- Fixed some properties in GameServerSettings not being saved due to being private.
- Fixed serversettings.xml overriding the settings entered in the "host server" menu in the client project. - Added a default serversettings.xml file. TODO: either add an error/warning of some sort if trying to use any of the ObjectProperty attributes on a non-public property or make ObjectProperty compatible with private properties. + Refactor Properties.cs, class/method naming in particular.
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@@ -80,8 +80,12 @@ namespace Barotrauma.Networking
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private bool autoRestart;
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private List<SavedClientPermission> clientPermissions = new List<SavedClientPermission>();
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private bool isPublic;
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private int maxPlayers;
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private List<SavedClientPermission> clientPermissions = new List<SavedClientPermission>();
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[HasDefaultValue(true, true)]
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public bool RandomizeSeed
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{
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@@ -170,41 +174,20 @@ namespace Barotrauma.Networking
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AutoRestartTimer = autoRestart ? AutoRestartInterval : 0.0f;
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}
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}
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[HasDefaultValue(8, true)]
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private int MaxPlayers
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[HasDefaultValue(true, true)]
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public bool AllowRespawn
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{
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get;
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set;
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}
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[HasDefaultValue(false, true)]
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private bool Public
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{
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get;
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set;
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}
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[HasDefaultValue(false, true)]
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private bool AttemptUPNP
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{
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get { return config.EnableUPnP; }
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set { config.EnableUPnP = value; }
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}
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public YesNoMaybe TraitorsEnabled
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{
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get;
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set;
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}
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[HasDefaultValue(true, true)]
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public bool AllowRespawn
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{
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get;
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set;
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}
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public SelectionMode SubSelectionMode
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{
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get { return subSelectionMode; }
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@@ -246,6 +229,12 @@ namespace Barotrauma.Networking
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XDocument doc = new XDocument(new XElement("serversettings"));
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ObjectProperty.SaveProperties(this, doc.Root, true);
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doc.Root.SetAttributeValue("name", name);
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doc.Root.SetAttributeValue("public", isPublic);
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doc.Root.SetAttributeValue("port", config.Port);
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doc.Root.SetAttributeValue("maxplayers", maxPlayers);
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doc.Root.SetAttributeValue("enableupnp", config.EnableUPnP);
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doc.Root.SetAttributeValue("SubSelection", subSelectionMode.ToString());
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doc.Root.SetAttributeValue("ModeSelection", modeSelectionMode.ToString());
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