(d9829ac) v0.9.4.0

This commit is contained in:
Regalis
2019-10-24 18:05:42 +02:00
parent 9aa12bcac2
commit b39922a074
319 changed files with 12516 additions and 6815 deletions
@@ -23,6 +23,19 @@ namespace Barotrauma.Networking
get { return true; }
}
private string serverName;
public string ServerName
{
get { return serverName; }
set
{
if (string.IsNullOrEmpty(value)) { return; }
serverName = value.Replace(":", "").Replace(";", "");
}
}
private List<Client> connectedClients = new List<Client>();
//for keeping track of disconnected clients in case the reconnect shortly after
@@ -39,7 +52,7 @@ namespace Barotrauma.Networking
private ServerPeer serverPeer;
public ServerPeer ServerPeer { get { return serverPeer; } }
private DateTime refreshMasterTimer;
private TimeSpan refreshMasterInterval = new TimeSpan(0, 0, 60);
private bool registeredToMaster;
@@ -58,7 +71,7 @@ namespace Barotrauma.Networking
get;
private set;
}
private bool initiatedStartGame;
private CoroutineHandle startGameCoroutine;
@@ -90,7 +103,7 @@ namespace Barotrauma.Networking
{
get { return entityEventManager; }
}
public TimeSpan UpdateInterval
{
get { return updateInterval; }
@@ -113,12 +126,13 @@ namespace Barotrauma.Networking
{
name = name.Substring(0, NetConfig.ServerNameMaxLength);
}
this.name = name;
this.serverName = name;
LastClientListUpdateID = 0;
serverSettings = new ServerSettings(this, name, port, queryPort, maxPlayers, isPublic, attemptUPnP);
KarmaManager.SelectPreset(serverSettings.KarmaPreset);
if (!string.IsNullOrEmpty(password))
{
serverSettings.SetPassword(password);
@@ -129,7 +143,7 @@ namespace Barotrauma.Networking
ownerSteamId = steamId;
entityEventManager = new ServerEntityEventManager(this);
CoroutineManager.StartCoroutine(StartServer(isPublic));
}
@@ -141,12 +155,12 @@ namespace Barotrauma.Networking
Log("Starting the server...", ServerLog.MessageType.ServerMessage);
if (!ownerSteamId.HasValue || ownerSteamId.Value == 0)
{
Log("Using Lidgren networking", ServerLog.MessageType.ServerMessage);
Log("Using Lidgren networking. Manual port forwarding may be required. If players cannot connect to the server, you may want to use the in-game hosting menu (which uses SteamP2P networking and does not require port forwarding).", ServerLog.MessageType.ServerMessage);
serverPeer = new LidgrenServerPeer(ownerKey, serverSettings);
}
else
{
Log("Using SteamP2P", ServerLog.MessageType.ServerMessage);
Log("Using SteamP2P networking.", ServerLog.MessageType.ServerMessage);
serverPeer = new SteamP2PServerPeer(ownerSteamId.Value, serverSettings);
}
@@ -169,14 +183,14 @@ namespace Barotrauma.Networking
Log("Error while starting the server (" + e.Message + ")", ServerLog.MessageType.Error);
System.Net.Sockets.SocketException socketException = e as System.Net.Sockets.SocketException;
error = true;
}
if (error)
{
if (serverPeer != null) serverPeer.Close("Error while starting the server");
Environment.Exit(-1);
yield return CoroutineStatus.Success;
@@ -257,7 +271,7 @@ namespace Barotrauma.Networking
newClient.AddKickVote(c);
}
}
LastClientListUpdateID++;
if (newClient.Connection == OwnerConnection)
@@ -317,7 +331,7 @@ namespace Barotrauma.Networking
var request = new RestRequest("masterserver3.php", Method.GET);
request.AddParameter("action", "addserver");
request.AddParameter("servername", name);
request.AddParameter("servername", serverName);
request.AddParameter("serverport", Port);
request.AddParameter("currplayers", connectedClients.Count);
request.AddParameter("maxplayers", serverSettings.MaxPlayers);
@@ -434,12 +448,12 @@ namespace Barotrauma.Networking
public override void Update(float deltaTime)
{
#if CLIENT
if (ShowNetStats) netStats.Update(deltaTime);
if (ShowNetStats) { netStats.Update(deltaTime); }
#endif
if (!started) return;
if (!started) { return; }
base.Update(deltaTime);
fileSender.Update(deltaTime);
KarmaManager.UpdateClients(ConnectedClients, deltaTime);
@@ -492,16 +506,16 @@ namespace Barotrauma.Networking
{
if (Level.Loaded?.EndOutpost != null)
{
bool charactersInsideOutpost = connectedClients.Any(c =>
