualityCheckValues.Select(cv => cv.ToString("X"))));
@@ -1183,6 +1207,15 @@ namespace Barotrauma.Networking
mpCampaign.ServerReadCrew(inc, sender);
}
}
private void ReadReadyToSpawnMessage(IReadMessage inc, Client sender)
{
sender.SpectateOnly = inc.ReadBoolean() && (serverSettings.AllowSpectating || sender.Connection == OwnerConnection);
sender.WaitForNextRoundRespawn = inc.ReadBoolean();
if (!(GameMain.GameSession?.GameMode is CampaignMode))
{
sender.WaitForNextRoundRespawn = null;
}
}
private void ClientReadServerCommand(IReadMessage inc)
{
@@ -1300,15 +1333,23 @@ namespace Barotrauma.Networking
else if (mpCampaign != null)
{
var availableTransition = mpCampaign.GetAvailableTransition(out _, out _);
//don't force location if we've teleported
bool forceLocation = !mpCampaign.Map.AllowDebugTeleport || mpCampaign.Map.CurrentLocation == Level.Loaded.StartLocation;
switch (availableTransition)
{
case CampaignMode.TransitionType.ReturnToPreviousEmptyLocation:
mpCampaign.Map.SelectLocation(
mpCampaign.Map.CurrentLocation.Connections.Find(c => c.LevelData == Level.Loaded?.LevelData).OtherLocation(mpCampaign.Map.CurrentLocation));
if (forceLocation)
{
mpCampaign.Map.SelectLocation(
mpCampaign.Map.CurrentLocation.Connections.Find(c => c.LevelData == Level.Loaded?.LevelData).OtherLocation(mpCampaign.Map.CurrentLocation));
}
mpCampaign.LoadNewLevel();
break;
case CampaignMode.TransitionType.ProgressToNextEmptyLocation:
mpCampaign.Map.SetLocation(mpCampaign.Map.Locations.IndexOf(Level.Loaded.EndLocation));
if (forceLocation)
{
mpCampaign.Map.SetLocation(mpCampaign.Map.Locations.IndexOf(Level.Loaded.EndLocation));
}
mpCampaign.LoadNewLevel();
break;
case CampaignMode.TransitionType.None:
@@ -1556,11 +1597,11 @@ namespace Barotrauma.Networking
{
distSqr = Math.Min(distSqr, Vector2.DistanceSquared(character.WorldPosition, c.Character.ViewTarget.WorldPosition));
}
if (distSqr >= NetConfig.DisableCharacterDistSqr) { continue; }
if (distSqr >= MathUtils.Pow2(character.Params.DisableDistance)) { continue; }
}
else
{
if (character != c.Character && Vector2.DistanceSquared(character.WorldPosition, c.SpectatePos.Value) >= NetConfig.DisableCharacterDistSqr)
if (character != c.Character && Vector2.DistanceSquared(character.WorldPosition, c.SpectatePos.Value) >= MathUtils.Pow2(character.Params.DisableDistance))
{
continue;
}
@@ -1850,6 +1891,8 @@ namespace Barotrauma.Networking
{
outmsg.Write(autoRestartTimerRunning ? serverSettings.AutoRestartTimer : 0.0f);
}
outmsg.Write(serverSettings.RadiationEnabled);
}
else
{
@@ -2031,12 +2074,12 @@ namespace Barotrauma.Networking
}
}
startGameCoroutine = GameMain.Instance.ShowLoading(StartGame(selectedSub, selectedShuttle, selectedMode), false);
startGameCoroutine = GameMain.Instance.ShowLoading(StartGame(selectedSub, selectedShuttle, selectedMode, CampaignSettings.Unsure), false);
yield return CoroutineStatus.Success;
}
private IEnumerable<object> StartGame(SubmarineInfo selectedSub, SubmarineInfo selectedShuttle, GameModePreset selectedMode)
private IEnumerable<object> StartGame(SubmarineInfo selectedSub, SubmarineInfo selectedShuttle, GameModePreset selectedMode, CampaignSettings settings)
{
entityEventManager.Clear();
@@ -2064,7 +2107,7 @@ namespace Barotrauma.Networking
//don't instantiate a new gamesession if we're playing a campaign
