Server name, message and submarine list syncing
This commit is contained in:
@@ -28,7 +28,9 @@ namespace Barotrauma.Networking
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public NetConnection Connection { get; set; }
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public NetConnection Connection { get; set; }
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public string version;
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public string version;
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public bool inGame;
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public bool inGame;
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public UInt32 lastRecvLobbyUpdate = 0;
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public bool hasLobbyData = false;
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public UInt32 lastSentChatMsgID = 0; //last msg this client said
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public UInt32 lastSentChatMsgID = 0; //last msg this client said
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public UInt32 lastRecvChatMsgID = 0; //last msg this client knows about
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public UInt32 lastRecvChatMsgID = 0; //last msg this client knows about
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@@ -50,6 +52,12 @@ namespace Barotrauma.Networking
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public ClientPermissions Permissions;
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public ClientPermissions Permissions;
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public void InitClientSync()
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{
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lastSentChatMsgID = 0;
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lastRecvChatMsgID = ChatMessage.LastID;
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}
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public int KickVoteCount
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public int KickVoteCount
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{
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{
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get { return kickVoters.Count; }
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get { return kickVoters.Count; }
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@@ -300,6 +300,7 @@ namespace Barotrauma.Networking
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break;
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break;
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case ServerPacketHeader.UPDATE_LOBBY:
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case ServerPacketHeader.UPDATE_LOBBY:
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//server accepted client
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//server accepted client
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ReadLobbyUpdate(inc);
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CanStart = true;
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CanStart = true;
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break;
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break;
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}
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}
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@@ -520,13 +521,45 @@ namespace Barotrauma.Networking
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private void ReadLobbyUpdate(NetIncomingMessage inc)
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private void ReadLobbyUpdate(NetIncomingMessage inc)
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{
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{
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lastRecvChatMsgID = inc.ReadUInt32();
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ServerNetObject objHeader;
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ServerNetObject objHeader;
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while ((objHeader = (ServerNetObject)inc.ReadByte()) != ServerNetObject.END_OF_MESSAGE)
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while ((objHeader = (ServerNetObject)inc.ReadByte()) != ServerNetObject.END_OF_MESSAGE)
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{
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{
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switch (objHeader)
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switch (objHeader)
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{
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{
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case ServerNetObject.SYNC_IDS:
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bool lobbyUpdated = inc.ReadBoolean();
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inc.ReadPadBits();
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if (lobbyUpdated)
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{
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GameMain.NetLobbyScreen.LastUpdateID = inc.ReadUInt32();
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GameMain.NetLobbyScreen.ServerName = inc.ReadString();
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GameMain.NetLobbyScreen.ServerMessage = inc.ReadString();
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UInt16 subListCount = inc.ReadUInt16();
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if (subListCount > 0)
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{
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List<Submarine> submarines = new List<Submarine>();
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for (int i = 0; i < subListCount; i++)
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{
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string subName = inc.ReadString();
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string subHash = inc.ReadString();
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var matchingSub = Submarine.SavedSubmarines.Find(s => s.Name == subName);
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if (matchingSub != null)
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{
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submarines.Add(matchingSub);
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}
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else
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{
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submarines.Add(new Submarine(Path.Combine(Submarine.SavePath, subName), subHash, false));
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}
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}
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GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.SubList, submarines);
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GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.ShuttleList.ListBox, submarines);
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}
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}
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lastRecvChatMsgID = inc.ReadUInt32();
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break;
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case ServerNetObject.CHAT_MESSAGE:
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case ServerNetObject.CHAT_MESSAGE:
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UInt32 ID = inc.ReadUInt32();
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UInt32 ID = inc.ReadUInt32();
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ChatMessageType type = (ChatMessageType)inc.ReadByte();
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ChatMessageType type = (ChatMessageType)inc.ReadByte();
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@@ -547,6 +580,8 @@ namespace Barotrauma.Networking
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NetOutgoingMessage outmsg = client.CreateMessage();
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NetOutgoingMessage outmsg = client.CreateMessage();
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outmsg.Write((byte)ClientPacketHeader.UPDATE_LOBBY);
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outmsg.Write((byte)ClientPacketHeader.UPDATE_LOBBY);
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outmsg.Write((byte)ClientNetObject.SYNC_IDS);
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outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
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outmsg.Write(lastSentChatMsgID);
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outmsg.Write(lastSentChatMsgID);
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ChatMessage removeMsg;
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ChatMessage removeMsg;
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while ((removeMsg=chatMsgQueue.Find(cMsg => cMsg.ID <= lastRecvChatMsgID)) != null)
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while ((removeMsg=chatMsgQueue.Find(cMsg => cMsg.ID <= lastRecvChatMsgID)) != null)
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@@ -81,7 +81,7 @@ namespace Barotrauma.Networking
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config.EnableUPnP = true;
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config.EnableUPnP = true;