c.Character != null &&
!c.Character.IsDead &&
bool charactersInsideOutpost = connectedClients.Any(c =>
c.Character != null &&
!c.Character.IsDead &&
c.Character.Submarine == Level.Loaded.EndOutpost);
//level finished if the sub is docked to the outpost
//or very close and someone from the crew made it inside the outpost
subAtLevelEnd =
subAtLevelEnd =
Submarine.MainSub.DockedTo.Contains(Level.Loaded.EndOutpost) ||
(Submarine.MainSub.AtEndPosition && charactersInsideOutpost);
(Submarine.MainSub.AtEndPosition && charactersInsideOutpost);
}
else
{
@@ -510,7 +524,12 @@ namespace Barotrauma.Networking
}
float endRoundDelay = 1.0f;
if (serverSettings.AutoRestart && isCrewDead)
if (TraitorManager?.ShouldEndRound ?? false)
{
endRoundDelay = 5.0f;
endRoundTimer += deltaTime;
}
else if (serverSettings.AutoRestart && isCrewDead)
{
endRoundDelay = 5.0f;
endRoundTimer += deltaTime;
@@ -533,10 +552,14 @@ namespace Barotrauma.Networking
{
endRoundTimer = 0.0f;
}
if (endRoundTimer >= endRoundDelay)
{
if (serverSettings.AutoRestart && isCrewDead)
if (TraitorManager?.ShouldEndRound ?? false)
{
Log("Ending round (a traitor completed their mission)", ServerLog.MessageType.ServerMessage);
}
else if (serverSettings.AutoRestart && isCrewDead)
{
Log("Ending round (entire crew dead)", ServerLog.MessageType.ServerMessage);
}
@@ -572,8 +595,8 @@ namespace Barotrauma.Networking
if (serverSettings.AutoRestart)
{
//autorestart if there are any non-spectators on the server (ignoring the server owner)
bool shouldAutoRestart = connectedClients.Any(c =>
c.Connection != OwnerConnection &&
bool shouldAutoRestart = connectedClients.Any(c =>
c.Connection != OwnerConnection &&
(!c.SpectateOnly || !serverSettings.AllowSpectating));
if (shouldAutoRestart != autoRestartTimerRunning)
@@ -629,7 +652,7 @@ namespace Barotrauma.Networking
}
}
IEnumerable<Client> kickAFK = connectedClients.FindAll(c =>
IEnumerable<Client> kickAFK = connectedClients.FindAll(c =>
c.KickAFKTimer >= serverSettings.KickAFKTime &&
(OwnerConnection == null || c.Connection != OwnerConnection));
foreach (Client c in kickAFK)
@@ -639,6 +662,9 @@ namespace Barotrauma.Networking
serverPeer.Update(deltaTime);
//don't run the rest of the method if something in serverPeer.Update causes the server to shutdown
if (!started) { return; }
// if update interval has passed
if (updateTimer < DateTime.Now)
{
@@ -662,7 +688,7 @@ namespace Barotrauma.Networking
}
GameAnalyticsManager.AddErrorEventOnce(
"GameServer.Update:ClientWriteFailed" + e.StackTrace,
"GameServer.Update:ClientWriteFailed" + e.StackTrace,
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
errorMsg);
}
@@ -705,7 +731,7 @@ namespace Barotrauma.Networking
serverSettings.ServerDetailsChanged = false;
}
}
private void ReadDataMessage(NetworkConnection sender, IReadMessage inc)
{
var connectedClient = connectedClients.Find(c => c.Connection == sender);
@@ -748,7 +774,7 @@ namespace Barotrauma.Networking
if (matchingSub == null)
{
SendDirectChatMessage(
TextManager.GetWithVariable("CampaignStartFailedSubNotFound", "[subname]", subName),
TextManager.GetWithVariable("CampaignStartFailedSubNotFound", "[subname]", subName),
connectedClient, ChatMessageType.MessageBox);
}
else
@@ -890,8 +916,8 @@ namespace Barotrauma.Networking
c.LastRecvLobbyUpdate = NetIdUtils.Clamp(inc.ReadUInt16(), c.LastRecvLobbyUpdate, GameMain.NetLobbyScreen.LastUpdateID);
c.LastRecvChatMsgID = NetIdUtils.Clamp(inc.ReadUInt16(), c.LastRecvChatMsgID, c.LastChatMsgQueueID);
c.LastRecvClientListUpdate = NetIdUtils.Clamp(inc.ReadUInt16(), c.LastRecvClientListUpdate, LastClientListUpdateID);
TryChangeClientName(c, inc.ReadString());
TryChangeClientName(c, inc);
c.LastRecvCampaignSave = inc.ReadUInt16();
if (c.LastRecvCampaignSave > 0)
@@ -907,7 +933,7 @@ namespace Barotrauma.Networking
campaign.DiscardClientCharacterData(c);
}
//the client has a campaign save for another campaign
//the client has a campaign save for another campaign
//(the server started a new campaign and the client isn't aware of it yet?)