if (campaign == null || GameMain.GameSession == null)
{
GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, GameMain.NetLobbyScreen.LevelSeed, missionType: GameMain.NetLobbyScreen.MissionType);
GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, settings, GameMain.NetLobbyScreen.LevelSeed, missionType: GameMain.NetLobbyScreen.MissionType);
}
List<Client> playingClients = new List<Client>(connectedClients);
@@ -2110,7 +2153,6 @@ namespace Barotrauma.Networking
Log("Game mode: " + selectedMode.Name, ServerLog.MessageType.ServerMessage);
Log("Submarine: " + GameMain.GameSession.SubmarineInfo.Name, ServerLog.MessageType.ServerMessage);
Log("Level seed: " + campaign.NextLevel.Seed, ServerLog.MessageType.ServerMessage);
if (GameMain.GameSession.Mission != null) { Log("Mission: " + GameMain.GameSession.Mission.Prefab.Name, ServerLog.MessageType.ServerMessage); }
}
else
{
@@ -2120,7 +2162,11 @@ namespace Barotrauma.Networking
Log("Game mode: " + selectedMode.Name, ServerLog.MessageType.ServerMessage);
Log("Submarine: " + selectedSub.Name, ServerLog.MessageType.ServerMessage);
Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, ServerLog.MessageType.ServerMessage);
if (GameMain.GameSession.Mission != null) { Log("Mission: " + GameMain.GameSession.Mission.Prefab.Name, ServerLog.MessageType.ServerMessage); }
}
foreach (Mission mission in GameMain.GameSession.Missions)
{
Log("Mission: " + mission.Prefab.Name, ServerLog.MessageType.ServerMessage);
}
if (GameMain.GameSession.SubmarineInfo.IsFileCorrupted)
@@ -2132,12 +2178,17 @@ namespace Barotrauma.Networking
}
MissionMode missionMode = GameMain.GameSession.GameMode as MissionMode;
bool missionAllowRespawn = GameMain.GameSession.Campaign == null && (missionMode?.Mission == null || missionMode.Mission.AllowRespawn);
bool outpostAllowRespawn = GameMain.GameSession.Campaign != null && Level.Loaded?.Type == LevelData.LevelType.Outpost;
bool missionAllowRespawn = missionMode == null || !missionMode.Missions.Any(m => !m.AllowRespawn);
bool isOutpost = campaign != null && campaign.NextLevel?.Type == LevelData.LevelType.Outpost;
if (serverSettings.AllowRespawn && (missionAllowRespawn || outpostAllowRespawn))
if (serverSettings.AllowRespawn && missionAllowRespawn)
{
respawnManager = new RespawnManager(this, serverSettings.UseRespawnShuttle && !outpostAllowRespawn ? selectedShuttle : null);
respawnManager = new RespawnManager(this, serverSettings.UseRespawnShuttle && !isOutpost ? selectedShuttle : null);
}
if (campaign != null)
{
campaign.CargoManager.CreatePurchasedItems();
campaign.SendCrewState(null, default, null);
}
Level.Loaded?.SpawnNPCs();
@@ -2202,7 +2253,7 @@ namespace Barotrauma.Networking
}
else
{
client.CharacterInfo.ResetCurrentOrder();
client.CharacterInfo.ClearCurrentOrders();
}
characterInfos.Add(client.CharacterInfo);
if (client.CharacterInfo.Job == null || client.CharacterInfo.Job.Prefab != client.AssignedJob.First)
@@ -2245,7 +2296,9 @@ namespace Barotrauma.Networking
List<WayPoint> spawnWaypoints = null;
List<WayPoint> mainSubWaypoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[n]).ToList();
if (Level.Loaded?.StartOutpost != null && Level.Loaded.Type == LevelData.LevelType.Outpost &&
if (Level.Loaded?.StartOutpost != null &&
