Clients spawn all characters at round start (not just their own), spawnpoints that aren't inside the main sub are ignored when selecting spawnpoints for the clients
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@@ -569,9 +569,6 @@ namespace Barotrauma.Networking
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bool respawnAllowed = inc.ReadBoolean();
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float posX = inc.ReadFloat();
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float posY = inc.ReadFloat();
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GameModePreset gameMode = GameModePreset.list.Find(gm => gm.Name == modeName);
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if (gameMode == null)
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@@ -597,16 +594,23 @@ namespace Barotrauma.Networking
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if (respawnAllowed) respawnManager = new RespawnManager(this, GameMain.NetLobbyScreen.SelectedShuttle);
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int characterCount = inc.ReadByte();
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for (int i = 0; i < characterCount; i++)
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{
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var character = Character.ReadSpawnData(inc);
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if (inc.ReadBoolean())
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{
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myCharacter = character;
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Character.Controlled = character;
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}
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}
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gameStarted = true;
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endVoteTickBox.Visible = Voting.AllowEndVoting && myCharacter != null;
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GameMain.GameScreen.Select();
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DebugConsole.NewMessage(Convert.ToString(posX) + "," + Convert.ToString(posY), Color.Lime);
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Character myChar = Character.Create(Character.HumanConfigFile, new Vector2(posX, posY), characterInfo, true, false);
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Character.Controlled = myChar;
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yield return CoroutineStatus.Success;
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}
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@@ -906,46 +910,5 @@ namespace Barotrauma.Networking
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return false;
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}
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/// <summary>
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/// sends some random data to the server (can be a networkevent or just something completely random)
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/// use for debugging purposes
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/// </summary>
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//public void SendRandomData()
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//{
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// NetOutgoingMessage msg = client.CreateMessage();
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// switch (Rand.Int(5))
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// {
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// case 0:
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// msg.WriteEnum(PacketTypes.NetworkEvent);
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// msg.WriteEnum(NetworkEventType.EntityUpdate);
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// msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
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// break;
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// case 1:
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// msg.WriteEnum(PacketTypes.NetworkEvent);
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// msg.Write((byte)Enum.GetNames(typeof(NetworkEventType)).Length);
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// msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
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// break;
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// case 2:
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// msg.WriteEnum(PacketTypes.NetworkEvent);
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// msg.WriteEnum(NetworkEventType.ComponentUpdate);
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// msg.Write((int)Item.ItemList[Rand.Int(Item.ItemList.Count)].ID);
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// msg.Write(Rand.Int(8));
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// break;
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// case 3:
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// msg.Write((byte)Enum.GetNames(typeof(PacketTypes)).Length);
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// break;
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// }
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// int bitCount = Rand.Int(100);
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// for (int i = 0; i<bitCount; i++)
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// {
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// msg.Write(Rand.Int(2)==0);
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// }
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// client.SendMessage(msg, (Rand.Int(2)==0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable);
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//}
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}
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}
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@@ -740,7 +740,7 @@ namespace Barotrauma.Networking
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}
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}
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outmsg.Write((byte)ServerNetObject.END_OF_MESSAGE);
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server.SendMessage(outmsg,c.Connection,NetDeliveryMethod.Unreliable);
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server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.Unreliable);
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}
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public bool StartGameClicked(GUIButton button, object obj)
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@@ -845,7 +845,7 @@ namespace Barotrauma.Networking
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{
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c.inGame = true;
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WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human);
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WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human, null, selectedSub);
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Vector2 spawnPosition = spawnPoint.WorldPosition;
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DebugConsole.NewMessage(Convert.ToString(spawnPosition.X) + "," + Convert.ToString(spawnPosition.Y), Color.Lime);
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@@ -856,7 +856,7 @@ namespace Barotrauma.Networking
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GameMain.GameSession.CrewManager.characters.Add(c.Character);
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}
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CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset, connectedClients);
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SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset, connectedClients);
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//var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);
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//server.SendMessage(startMessage, connectedClients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
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@@ -883,9 +883,9 @@ namespace Barotrauma.Networking
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yield return CoroutineStatus.Success;
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}
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private void CreateStartMessage(int seed, Submarine selectedSub, GameModePreset selectedMode, List<Client> clients)
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private void SendStartMessage(int seed, Submarine selectedSub, GameModePreset selectedMode, List<Client> clients)
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{
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foreach (Client c in clients)
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foreach (Client client in clients)
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{
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NetOutgoingMessage msg = server.CreateMessage();
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msg.Write((byte)ServerPacketHeader.STARTGAME);
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@@ -905,12 +905,19 @@ namespace Barotrauma.Networking
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msg.Write(selectedMode.Name);
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msg.Write(AllowRespawn);
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msg.Write(c.Character.WorldPosition.X);
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msg.Write(c.Character.WorldPosition.Y);
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c.Connection.SendMessage(msg, NetDeliveryMethod.ReliableUnordered,0);
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var clientsWithCharacter = clients.FindAll(c => c.Character != null);
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msg.Write((byte)clientsWithCharacter.Count);
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foreach (Client c in clientsWithCharacter)
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{
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c.Character.WriteSpawnData(msg);
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msg.Write(c == client);
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}
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server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
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}
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}
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public void EndGame()
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