if (campaign.CampaignID != campaignID)
{
@@ -963,7 +989,7 @@ namespace Barotrauma.Networking
UInt16 lastRecvChatMsgID = inc.ReadUInt16();
UInt16 lastRecvEntityEventID = inc.ReadUInt16();
UInt16 lastRecvClientListUpdate = inc.ReadUInt16();
//last msgs we've created/sent, the client IDs should never be higher than these
UInt16 lastEntityEventID = entityEventManager.Events.Count == 0 ? (UInt16)0 : entityEventManager.Events.Last().ID;
@@ -1071,10 +1097,10 @@ namespace Barotrauma.Networking
return;
}
//clients are allowed to end the round by talking with the watchman in multiplayer
//clients are allowed to end the round by talking with the watchman in multiplayer
//campaign even if they don't have the special permission
bool peekBool = inc.ReadBoolean(); inc.BitPosition--;
if (command == ClientPermissions.ManageRound && peekBool &&
if (command == ClientPermissions.ManageRound && peekBool &&
GameMain.GameSession?.GameMode is MultiPlayerCampaign mpCampaign)
{
if (!mpCampaign.AllowedToEndRound(sender.Character) && !sender.HasPermission(command))
@@ -1192,7 +1218,7 @@ namespace Barotrauma.Networking
{
msg.Write(saveFile);
}
serverPeer.Send(msg, sender.Connection, DeliveryMethod.Reliable);
}
else
@@ -1267,10 +1293,10 @@ namespace Barotrauma.Networking
{
c.Character.ClientDisconnected = true;
}
ClientWriteLobby(c);
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign campaign &&
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign campaign &&
GameMain.NetLobbyScreen.SelectedMode == campaign.Preset &&
NetIdUtils.IdMoreRecent(campaign.LastSaveID, c.LastRecvCampaignSave))
{
@@ -1284,7 +1310,7 @@ namespace Barotrauma.Networking
return;
}
}
if (!fileSender.ActiveTransfers.Any(t => t.Connection == c.Connection && t.FileType == FileTransferType.CampaignSave))
{
fileSender.StartTransfer(c.Connection, FileTransferType.CampaignSave, GameMain.GameSession.SavePath);
@@ -1312,14 +1338,15 @@ namespace Barotrauma.Networking
{
outmsg.Write(subList[i].Name);
outmsg.Write(subList[i].MD5Hash.ToString());
outmsg.Write(subList[i].RequiredContentPackagesInstalled);
}
outmsg.Write(GameStarted);
outmsg.Write(serverSettings.AllowSpectating);
c.WritePermissions(outmsg);
}
private void ClientWriteIngame(Client c)
{
//don't send position updates to characters who are still midround syncing
@@ -1392,7 +1419,7 @@ namespace Barotrauma.Networking
while (!c.NeedsMidRoundSync && c.PendingPositionUpdates.Count > 0)
{
var entity = c.PendingPositionUpdates.Peek();
if (entity == null || entity.Removed ||
if (entity == null || entity.Removed ||
(entity is Item item && item.PositionUpdateInterval == float.PositiveInfinity))
{
c.PendingPositionUpdates.Dequeue();
@@ -1436,7 +1463,7 @@ namespace Barotrauma.Networking
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("GameServer.ClientWriteIngame1:PacketSizeExceeded" + outmsg.LengthBytes, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
}
serverPeer.Send(outmsg, c.Connection, DeliveryMethod.Unreliable);
//---------------------------------------------------------------------------
@@ -1476,24 +1503,25 @@ namespace Barotrauma.Networking
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("GameServer.ClientWriteIngame2:PacketSizeExceeded" + outmsg.LengthBytes, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
}
serverPeer.Send(outmsg, c.Connection, DeliveryMethod.Unreliable);
}
serverPeer.Send(outmsg, c.Connection, DeliveryMethod.Unreliable);
}
}
private void WriteClientList(Client c, IWriteMessage outmsg)