Level.Loaded.Type == LevelData.LevelType.Outpost &&
(Level.Loaded.StartOutpost.Info.OutpostGenerationParams?.SpawnCrewInsideOutpost ?? false) &&
Level.Loaded.StartOutpost.GetConnectedSubs().Any(s => s.Info.Type == SubmarineType.Player))
{
spawnWaypoints = WayPoint.WayPointList.FindAll(wp =>
@@ -2322,7 +2375,7 @@ namespace Barotrauma.Networking
foreach (Submarine sub in Submarine.MainSubs)
{
if (sub == null) continue;
if (sub == null) { continue; }
List<PurchasedItem> spawnList = new List<PurchasedItem>();
foreach (KeyValuePair<ItemPrefab, int> kvp in serverSettings.ExtraCargo)
@@ -2330,7 +2383,7 @@ namespace Barotrauma.Networking
spawnList.Add(new PurchasedItem(kvp.Key, kvp.Value));
}
CargoManager.CreateItems(spawnList);
CargoManager.CreateItems(spawnList, sub);
}
TraitorManager = null;
@@ -2385,12 +2438,11 @@ namespace Barotrauma.Networking
msg.Write((byte)ServerPacketHeader.STARTGAME);
msg.Write(seed);
msg.Write(gameSession.GameMode.Preset.Identifier);
bool missionAllowRespawn = campaign == null && (missionMode?.Mission == null || missionMode.Mission.AllowRespawn);
bool outpostAllowRespawn = campaign != null && campaign.NextLevel?.Type == LevelData.LevelType.Outpost;
msg.Write(serverSettings.AllowRespawn && (missionAllowRespawn || outpostAllowRespawn));
bool missionAllowRespawn = missionMode == null || !missionMode.Missions.Any(m => !m.AllowRespawn);
msg.Write(serverSettings.AllowRespawn && missionAllowRespawn);
msg.Write(serverSettings.AllowDisguises);
msg.Write(serverSettings.AllowRewiring);
msg.Write(serverSettings.LockAllDefaultWires);
msg.Write(serverSettings.AllowRagdollButton);
msg.Write(serverSettings.UseRespawnShuttle);
msg.Write((byte)GameMain.Config.LosMode);
@@ -2406,7 +2458,11 @@ namespace Barotrauma.Networking
msg.Write(gameSession.SubmarineInfo.MD5Hash.Hash);
msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.Name);
msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.Hash);
msg.Write((short)(GameMain.GameSession.GameMode?.Mission == null ? -1 : MissionPrefab.List.IndexOf(GameMain.GameSession.GameMode.Mission.Prefab)));
msg.Write((byte)GameMain.GameSession.GameMode.Missions.Count());
foreach (Mission mission in GameMain.GameSession.GameMode.Missions)
{
msg.Write((short)MissionPrefab.List.IndexOf(mission.Prefab));
}
}
else
{
@@ -2446,13 +2502,20 @@ namespace Barotrauma.Networking
msg.Write(contentFile.Path);
}
msg.Write(Submarine.MainSub?.Info.EqualityCheckVal ?? 0);
msg.Write(GameMain.GameSession.Mission?.Prefab.Identifier ?? "");
msg.Write((byte)GameMain.GameSession.Missions.Count());
foreach (Mission mission in GameMain.GameSession.Missions)
{
msg.Write(mission.Prefab.Identifier);
}
msg.Write((byte)GameMain.GameSession.Level.EqualityCheckValues.Count);
foreach (int equalityCheckValue in GameMain.GameSession.Level.EqualityCheckValues)
{
msg.Write(equalityCheckValue);
}
GameMain.GameSession.Mission?.ServerWriteInitial(msg, client);
foreach (Mission mission in GameMain.GameSession.Missions)
{
mission.ServerWriteInitial(msg, client);
}
}
public void EndGame(CampaignMode.TransitionType transitionType = CampaignMode.TransitionType.None)
@@ -2475,7 +2538,7 @@ namespace Barotrauma.Networking
string endMessage = TextManager.FormatServerMessage("RoundSummaryRoundHasEnded");
var traitorResults = TraitorManager?.GetEndResults() ?? new List<TraitorMissionResult>();
