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.
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@@ -801,120 +801,6 @@ namespace Barotrauma
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h.ID = (ushort)int.Parse(element.Attribute("ID").Value);
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}
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public override bool FillNetworkData(Networking.NetworkEventType type, NetBuffer message, object data)
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{
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message.WriteRangedSingle(MathHelper.Clamp(volume/FullVolume, 0.0f, 1.5f), 0.0f, 1.5f, 6);
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message.WriteRangedSingle(MathHelper.Clamp(OxygenPercentage, 0.0f, 100.0f), 0.0f, 100.0f, 8);
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message.Write(fireSources.Count > 0);
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if (fireSources.Count > 0)
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{
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message.Write((byte)fireSources.Count);
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for (int i = 0; i < Math.Min(fireSources.Count, 16); i++)
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{
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var fireSource = fireSources[i];
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Vector2 normalizedPos = new Vector2(
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(fireSource.Position.X - rect.X) / rect.Width,
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(fireSource.Position.Y - (rect.Y - rect.Height)) / rect.Height);
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message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.X, 0.0f, 1.0f), 0.0f, 1.0f, 4);
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message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.Y, 0.0f, 1.0f), 0.0f, 1.0f, 4);
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message.WriteRangedSingle(MathHelper.Clamp(fireSource.Size.X / rect.Width, 0.0f, 1.0f), 0, 1.0f, 6);
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}
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}
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lastSentVolume = volume;
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lastSentOxygen = OxygenPercentage;
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return true;
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}
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public override bool ReadNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetIncomingMessage message, float sendingTime, out object data)
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{
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data = null;
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if (GameMain.Server != null) return false;
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if (sendingTime < lastNetworkUpdate) return false;
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float newVolume = this.volume;
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float newOxygen = this.OxygenPercentage;
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try
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{
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float newPercentage = message.ReadRangedSingle(0.0f, 1.5f, 6);
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newVolume = newPercentage * FullVolume;
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newOxygen = message.ReadRangedSingle(0.0f, 100.0f, 8);
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}
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catch (Exception e)
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{
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DebugConsole.Log("Failed to read network message for Hull {" + ID + "}! " + e.Message);
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return false;
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}
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Volume = newVolume;
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OxygenPercentage = newOxygen;
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bool hasFireSources = message.ReadBoolean();
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List<FireSource> newFireSources = new List<FireSource>();
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if (hasFireSources)
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{
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int fireSourceCount = message.ReadByte();
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for (int i = 0; i < fireSourceCount; i++)
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{
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Vector2 pos = Vector2.Zero;
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float size = 0.0f;
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pos.X = message.ReadRangedSingle(0.0f, 1.0f, 4);
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pos.Y = message.ReadRangedSingle(0.0f, 1.0f, 4);
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size = message.ReadRangedSingle(0.0f, 1.0f, 6);
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if (!MathUtils.IsValid(pos)) continue;
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pos.X = MathHelper.Clamp(pos.X, 0.05f, 0.95f);
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pos.Y = MathHelper.Clamp(pos.Y, 0.05f, 0.95f);
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pos = new Vector2(rect.X + rect.Width * pos.X, rect.Y - rect.Height + (rect.Height * pos.Y));
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var existingFire = fireSources.Find(fs => fs.Contains(pos));
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if (existingFire!=null)
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{
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newFireSources.Add(existingFire);
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existingFire.Position = pos;
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existingFire.Size = new Vector2(
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existingFire.Hull == null ? size : size*existingFire.Hull.rect.Width,
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existingFire.Size.Y);
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}
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else
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{
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var newFire = new FireSource(pos + Submarine.Position, this, true);
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newFire.Size = new Vector2(
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newFire.Hull == null ? size : size * newFire.Hull.rect.Width,
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newFire.Size.Y);
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//ignore if the fire wasn't added to this room (invalid position)?
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if (!fireSources.Contains(newFire)) continue;
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newFireSources.Add(newFire);
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}
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}
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}
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var toBeRemoved = fireSources.FindAll(fs => !newFireSources.Contains(fs));
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for (int i = toBeRemoved.Count - 1; i >= 0; i--)
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{
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toBeRemoved[i].Remove(true);
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}
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fireSources = newFireSources;
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lastNetworkUpdate = sendingTime;
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return true;
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}
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}
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}
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