{
bool hasChanged = NetIdUtils.IdMoreRecent(LastClientListUpdateID, c.LastRecvClientListUpdate);
if (!hasChanged) { return; }
outmsg.Write((byte)ServerNetObject.CLIENT_LIST);
outmsg.Write(LastClientListUpdateID);
outmsg.Write((byte)connectedClients.Count);
foreach (Client client in connectedClients)
{
outmsg.Write(client.ID);
outmsg.Write(client.SteamID);
outmsg.Write(client.NameID);
outmsg.Write(client.Name);
outmsg.Write(client.Character == null || !gameStarted ? (ushort)0 : client.Character.ID);
outmsg.Write(client.Muted);
@@ -1512,25 +1540,28 @@ namespace Barotrauma.Networking
outmsg.Write((byte)ServerNetObject.SYNC_IDS);
int settingsBytes = outmsg.LengthBytes;
int initialUpdateBytes = 0;
IWriteMessage settingsBuf = null;
if (NetIdUtils.IdMoreRecent(GameMain.NetLobbyScreen.LastUpdateID, c.LastRecvLobbyUpdate))
{
outmsg.Write(true);
outmsg.WritePadBits();
outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
IWriteMessage settingsBuf = new ReadWriteMessage();
settingsBuf = new ReadWriteMessage();
serverSettings.ServerWrite(settingsBuf, c);
outmsg.Write((UInt16)settingsBuf.LengthBytes);
outmsg.Write(settingsBuf.Buffer,0,settingsBuf.LengthBytes);
outmsg.Write(settingsBuf.Buffer, 0, settingsBuf.LengthBytes);
outmsg.Write(c.LastRecvLobbyUpdate < 1);
if (c.LastRecvLobbyUpdate < 1)
{
isInitialUpdate = true;
initialUpdateBytes = outmsg.LengthBytes;
ClientWriteInitial(c, outmsg);
initialUpdateBytes = outmsg.LengthBytes - initialUpdateBytes;
}
outmsg.Write(GameMain.NetLobbyScreen.SelectedSub.Name);
outmsg.Write(GameMain.NetLobbyScreen.SelectedSub.MD5Hash.ToString());
@@ -1572,7 +1603,7 @@ namespace Barotrauma.Networking
int campaignBytes = outmsg.LengthBytes;
var campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
if (outmsg.LengthBytes < MsgConstants.MTU - 500 &&
campaign != null && campaign.Preset == GameMain.NetLobbyScreen.SelectedMode &&
campaign != null && campaign.Preset == GameMain.NetLobbyScreen.SelectedMode &&
NetIdUtils.IdMoreRecent(campaign.LastUpdateID, c.LastRecvCampaignUpdate))
{
outmsg.Write(true);
@@ -1600,7 +1631,7 @@ namespace Barotrauma.Networking
chatMessageBytes = outmsg.LengthBytes - outmsg.LengthBytes;
outmsg.Write((byte)ServerNetObject.END_OF_MESSAGE);
if (isInitialUpdate)
{
//the initial update may be very large if the host has a large number
@@ -1619,13 +1650,23 @@ namespace Barotrauma.Networking
{
if (outmsg.LengthBytes > MsgConstants.MTU)
{
string errorMsg = "Maximum packet size exceeded (" + outmsg.LengthBytes + " > " + MsgConstants.MTU + ")";
string errorMsg = "Maximum packet size exceeded (" + outmsg.LengthBytes + " > " + MsgConstants.MTU + ")\n";
errorMsg +=
" Client list size: " + clientListBytes + " bytes\n" +
" Chat message size: " + chatMessageBytes + " bytes\n" +
" Campaign size: " + campaignBytes + " bytes\n" +
" Settings size: " + settingsBytes + " bytes\n\n";
DebugConsole.ThrowError(errorMsg);
" Settings size: " + settingsBytes + " bytes\n";
if (initialUpdateBytes > 0)
{
errorMsg +=
" Initial update size: " + settingsBuf.LengthBytes + " bytes\n";
}
if (settingsBuf != null)
{
errorMsg +=
" Settings buffer size: " + settingsBuf.LengthBytes + " bytes\n";
}
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("GameServer.ClientWriteIngame1:ClientWriteLobby" + outmsg.LengthBytes, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
}
@@ -1649,6 +1690,8 @@ namespace Barotrauma.Networking
public bool StartGame()
{