Mission mission = GameMain.GameSession.Mission;
List<Mission> missions = GameMain.GameSession.Missions.ToList();
if (GameMain.GameSession.IsRunning)
{
GameMain.GameSession.EndRound(endMessage, traitorResults);
@@ -2517,7 +2580,11 @@ namespace Barotrauma.Networking
msg.Write((byte)ServerPacketHeader.ENDGAME);
msg.Write((byte)transitionType);
msg.Write(endMessage);
msg.Write(mission != null && mission.Completed);
msg.Write((byte)missions.Count);
foreach (Mission mission in missions)
{
msg.Write(mission.Completed);
}
msg.Write(GameMain.GameSession?.WinningTeam == null ? (byte)0 : (byte)GameMain.GameSession.WinningTeam);
msg.Write((byte)traitorResults.Count);
@@ -2529,10 +2596,11 @@ namespace Barotrauma.Networking
foreach (Client client in connectedClients)
{
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
client.Character?.ResetCurrentOrder();
client.Character?.Info?.ClearCurrentOrders();
client.Character = null;
client.HasSpawned = false;
client.InGame = false;
client.WaitForNextRoundRespawn = null;
}
}
@@ -2694,6 +2762,10 @@ namespace Barotrauma.Networking
{
serverSettings.BanList.BanPlayer(client.Name, client.SteamID, reason, duration);
}
if (client.OwnerSteamID > 0)
{
serverSettings.BanList.BanPlayer(client.Name, client.OwnerSteamID, reason, duration);
}
}
public void BanPreviousPlayer(PreviousPlayer previousPlayer, string reason, bool range = false, TimeSpan? duration = null)
@@ -2713,6 +2785,10 @@ namespace Barotrauma.Networking
{
serverSettings.BanList.BanPlayer(previousPlayer.Name, previousPlayer.SteamID, reason, duration);
}
if (previousPlayer.OwnerSteamID > 0)
{
serverSettings.BanList.BanPlayer(previousPlayer.Name, previousPlayer.OwnerSteamID, reason, duration);
}
string msg = $"ServerMessage.BannedFromServer~[client]={previousPlayer.Name}";
if (!string.IsNullOrWhiteSpace(reason))
@@ -2760,9 +2836,10 @@ namespace Barotrauma.Networking
client.Character = null;
client.HasSpawned = false;
client.WaitForNextRoundRespawn = null;
client.InGame = false;
if (string.IsNullOrWhiteSpace(msg)) { msg = $"ServerMessage.ClientLeftServer~[client]={client.Name}"; }
if (string.IsNullOrWhiteSpace(msg)) { msg = $"ServerMessage.ClientLeftServer~[client]={ClientLogName(client)}"; }
if (string.IsNullOrWhiteSpace(targetmsg)) { targetmsg = "ServerMessage.YouLeftServer"; }
if (!string.IsNullOrWhiteSpace(reason))
{
@@ -2999,7 +3076,8 @@ namespace Barotrauma.Networking
else if (type == ChatMessageType.Radio)
{
//send to chat-linked wifi components
senderRadio.TransmitSignal(0, message, senderRadio.Item, senderCharacter, sentFromChat: true);
Signal s = new Signal(message, sender: senderCharacter, source: senderRadio.Item);
senderRadio.TransmitSignal(s, sentFromChat: true);
}
//check which clients can receive the message and apply distance effects
@@ -3050,7 +3128,7 @@ namespace Barotrauma.Networking
string myReceivedMessage = type == ChatMessageType.Server || type == ChatMessageType.Error ? TextManager.GetServerMessage(message) : message;
if (!string.IsNullOrWhiteSpace(myReceivedMessage))
{
AddChatMessage(myReceivedMessage, (ChatMessageType)type, senderName, senderCharacter);
AddChatMessage(myReceivedMessage, (ChatMessageType)type, senderName, senderClient, senderCharacter);
}
}
}
