Server log, ai characters steer away from the abyss
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@@ -20,7 +20,7 @@ namespace Barotrauma.Networking
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private NetStats netStats;
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private int roundStartSeed;
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//is the server running
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private bool started;
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@@ -32,6 +32,8 @@ namespace Barotrauma.Networking
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private bool masterServerResponded;
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private ServerLog log;
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public TraitorManager TraitorManager;
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public GameServer(string name, int port, bool isPublic = false, string password = "", bool attemptUPnP = false, int maxPlayers = 10)
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@@ -41,6 +43,8 @@ namespace Barotrauma.Networking
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banList = new BanList();
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log = new ServerLog(name);
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this.name = name;
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this.password = password;
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@@ -78,12 +82,14 @@ namespace Barotrauma.Networking
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{
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try
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{
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Log("Starting the server...");
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server = new NetServer(config);
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netPeer = server;
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server.Start();
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}
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catch (Exception e)
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{
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Log("Error while starting the server ("+e.Message+")");
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DebugConsole.ThrowError("Couldn't start the server", e);
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}
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@@ -166,8 +172,8 @@ namespace Barotrauma.Networking
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request.AddParameter("action", "refreshserver");
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request.AddParameter("gamestarted", gameStarted ? 1 : 0);
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request.AddParameter("playercount", PlayerCountToByte(ConnectedClients.Count, config.MaximumConnections));
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System.Diagnostics.Debug.WriteLine("refreshing master");
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Log("Refreshing connection with master server...");
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var sw = new Stopwatch();
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sw.Start();
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@@ -182,6 +188,9 @@ namespace Barotrauma.Networking
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{
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restRequestHandle.Abort();
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DebugConsole.NewMessage("Couldn't connect to master server (request timed out)", Color.Red);
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Log("Couldn't connect to master server (request timed out)");
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break;
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//registeredToMaster = false;
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}
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@@ -201,14 +210,18 @@ namespace Barotrauma.Networking
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if (response.ErrorException != null)
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{
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DebugConsole.NewMessage("Error while registering to master server (" + response.ErrorException + ")", Color.Red);
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Log("Error while registering to master server (" + response.ErrorException + ")");
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return;
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}
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if (response.StatusCode != System.Net.HttpStatusCode.OK)
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{
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DebugConsole.NewMessage("Error while reporting to master server (" + response.StatusCode + ": " + response.StatusDescription + ")", Color.Red);
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Log("Error while reporting to master server (" + response.StatusCode + ": " + response.StatusDescription + ")");
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return;
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}
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Log("Master server responded");
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}
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public override void Update(float deltaTime)
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@@ -233,6 +246,15 @@ namespace Barotrauma.Networking
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(endRoundAtLevelEnd && Submarine.Loaded!=null && Submarine.Loaded.AtEndPosition))
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{
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if (AutoRestart && isCrewDead)
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{
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Log("Ending round (entire crew dead)");
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}
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else
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{
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Log("Ending round (submarine reached the end of the level)");
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}
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EndButtonHit(null, null);
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UpdateNetLobby(null,null);
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return;
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@@ -474,10 +496,10 @@ namespace Barotrauma.Networking
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case (byte)PacketTypes.Vote:
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Voting.RegisterVote(inc, ConnectedClients);
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if (Voting.AllowEndVoting && EndVoteMax > 0 &&
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if (Voting.AllowEndVoting && EndVoteMax > 0 &&
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((float)EndVoteCount / (float)EndVoteMax) >= EndVoteRequiredRatio)
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{
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Log("Ending round by votes ("+EndVoteCount+"/"+(EndVoteMax-EndVoteCount)+")");
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EndButtonHit(null,null);
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}
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break;
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@@ -673,8 +695,10 @@ namespace Barotrauma.Networking
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{
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yield return new WaitForSeconds(3.0f);
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//save all the current events to a list and clear them
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var existingEvents = NetworkEvent.Events;
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NetworkEvent.Events.Clear();
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foreach (Hull hull in Hull.hullList)
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{
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if (!hull.FireSources.Any() && hull.Volume < 0.01f) continue;
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@@ -703,13 +727,18 @@ namespace Barotrauma.Networking
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List<NetworkEvent> syncMessages = new List<NetworkEvent>(NetworkEvent.Events);
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while (syncMessages.Any())
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{
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//put 5 events in the message and send them to the spectator
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NetworkEvent.Events = syncMessages.GetRange(0, Math.Min(syncMessages.Count, 5));
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SendNetworkEvents(new List<Client>() { sender });
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syncMessages.RemoveRange(0, Math.Min(syncMessages.Count, 5));
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//restore "normal" events
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NetworkEvent.Events = existingEvents;
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yield return new WaitForSeconds(0.1f);
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//save "normal" events again
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existingEvents = NetworkEvent.Events;
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}
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yield return CoroutineStatus.Success;
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@@ -762,6 +791,11 @@ namespace Barotrauma.Networking
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GameMain.GameSession = new GameSession(selectedSub, "", selectedMode);
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GameMain.GameSession.StartShift(GameMain.NetLobbyScreen.LevelSeed);
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GameServer.Log("Starting a new round...");
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GameServer.Log("Submarine: " + selectedSub.Name);
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GameServer.Log("Game mode: " + selectedMode.Name);
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GameServer.Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed);
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yield return CoroutineStatus.Running;
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List<CharacterInfo> characterInfos = new List<CharacterInfo>();
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@@ -972,6 +1006,8 @@ namespace Barotrauma.Networking
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if (string.IsNullOrWhiteSpace(msg)) msg = client.name + " has left the server";
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if (string.IsNullOrWhiteSpace(targetmsg)) targetmsg = "You have left the server";
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Log(msg);
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NetOutgoingMessage outmsg = server.CreateMessage();
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outmsg.Write((byte)PacketTypes.KickedOut);
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@@ -1079,6 +1115,8 @@ namespace Barotrauma.Networking
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return;
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}
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Log(traitor.Info.Name + " is the traitor and the target is " + target.Info.Name);
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Client traitorClient = null;
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foreach (Client c in ConnectedClients)
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{
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@@ -1196,8 +1234,6 @@ namespace Barotrauma.Networking
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banButton.OnClicked += GameMain.NetLobbyScreen.BanPlayer;
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}
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return true;
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}
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@@ -1392,6 +1428,13 @@ namespace Barotrauma.Networking
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return preferredClient;
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}
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public static void Log(string line)
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{
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if (GameMain.Server == null || GameMain.Server.saveServerLogs) return;
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GameMain.Server.log.WriteLine(line);
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}
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/// <summary>
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/// sends some random data to the clients
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/// use for debugging purposes
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@@ -1432,6 +1475,13 @@ namespace Barotrauma.Networking
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public override void Disconnect()
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{
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banList.Save();
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if (saveServerLogs)
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{
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Log("Shutting down server...");
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log.Save();
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}
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server.Shutdown("The server has shut down");
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}
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}
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