if (initiatedStartGame || gameStarted) { return false; }
Log("Starting a new round...", ServerLog.MessageType.ServerMessage);
Submarine selectedSub = null;
@@ -1691,7 +1734,7 @@ namespace Barotrauma.Networking
private IEnumerable<object> InitiateStartGame(Submarine selectedSub, Submarine selectedShuttle, bool usingShuttle, GameModePreset selectedMode)
{
initiatedStartGame = true;
if (connectedClients.Any())
{
IWriteMessage msg = new WriteOnlyMessage();
@@ -1705,7 +1748,7 @@ namespace Barotrauma.Networking
msg.Write(selectedShuttle.MD5Hash.Hash);
connectedClients.ForEach(c => c.ReadyToStart = false);
foreach (NetworkConnection conn in connectedClients.Select(c => c.Connection))
{
serverPeer.Send(msg, conn, DeliveryMethod.Reliable);
@@ -1725,7 +1768,7 @@ namespace Barotrauma.Networking
while (fileSender.ActiveTransfers.Count > 0 && waitForTransfersTimer > 0.0f)
{
waitForTransfersTimer -= CoroutineManager.UnscaledDeltaTime;
yield return CoroutineStatus.Running;
}
}
@@ -1739,7 +1782,7 @@ namespace Barotrauma.Networking
private IEnumerable<object> StartGame(Submarine selectedSub, Submarine selectedShuttle, bool usingShuttle, GameModePreset selectedMode)
{
entityEventManager.Clear();
roundStartSeed = DateTime.Now.Millisecond;
Rand.SetSyncedSeed(roundStartSeed);
@@ -1767,8 +1810,16 @@ namespace Barotrauma.Networking
GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, (MissionType)GameMain.NetLobbyScreen.MissionTypeIndex);
}
List<Client> playingClients = new List<Client>(connectedClients);
if (serverSettings.AllowSpectating)
{
playingClients.RemoveAll(c => c.SpectateOnly);
}
//always allow the server owner to spectate even if it's disallowed in server settings
playingClients.RemoveAll(c => c.Connection == OwnerConnection && c.SpectateOnly);
if (GameMain.GameSession.GameMode.Mission != null &&
GameMain.GameSession.GameMode.Mission.AssignTeamIDs(connectedClients))
GameMain.GameSession.GameMode.Mission.AssignTeamIDs(playingClients))
{
teamCount = 2;
}
@@ -1797,10 +1848,18 @@ namespace Barotrauma.Networking
Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, ServerLog.MessageType.ServerMessage);
}
if (GameMain.GameSession.Submarine.IsFileCorrupted)
{
CoroutineManager.StopCoroutines(startGameCoroutine);
initiatedStartGame = false;
SendChatMessage(TextManager.FormatServerMessage($"SubLoadError~[subname]={GameMain.GameSession.Submarine.Name}"), ChatMessageType.Error);
yield return CoroutineStatus.Failure;
}
MissionMode missionMode = GameMain.GameSession.GameMode as MissionMode;
bool missionAllowRespawn = campaign == null && (missionMode?.Mission == null || missionMode.Mission.AllowRespawn);
if (serverSettings.AllowRespawn && missionAllowRespawn) respawnManager = new RespawnManager(this, usingShuttle ? selectedShuttle : null);
if (serverSettings.AllowRespawn && missionAllowRespawn) { respawnManager = new RespawnManager(this, usingShuttle ? selectedShuttle : null); }
entityEventManager.RefreshEntityIDs();
@@ -1816,15 +1875,9 @@ namespace Barotrauma.Networking
}
//find the clients in this team
List<Client> teamClients = teamCount == 1 ?
new List<Client>(connectedClients) :
connectedClients.FindAll(c => c.TeamID == teamID);
if (serverSettings.AllowSpectating)
{
teamClients.RemoveAll(c => c.SpectateOnly);
}
//always allow the server owner to spectate even if it's disallowed in server settings
teamClients.RemoveAll(c => c.Connection == OwnerConnection && c.SpectateOnly);
List<Client> teamClients = teamCount == 1 ?