@@ -3072,14 +3150,14 @@ namespace Barotrauma.Networking
if (!client.Character.CanHearCharacter(message.Sender)) { continue; }
}
SendDirectChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.TargetEntity, message.TargetCharacter, message.Sender), client);
SendDirectChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.OrderPriority, message.TargetEntity, message.TargetCharacter, message.Sender), client);
}
string myReceivedMessage = message.Text;
if (!string.IsNullOrWhiteSpace(myReceivedMessage))
{
AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, myReceivedMessage, message.TargetEntity, message.TargetCharacter, message.Sender));
AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, message.OrderPriority, myReceivedMessage, message.TargetEntity, message.TargetCharacter, message.Sender));
}
}
@@ -3461,9 +3539,9 @@ namespace Barotrauma.Networking
unassigned.RemoveAt(i);
}
//go throught the jobs whose MinNumber>0 (i.e. at least one crew member has to have the job)
// Assign the necessary jobs that are always required at least one, in vanilla this means in practice the captain
bool unassignedJobsFound = true;
while (unassignedJobsFound && unassigned.Count > 0)
while (unassignedJobsFound && unassigned.Any())
{
unassignedJobsFound = false;
@@ -3471,16 +3549,33 @@ namespace Barotrauma.Networking
{
if (unassigned.Count == 0) { break; }
if (jobPrefab.MinNumber < 1 || assignedClientCount[jobPrefab] >= jobPrefab.MinNumber) { continue; }
// Find the client that wants the job the most, don't force any jobs yet, because it might be that we can meet the preference for other jobs.
Client client = FindClientWithJobPreference(unassigned, jobPrefab, forceAssign: false);
if (client != null)
{
AssignJob(client, jobPrefab);
}
}
//find the client that wants the job the most, or force it to random client if none of them want it
Client assignedClient = FindClientWithJobPreference(unassigned, jobPrefab, true);
if (unassigned.Any())
{
// Another pass, force required jobs that are not yet filled.
foreach (JobPrefab jobPrefab in jobList)
{
if (unassigned.Count == 0) { break; }
if (jobPrefab.MinNumber < 1 || assignedClientCount[jobPrefab] >= jobPrefab.MinNumber) { continue; }
AssignJob(FindClientWithJobPreference(unassigned, jobPrefab, forceAssign: true), jobPrefab);
}
}
assignedClient.AssignedJob =
assignedClient.JobPreferences.FirstOrDefault(jp => jp.First == jobPrefab) ??
new Pair<JobPrefab, int>(jobPrefab, 0);
void AssignJob(Client client, JobPrefab jobPrefab)
{
client.AssignedJob =
client.JobPreferences.FirstOrDefault(jp => jp.First == jobPrefab) ??
new Pair<JobPrefab, int>(jobPrefab, Rand.Int(jobPrefab.Variants));
assignedClientCount[jobPrefab]++;
unassigned.Remove(assignedClient);
unassigned.Remove(client);
//the job still needs more crew members, set unassignedJobsFound to true to keep the while loop running
if (assignedClientCount[jobPrefab] < jobPrefab.MinNumber) { unassignedJobsFound = true; }
@@ -3514,32 +3609,37 @@ namespace Barotrauma.Networking
}
} while (unassigned.Count > 0 && canAssign);*/
//attempt to give the clients a job they have in their job preferences
for (int i = unassigned.Count - 1; i >= 0; i--)
// Attempt to give the clients a job they have in their job preferences.
// First evaluate all the primary preferences, then all the secondary etc.