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}
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}
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config.MaximumConnections = maxPlayers;
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config.MaximumConnections = maxPlayers*2; //double the lidgren connections for unauthenticated players
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MaxPlayers = maxPlayers;
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MaxPlayers = maxPlayers;
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config.DisableMessageType(NetIncomingMessageType.DebugMessage |
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config.DisableMessageType(NetIncomingMessageType.DebugMessage |
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@@ -546,19 +546,26 @@ namespace Barotrauma.Networking
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return;
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return;
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}
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}
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UInt32 ID = inc.ReadUInt32();
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if (ID > c.lastRecvChatMsgID)
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{
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c.lastRecvChatMsgID = ID;
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}
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ClientNetObject objHeader;
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ClientNetObject objHeader;
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while ((objHeader=(ClientNetObject)inc.ReadByte()) != ClientNetObject.END_OF_MESSAGE)
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while ((objHeader=(ClientNetObject)inc.ReadByte()) != ClientNetObject.END_OF_MESSAGE)
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{
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{
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switch (objHeader)
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switch (objHeader)
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{
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{
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case ClientNetObject.SYNC_IDS:
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//TODO: might want to use a clever class for this
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UInt32 lastLobbyUpdID = inc.ReadUInt32();
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if (lastLobbyUpdID > c.lastRecvLobbyUpdate)
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{
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c.lastRecvLobbyUpdate = lastLobbyUpdID;
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}
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UInt32 lastChatID = inc.ReadUInt32();
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if (lastChatID > c.lastRecvChatMsgID)
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{
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c.lastRecvChatMsgID = lastChatID;
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}
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break;
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case ClientNetObject.CHAT_MESSAGE:
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case ClientNetObject.CHAT_MESSAGE:
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ID = inc.ReadUInt32();
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UInt32 ID = inc.ReadUInt32();
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string msg = inc.ReadString();
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string msg = inc.ReadString();
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if (c.lastSentChatMsgID<ID)
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if (c.lastSentChatMsgID<ID)
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{
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{
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@@ -598,7 +605,39 @@ namespace Barotrauma.Networking
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{
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{
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NetOutgoingMessage outmsg = server.CreateMessage();
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NetOutgoingMessage outmsg = server.CreateMessage();
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outmsg.Write((byte)ServerPacketHeader.UPDATE_LOBBY);
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outmsg.Write((byte)ServerPacketHeader.UPDATE_LOBBY);
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outmsg.Write(c.lastSentChatMsgID); //send this to client so they know which messages weren't received by the server
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outmsg.Write((byte)ServerNetObject.SYNC_IDS);
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if (c.lastRecvLobbyUpdate<GameMain.NetLobbyScreen.LastUpdateID)
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{
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outmsg.Write(true);
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outmsg.WritePadBits();
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outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
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outmsg.Write(GameMain.NetLobbyScreen.GetServerName());
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outmsg.Write(GameMain.NetLobbyScreen.ServerMessage);
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if (c.lastRecvLobbyUpdate < 1)
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{
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var subList = GameMain.NetLobbyScreen.GetSubList();
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outmsg.Write((UInt16)subList.Count);
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for (int i = 0; i < subList.Count; i++)
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{
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outmsg.Write(subList[i].Name);
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outmsg.Write(subList[i].MD5Hash.ToString());
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}
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}
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else
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{
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outmsg.Write((UInt16)0);
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}
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}
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else
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{
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outmsg.Write(false);
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outmsg.WritePadBits();
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}
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outmsg.Write(c.lastSentChatMsgID); //send this to client so they know which chat messages weren't received by the server
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foreach (GUIComponent gc in GameMain.NetLobbyScreen.ChatBox.children)
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foreach (GUIComponent gc in GameMain.NetLobbyScreen.ChatBox.children)
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{
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{
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if (gc is GUITextBlock)
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if (gc is GUITextBlock)
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@@ -101,9 +101,10 @@ namespace Barotrauma.Networking
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unauthClient.failedAttempts++;
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unauthClient.failedAttempts++;
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if (unauthClient.failedAttempts > 3)
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if (unauthClient.failedAttempts > 3)
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{
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{
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//disconnect after too many failed attempts
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//disconnect and ban after too many failed attempts
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unauthClient.Connection.Disconnect("Too many failed login attempts.");
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unauthClient.Connection.Disconnect("Too many failed login attempts. You have been automatically banned from the server.");
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unauthenticatedClients.Remove(unauthClient);
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unauthenticatedClients.Remove(unauthClient);
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banList.BanPlayer("Unnamed", unauthClient.Connection.RemoteEndPoint.Address.ToString());
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unauthClient = null;
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unauthClient = null;
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return;
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return;
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}
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}