new List<Client>(playingClients) :
playingClients.FindAll(c => c.TeamID == teamID);
if (!teamClients.Any() && n > 0) { continue; }
@@ -1843,7 +1896,7 @@ namespace Barotrauma.Networking
if (client.CharacterInfo == null)
{
client.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, client.Name);
client.CharacterInfo = new CharacterInfo(Character.HumanSpeciesName, client.Name);
}
characterInfos.Add(client.CharacterInfo);
if (client.CharacterInfo.Job == null || client.CharacterInfo.Job.Prefab != client.AssignedJob)
@@ -1851,12 +1904,12 @@ namespace Barotrauma.Networking
client.CharacterInfo.Job = new Job(client.AssignedJob);
}
}
List<CharacterInfo> bots = new List<CharacterInfo>();
int botsToSpawn = serverSettings.BotSpawnMode == BotSpawnMode.Fill ? serverSettings.BotCount - characterInfos.Count : serverSettings.BotCount;
for (int i = 0; i < botsToSpawn; i++)
{
var botInfo = new CharacterInfo(Character.HumanConfigFile);
var botInfo = new CharacterInfo(Character.HumanSpeciesName);
characterInfos.Add(botInfo);
bots.Add(botInfo);
}
@@ -1929,9 +1982,9 @@ namespace Barotrauma.Networking
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
GameMain.GameScreen.Select();
Log("Round started.", ServerLog.MessageType.ServerMessage);
gameStarted = true;
initiatedStartGame = false;
GameMain.ResetFrameTime();
@@ -1988,7 +2041,7 @@ namespace Barotrauma.Networking
msg.Write(serverSettings.AllowRagdollButton);
serverSettings.WriteMonsterEnabled(msg);
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
@@ -2022,10 +2075,10 @@ namespace Barotrauma.Networking
"[endsummary]=" + roundSummary.Substring(roundSummaryStart),
"[endsummary]\n\n[endsummary.traitorinfo]"
}.Where(s => !string.IsNullOrEmpty(s)));
Mission mission = GameMain.GameSession.Mission;
GameMain.GameSession.GameMode.End(endMessage);
endRoundTimer = 0.0f;
if (serverSettings.AutoRestart)
@@ -2036,7 +2089,7 @@ namespace Barotrauma.Networking
}
if (serverSettings.SaveServerLogs) serverSettings.ServerLog.Save();
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
entityEventManager.Clear();
@@ -2063,7 +2116,7 @@ namespace Barotrauma.Networking
msg.Write(endMessage);
msg.Write(mission != null && mission.Completed);
msg.Write(GameMain.GameSession?.WinningTeam == null ? (byte)0 : (byte)GameMain.GameSession.WinningTeam);
foreach (Client client in connectedClients)
{
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
@@ -2080,7 +2133,7 @@ namespace Barotrauma.Networking
GameMain.NetLobbyScreen.RandomizeSettings();
}
public override void AddChatMessage(ChatMessage message)
{
if (string.IsNullOrEmpty(message.Text)) { return; }
@@ -2089,9 +2142,14 @@ namespace Barotrauma.Networking
base.AddChatMessage(message);
}
private bool TryChangeClientName(Client c, string newName)
private bool TryChangeClientName(Client c, IReadMessage inc)
{
if (c == null || string.IsNullOrEmpty(newName)) { return false; }
UInt16 nameId = inc.ReadUInt16();
string newName = inc.ReadString();
if (c == null || string.IsNullOrEmpty(newName) || !NetIdUtils.IdMoreRecent(nameId, c.NameID)) { return false; }
c.NameID = nameId;
newName = Client.SanitizeName(newName);
if (newName == c.Name) { return false; }
@@ -2107,13 +2165,13 @@ namespace Barotrauma.Networking
SendDirectChatMessage("Could not change your name to \"" + newName + "\" (the name contains disallowed symbols).", c, ChatMessageType.MessageBox);
return false;
}
if (Homoglyphs.Compare(newName.ToLower(), Name.ToLower()))
if (Homoglyphs.Compare(newName.ToLower(), ServerName.ToLower()))
{
SendDirectChatMessage("Could not change your name to \"" + newName + "\" (too similar to the server's name).", c, ChatMessageType.MessageBox);
return false;
}
}
Client nameTaken = ConnectedClients.Find(c2 => c != c2 && Homoglyphs.Compare(c2.Name.ToLower(), newName.ToLower()));
if (nameTaken != null)
{
@@ -2207,7 +2265,7 @@ namespace Barotrauma.Networking
lidgrenConn.IPEndPoint.Address.ToString();
if (range) { ip = serverSettings.BanList.ToRange(ip); }
}
serverSettings.BanList.BanPlayer(client.Name, ip, reason, duration);
}
if (client.SteamID > 0)
@@ -2280,7 +2338,7 @@ namespace Barotrauma.Networking
{
if (client.HasKickVoteFrom(c)) { previousPlayer.KickVoters.Add(c); }