for (int preferenceIndex = 0; preferenceIndex < 3; preferenceIndex++)
{
if (unassignedSpawnPoints.Count == 0) { break; }
foreach (Pair<JobPrefab, int> preferredJob in unassigned[i].JobPreferences)
if (unassignedSpawnPoints.None()) { break; }
for (int i = unassigned.Count - 1; i >= 0; i--)
{
//can't assign this job if maximum number has reached or the clien't karma is too low
if (assignedClientCount[preferredJob.First] >= preferredJob.First.MaxNumber || unassigned[i].Karma < preferredJob.First.MinKarma)
if (unassignedSpawnPoints.None()) { break; }
Client client = unassigned[i];
if (preferenceIndex >= client.JobPreferences.Count) { continue; }
var preferredJob = client.JobPreferences[preferenceIndex];
JobPrefab jobPrefab = preferredJob.First;
if (assignedClientCount[jobPrefab] >= jobPrefab.MaxNumber || client.Karma < jobPrefab.MinKarma)
{
//can't assign this job if maximum number has reached or the clien't karma is too low
continue;
}
//give the client their preferred job if there's a spawnpoint available for that job
var matchingSpawnPoint = unassignedSpawnPoints.Find(s => s.AssignedJob == preferredJob.First);
//if the job is not available in any spawnpoint (custom job?), treat empty spawnpoints
//as a matching ones
if (matchingSpawnPoint == null && !availableSpawnPoints.Any(s => s.AssignedJob == preferredJob.First))
var matchingSpawnPoint = unassignedSpawnPoints.Find(s => s.AssignedJob == jobPrefab);
if (matchingSpawnPoint == null && !availableSpawnPoints.Any(s => s.AssignedJob == jobPrefab))
{
//if the job is not available in any spawnpoint (custom job?), treat empty spawnpoints
//as a matching ones
matchingSpawnPoint = unassignedSpawnPoints.Find(s => s.AssignedJob == null);
}
if (matchingSpawnPoint != null)
{
unassignedSpawnPoints.Remove(matchingSpawnPoint);
unassigned[i].AssignedJob = preferredJob;
assignedClientCount[preferredJob.First]++;
client.AssignedJob = preferredJob;
assignedClientCount[jobPrefab]++;
unassigned.RemoveAt(i);
break;
}
}
}
@@ -3660,15 +3760,13 @@ namespace Barotrauma.Networking
private Client FindClientWithJobPreference(List<Client> clients, JobPrefab job, bool forceAssign = false)
{
int bestPreference = 0;
int bestPreference = int.MaxValue;
Client preferredClient = null;
foreach (Client c in clients)
{
if (c.Karma < job.MinKarma) continue;
if (ServerSettings.KarmaEnabled && c.Karma < job.MinKarma) { continue; }
int index = c.JobPreferences.IndexOf(c.JobPreferences.Find(j => j.First == job));
if (index == -1) index = 1000;
if (preferredClient == null || index < bestPreference)
if (index > -1 && index < bestPreference)
{
bestPreference = index;
preferredClient = c;
@@ -3684,29 +3782,19 @@ namespace Barotrauma.Networking
return preferredClient;
}
public void UpdateMissionState(int state)
public void UpdateMissionState(Mission mission, int state)
{
foreach (var client in connectedClients)
{
IWriteMessage msg = new WriteOnlyMessage();
msg.Write((byte)ServerPacketHeader.MISSION);
int missionIndex = GameMain.GameSession.GetMissionIndex(mission);
msg.Write((byte)(missionIndex == -1 ? 255: missionIndex));
msg.Write((ushort)state);
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
}
public static string ClientLogName(Client client, string name = null)
{
if (client == null) { return name; }
string retVal = "‖";
if (client.Karma < 40.0f)
{
retVal += "color:#ff9900;";
}
retVal += "metadata:" + (client.SteamID != 0 ? client.SteamID.ToString() : client.ID.ToString()) + "‖" + (name ?? client.Name) + "‖end‖";
return retVal;
}
public static string CharacterLogName(Character character)
{
if (character == null) { return "[NULL]"; }
@@ -3782,6 +3870,7 @@ namespace Barotrauma.Networking
public string Name;
public string EndPoint;
public UInt64 SteamID;
public UInt64 OwnerSteamID;
public float Karma;
public int KarmaKickCount;
public readonly List<Client> KickVoters = new List<Client>();
@@ -3791,6 +3880,7 @@ namespace Barotrauma.Networking
Name = c.Name;
EndPoint = c.Connection?.EndPointString ?? "";
SteamID = c.SteamID;
OwnerSteamID = c.OwnerSteamID;
}
public bool MatchesClient(Client c)