Made most of the networking interfaces public.
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@@ -5,7 +5,7 @@ using System.Linq;
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namespace Barotrauma.Networking
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{
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[NetworkSerialize]
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readonly struct AccountInfo : INetSerializableStruct
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public readonly struct AccountInfo : INetSerializableStruct
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{
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public static readonly AccountInfo None = new AccountInfo(Option<AccountId>.None());
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@@ -48,4 +48,4 @@ namespace Barotrauma.Networking
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public static bool operator !=(AccountInfo a, AccountInfo b) => !(a == b);
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}
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}
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}
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@@ -2,7 +2,7 @@
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namespace Barotrauma.Networking
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{
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abstract class Endpoint
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public abstract class Endpoint
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{
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public abstract string StringRepresentation { get; }
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+1
-1
@@ -4,7 +4,7 @@ using System.Text;
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namespace Barotrauma.Networking
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{
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interface IReadMessage
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public interface IReadMessage
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{
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bool ReadBoolean();
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void ReadPadBits();
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+1
-1
@@ -2,7 +2,7 @@
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namespace Barotrauma.Networking
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{
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interface IWriteMessage
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public interface IWriteMessage
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{
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void WriteBoolean(bool val);
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void WritePadBits();
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+2
-2
@@ -8,14 +8,14 @@ namespace Barotrauma.Networking
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Disconnected = 0x2
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}
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abstract class NetworkConnection<T> : NetworkConnection where T : Endpoint
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public abstract class NetworkConnection<T> : NetworkConnection where T : Endpoint
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{
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protected NetworkConnection(T endpoint) : base(endpoint) { }
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public new T Endpoint => (base.Endpoint as T)!;
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}
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abstract class NetworkConnection
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public abstract class NetworkConnection
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{
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public static double TimeoutThresholdNotInGame => GameMain.NetworkMember?.ServerSettings?.TimeoutThresholdNotInGame ?? 60.0; //full minute for timeout because loading screens can take quite a while
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public static double TimeoutThresholdInGame => GameMain.NetworkMember?.ServerSettings?.TimeoutThresholdInGame ?? 10.0;
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