}
serverPeer.Disconnect(client.Connection, targetmsg);
client.Dispose();
connectedClients.Remove(client);
@@ -2288,7 +2346,7 @@ namespace Barotrauma.Networking
KarmaManager.OnClientDisconnected(client);
UpdateVoteStatus();
SendChatMessage(msg, ChatMessageType.Server);
UpdateCrewFrame();
@@ -2360,7 +2418,7 @@ namespace Barotrauma.Networking
default:
if (command != "")
{
if (command.ToLower() == name.ToLower())
if (command.ToLower() == serverName.ToLower())
{
//a private message to the host
if (OwnerConnection != null)
@@ -2411,7 +2469,7 @@ namespace Barotrauma.Networking
//msg sent by the server
if (senderCharacter == null)
{
senderName = name;
senderName = serverName;
}
else //msg sent by an AI character
{
@@ -2443,14 +2501,14 @@ namespace Barotrauma.Networking
//msg sent by the server
if (senderCharacter == null)
{
senderName = name;
senderName = serverName;
}
else //sent by an AI character, not allowed when the game is not running
{
return;
}
}
else //msg sent by a client
else //msg sent by a client
{
//game not started -> clients can only send normal and private chatmessages
if (type != ChatMessageType.Private) type = ChatMessageType.Default;
@@ -2482,7 +2540,7 @@ namespace Barotrauma.Networking
break;
}
if (type == ChatMessageType.Server)
if (type == ChatMessageType.Server || type == ChatMessageType.Error)
{
senderName = null;
senderCharacter = null;
@@ -2570,7 +2628,7 @@ namespace Barotrauma.Networking
}
string myReceivedMessage = message.Text;
if (!string.IsNullOrWhiteSpace(myReceivedMessage))
{
AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, myReceivedMessage, message.TargetEntity, message.TargetCharacter, message.Sender));
@@ -2603,7 +2661,7 @@ namespace Barotrauma.Networking
Client.UpdateKickVotes(connectedClients);
var clientsToKick = connectedClients.FindAll(c =>
var clientsToKick = connectedClients.FindAll(c =>
c.Connection != OwnerConnection &&
c.KickVoteCount >= connectedClients.Count * serverSettings.KickVoteRequiredRatio);
foreach (Client c in clientsToKick)
@@ -2641,7 +2699,7 @@ namespace Barotrauma.Networking
msg.Write((byte)ServerNetObject.VOTE);
serverSettings.Voting.ServerWrite(msg);
msg.Write((byte)ServerNetObject.END_OF_MESSAGE);
foreach (var c in recipients)
{
serverPeer.Send(msg, c.Connection, DeliveryMethod.Reliable);
@@ -2702,7 +2760,7 @@ namespace Barotrauma.Networking
yield return CoroutineStatus.Success;
}
yield return null;
}
}
SendClientPermissions(recipient, client);
yield return CoroutineStatus.Success;
@@ -2718,7 +2776,7 @@ namespace Barotrauma.Networking
client.WritePermissions(msg);
serverPeer.Send(msg, recipient.Connection, DeliveryMethod.Reliable);
}
public void GiveAchievement(Character character, string achievementIdentifier)
{
achievementIdentifier = achievementIdentifier.ToLowerInvariant();
@@ -2740,22 +2798,18 @@ namespace Barotrauma.Networking
IWriteMessage msg = new WriteOnlyMessage();
msg.Write((byte)ServerPacketHeader.ACHIEVEMENT);
msg.Write(achievementIdentifier);
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
public void SendTraitorMessage(Client client, string message, TraitorMessageType messageType)
public void SendTraitorMessage(Client client, string message, string missionIdentifier, TraitorMessageType messageType)
{
if (client == null) { return; }
if (!TraitorManager.IsTraitor(client.Character) && client.Connection != OwnerConnection)
{
return;
}
var msg = new WriteOnlyMessage();
var msg = new WriteOnlyMessage();
msg.Write((byte)ServerPacketHeader.TRAITOR_MESSAGE);
msg.Write((byte)messageType);
msg.Write(missionIdentifier ?? "");
msg.Write(message);
serverPeer.Send(msg, client.Connection, DeliveryMethod.ReliableOrdered);
}
@@ -2767,10 +2821,10 @@ namespace Barotrauma.Networking
msg.Write((byte)ServerPacketHeader.CHEATS_ENABLED);
msg.Write(DebugConsole.CheatsEnabled);
msg.WritePadBits();
foreach (Client c in connectedClients)
{
serverPeer.Send(msg, c.Connection, DeliveryMethod.Reliable);
serverPeer.Send(msg, c.Connection, DeliveryMethod.Reliable);
}
}
@@ -2844,15 +2898,17 @@ namespace Barotrauma.Networking
List<JobPrefab> jobPreferences = new List<JobPrefab>();
int count = message.ReadByte();
// TODO: modding support?
