Removed Fill/ReadNetworkData
These functions needed to be replaced because they rely heavily on reliability. Instead, new functions called (Write/Read)Data(Server/Client) will be added. Separating client and server code into completely separate functions will help ensure that proper security checks are performed.
This commit is contained in:
@@ -86,180 +86,5 @@ namespace Barotrauma
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return result;
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}
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public override bool FillNetworkData(NetworkEventType type, NetBuffer message, object data)
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{
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switch (type)
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{
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case NetworkEventType.KillCharacter:
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return true;
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case NetworkEventType.ImportantEntityUpdate:
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message.Write(AnimController.RefLimb.SimPosition.X);
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message.Write(AnimController.RefLimb.SimPosition.Y);
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//message.Write(AnimController.RefLimb.Rotation);
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message.Write((byte)((health / maxHealth) * 255.0f));
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message.Write(AnimController.StunTimer > 0.0f);
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if (AnimController.StunTimer > 0.0f)
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{
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message.WriteRangedSingle(MathHelper.Clamp(AnimController.StunTimer, 0.0f, 60.0f), 0.0f, 60.0f, 8);
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}
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if (DoesBleed)
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{
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Bleeding = MathHelper.Clamp(Bleeding, 0.0f, 5.0f);
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message.WriteRangedSingle(Bleeding, 0.0f, 5.0f, 8);
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}
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aiController.FillNetworkData(message);
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return true;
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case NetworkEventType.EntityUpdate:
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message.Write(AnimController.Dir > 0.0f);
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message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.X, -1.0f, 1.0f), -1.0f, 1.0f, 4);
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message.WriteRangedSingle(MathHelper.Clamp(AnimController.TargetMovement.Y, -1.0f, 1.0f), -1.0f, 1.0f, 4);
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if (AnimController.CanEnterSubmarine) message.Write(Submarine != null);
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message.Write(AnimController.RefLimb.SimPosition.X);
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message.Write(AnimController.RefLimb.SimPosition.Y);
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return true;
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case NetworkEventType.InventoryUpdate:
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return base.FillNetworkData(type, message, data);
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default:
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#if DEBUG
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DebugConsole.ThrowError("AICharacter network event had a wrong type ("+type+")");
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#endif
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return false;
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}
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}
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public override bool ReadNetworkData(NetworkEventType type, NetIncomingMessage message, float sendingTime, out object data)
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{
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data = null;
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Enabled = true;
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//server doesn't accept AICharacter updates from the clients
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if (GameMain.Server != null) return false;
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switch (type)
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{
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case NetworkEventType.KillCharacter:
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Kill(CauseOfDeath.Damage, true);
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break;
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case NetworkEventType.InventoryUpdate:
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return base.ReadNetworkData(type, message, sendingTime, out data);
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case NetworkEventType.ImportantEntityUpdate:
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Vector2 limbPos = AnimController.RefLimb.SimPosition;
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float rotation = AnimController.RefLimb.Rotation;
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try
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{
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limbPos.X = message.ReadFloat();
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limbPos.Y = message.ReadFloat();
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//rotation = message.ReadFloat();
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}
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catch (Exception e)
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{
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#if DEBUG
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DebugConsole.ThrowError("Failed to read AICharacter update message", e);
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#endif
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return false;
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}
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if (AnimController.RefLimb.body != null)
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{
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AnimController.RefLimb.body.TargetPosition = limbPos;
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//AnimController.RefLimb.body.TargetRotation = rotation;
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}
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float newStunTimer = 0.0f, newHealth = 0.0f, newBleeding = 0.0f;
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try
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{
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newHealth = (message.ReadByte() / 255.0f) * maxHealth;
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if (message.ReadBoolean())
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{
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newStunTimer = message.ReadRangedSingle(0.0f, 60.0f, 8);
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}
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if (DoesBleed)
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{
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newBleeding = message.ReadRangedSingle(0.0f, 5.0f, 8);
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}
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}
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catch (Exception e)
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{
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#if DEBUG
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DebugConsole.ThrowError("Failed to read AICharacter update message", e);
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#endif
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return false;
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}
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AnimController.StunTimer = newStunTimer;
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health = newHealth;
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Bleeding = newBleeding;
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aiController.ReadNetworkData(message);
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break;
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case NetworkEventType.EntityUpdate:
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if (sendingTime <= LastNetworkUpdate) return false;
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Vector2 targetMovement = Vector2.Zero, pos = Vector2.Zero;
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bool targetDir = false,inSub = false;
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try
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{
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targetDir = message.ReadBoolean();
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targetMovement.X = message.ReadRangedSingle(-1.0f, 1.0f, 4);
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targetMovement.Y = message.ReadRangedSingle(-1.0f, 1.0f, 4);
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if (AnimController.CanEnterSubmarine) inSub = message.ReadBoolean();
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pos.X = message.ReadFloat();
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pos.Y = message.ReadFloat();
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}
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catch (Exception e)
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{
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#if DEBUG
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DebugConsole.ThrowError("Failed to read AICharacter update message", e);
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#endif
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return false;
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}
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AnimController.TargetDir = (targetDir) ? Direction.Right : Direction.Left;
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AnimController.TargetMovement = targetMovement;
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AnimController.RefLimb.body.TargetPosition = pos;
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//AnimController.EstimateCurrPosition(pos, (float)(NetTime.Now) - sendingTime);
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if (inSub)
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{
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Hull newHull = Hull.FindHull(ConvertUnits.ToDisplayUnits(pos), AnimController.CurrentHull, false);
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if (newHull != null)
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{
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AnimController.CurrentHull = newHull;
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Submarine = newHull.Submarine;
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}
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}
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LastNetworkUpdate = sendingTime;
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break;
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}
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return true;
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}
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}
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}
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