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:
juanjp600
2016-08-29 20:02:46 -03:00
parent a00ceb5b9f
commit af220dbc2a
28 changed files with 29 additions and 2297 deletions
@@ -194,50 +194,6 @@ namespace Barotrauma.Items.Components
if (!IsActive) currPowerConsumption = 0.0f;
}
public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
{
message.WriteRangedInteger(-10, 10, (int)(flowPercentage / 10.0f));
message.Write(IsActive);
message.WritePadBits();
return true;
}
public override void ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message, float sendingTime)
{
float newFlow = 0.0f;
bool newActive;
if (sendingTime < lastUpdate) return;
try
{
newFlow = message.ReadRangedInteger(-10,10)*10.0f;
newActive = message.ReadBoolean();
}
catch (Exception e)
{
#if DEBUG
DebugConsole.ThrowError("invalid network message", e);
#endif
return;
}
FlowPercentage = newFlow;
IsActive = newActive;
lastUpdate = sendingTime;
if (GameMain.Server == null) return;
var sender = GameMain.Server.ConnectedClients.Find(c => c.Connection == message.SenderConnection);
if (sender != null)
{
Networking.GameServer.Log("Pump settings adjusted by " + sender.name, Color.Orange);
Networking.GameServer.Log("Active: " + (IsActive ? "yes" : "no ") + " Pumping speed: " + (int)flowPercentage + " %", Color.Orange);
}
}
}
}