for (int i = 0; i < Math.Min(count, 3); i++)
{
string jobIdentifier = message.ReadString();
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Identifier == jobIdentifier);
if (jobPrefab != null) jobPreferences.Add(jobPrefab);
if (JobPrefab.List.TryGetValue(jobIdentifier, out JobPrefab jobPrefab))
{
jobPreferences.Add(jobPrefab);
}
}
sender.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, sender.Name);
sender.CharacterInfo = new CharacterInfo(Character.HumanSpeciesName, sender.Name);
sender.CharacterInfo.RecreateHead(headSpriteId, race, gender, hairIndex, beardIndex, moustacheIndex, faceAttachmentIndex);
//if the client didn't provide job preferences, we'll use the preferences that are randomly assigned in the Client constructor
@@ -2865,10 +2921,11 @@ namespace Barotrauma.Networking
public void AssignJobs(List<Client> unassigned)
{
var jobList = JobPrefab.List.Values.ToList();
unassigned = new List<Client>(unassigned);
Dictionary<JobPrefab, int> assignedClientCount = new Dictionary<JobPrefab, int>();
foreach (JobPrefab jp in JobPrefab.List)
foreach (JobPrefab jp in jobList)
{
assignedClientCount.Add(jp, 0);
}
@@ -2916,7 +2973,7 @@ namespace Barotrauma.Networking
{
unassignedJobsFound = false;
foreach (JobPrefab jobPrefab in JobPrefab.List)
foreach (JobPrefab jobPrefab in jobList)
{
if (unassigned.Count == 0) break;
if (jobPrefab.MinNumber < 1 || assignedClientCount[jobPrefab] >= jobPrefab.MinNumber) continue;
@@ -2954,22 +3011,22 @@ namespace Barotrauma.Networking
foreach (Client c in unassigned)
{
//find all jobs that are still available
var remainingJobs = JobPrefab.List.FindAll(jp => assignedClientCount[jp] < jp.MaxNumber && c.Karma >= jp.MinKarma);
var remainingJobs = jobList.FindAll(jp => assignedClientCount[jp] < jp.MaxNumber && c.Karma >= jp.MinKarma);
//all jobs taken, give a random job
if (remainingJobs.Count == 0)
{
DebugConsole.ThrowError("Failed to assign a suitable job for \"" + c.Name + "\" (all jobs already have the maximum numbers of players). Assigning a random job...");
int jobIndex = Rand.Range(0, JobPrefab.List.Count);
int jobIndex = Rand.Range(0, jobList.Count);
int skips = 0;
while (c.Karma < JobPrefab.List[jobIndex].MinKarma)
while (c.Karma < jobList[jobIndex].MinKarma)
{
jobIndex++;
skips++;
if (jobIndex >= JobPrefab.List.Count) jobIndex -= JobPrefab.List.Count;
if (skips >= JobPrefab.List.Count) break;
if (jobIndex >= jobList.Count) jobIndex -= jobList.Count;
if (skips >= jobList.Count) break;
}
c.AssignedJob = JobPrefab.List[jobIndex];
c.AssignedJob = jobList[jobIndex];
assignedClientCount[c.AssignedJob]++;
}
else //some jobs still left, choose one of them by random
@@ -2982,12 +3039,13 @@ namespace Barotrauma.Networking
public void AssignBotJobs(List<CharacterInfo> bots, Character.TeamType teamID)
{
var jobList = JobPrefab.List.Values.ToList();
Dictionary<JobPrefab, int> assignedPlayerCount = new Dictionary<JobPrefab, int>();
foreach (JobPrefab jp in JobPrefab.List)
foreach (JobPrefab jp in jobList)
{
assignedPlayerCount.Add(jp, 0);
}
//count the clients who already have characters with an assigned job
foreach (Client c in connectedClients)
{
@@ -3005,7 +3063,7 @@ namespace Barotrauma.Networking
List<CharacterInfo> unassignedBots = new List<CharacterInfo>(bots);
foreach (CharacterInfo bot in bots)
{
foreach (JobPrefab jobPrefab in JobPrefab.List)
foreach (JobPrefab jobPrefab in jobList)
{
if (jobPrefab.MinNumber < 1 || assignedPlayerCount[jobPrefab] >= jobPrefab.MinNumber) continue;
bot.Job = new Job(jobPrefab);
@@ -3019,12 +3077,12 @@ namespace Barotrauma.Networking
foreach (CharacterInfo c in unassignedBots)
{
//find all jobs that are still available
var remainingJobs = JobPrefab.List.FindAll(jp => assignedPlayerCount[jp] < jp.MaxNumber);
var remainingJobs = jobList.FindAll(jp => assignedPlayerCount[jp] < jp.MaxNumber);
//all jobs taken, give a random job
if (remainingJobs.Count == 0)
{
DebugConsole.ThrowError("Failed to assign a suitable job for bot \"" + c.Name + "\" (all jobs already have the maximum numbers of players). Assigning a random job...");
c.Job = new Job(JobPrefab.List[Rand.Range(0, JobPrefab.List.Count)]);
c.Job = Job.Random();
assignedPlayerCount[c.Job.Prefab]++;
}
else //some jobs still left, choose one of them by random
@@ -3121,7 +3179,7 @@ namespace Barotrauma.Networking
}
}
}
partial class PreviousPlayer
{
public string Name;