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@@ -112,7 +113,7 @@ namespace Barotrauma.Networking
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//not disconnecting the player here, because they'll still use the same connection and nonce if they try logging in again
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//not disconnecting the player here, because they'll still use the same connection and nonce if they try logging in again
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NetOutgoingMessage reject = server.CreateMessage();
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NetOutgoingMessage reject = server.CreateMessage();
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reject.Write((byte)ServerPacketHeader.AUTH_FAILURE);
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reject.Write((byte)ServerPacketHeader.AUTH_FAILURE);
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reject.Write("Wrong password!");
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reject.Write("Wrong password! You have "+Convert.ToString(4-unauthClient.failedAttempts)+" more attempts before you're banned from the server.");
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server.SendMessage(reject, unauthClient.Connection, NetDeliveryMethod.Unreliable);
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server.SendMessage(reject, unauthClient.Connection, NetDeliveryMethod.Unreliable);
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unauthClient.AuthTimer = 10.0f;
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unauthClient.AuthTimer = 10.0f;
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return;
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return;
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@@ -171,6 +172,7 @@ namespace Barotrauma.Networking
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//both name and IP address match, replace this player's connection
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//both name and IP address match, replace this player's connection
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nameTaken.Connection.Disconnect("Your session was taken by a new connection on the same IP address.");
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nameTaken.Connection.Disconnect("Your session was taken by a new connection on the same IP address.");
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nameTaken.Connection = unauthClient.Connection;
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nameTaken.Connection = unauthClient.Connection;
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nameTaken.InitClientSync(); //reinitialize sync ids because this is a new connection
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unauthenticatedClients.Remove(unauthClient);
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unauthenticatedClients.Remove(unauthClient);
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unauthClient = null;
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unauthClient = null;
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return;
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return;
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@@ -187,7 +189,7 @@ namespace Barotrauma.Networking
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//new client
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//new client
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Client newClient = new Client(clName, GetNewClientID());
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Client newClient = new Client(clName, GetNewClientID());
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newClient.lastRecvChatMsgID = ChatMessage.LastID;
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newClient.InitClientSync();
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newClient.Connection = unauthClient.Connection;
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newClient.Connection = unauthClient.Connection;
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unauthenticatedClients.Remove(unauthClient);
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unauthenticatedClients.Remove(unauthClient);
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unauthClient = null;
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unauthClient = null;
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@@ -19,6 +19,7 @@ namespace Barotrauma.Networking
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enum ClientNetObject
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enum ClientNetObject
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{
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{
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END_OF_MESSAGE, //self-explanatory
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END_OF_MESSAGE, //self-explanatory
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SYNC_IDS, //ids of the last changes the client knows about
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CHAT_MESSAGE, //also self-explanatory
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CHAT_MESSAGE, //also self-explanatory
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VOTE, //you get the idea
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VOTE, //you get the idea
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CHARACTER_INPUT,
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CHARACTER_INPUT,
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@@ -35,6 +36,7 @@ namespace Barotrauma.Networking
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enum ServerNetObject
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enum ServerNetObject
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{
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{
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END_OF_MESSAGE,
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END_OF_MESSAGE,
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SYNC_IDS,
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CHAT_MESSAGE,
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CHAT_MESSAGE,
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VOTE,
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VOTE,
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CHARACTER_POSITION,
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CHARACTER_POSITION,
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@@ -54,11 +54,21 @@ namespace Barotrauma
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const float NetworkUpdateInterval = 1.0f;
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const float NetworkUpdateInterval = 1.0f;
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private float networkUpdateTimer;
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private float networkUpdateTimer;
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private bool valueChanged;
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private UInt32 lastUpdateID;
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public UInt32 LastUpdateID
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{
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get { if (GameMain.Server != null && lastUpdateID < 1) lastUpdateID++; return lastUpdateID; }
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set { if (GameMain.Server != null) return; lastUpdateID = value; }
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}
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private Sprite backgroundSprite;
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private Sprite backgroundSprite;
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private GUITextBox serverMessage;
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private GUITextBox serverMessage;
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public string ServerMessage
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{
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get { return serverMessage.Text; }
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set { if (GameMain.Server != null) return; serverMessage.Text = value; }
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}
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public GUIListBox SubList
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public GUIListBox SubList
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{
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{
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@@ -561,7 +571,7 @@ namespace Barotrauma
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GameMain.Server.AutoRestart = tickBox.Selected;
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GameMain.Server.AutoRestart = tickBox.Selected;
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valueChanged = true;
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lastUpdateID++;
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return true;
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return true;
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}
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}
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@@ -573,7 +583,7 @@ namespace Barotrauma
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missionTypeBlock.GetChild<GUITextBlock>().Text = Mission.MissionTypes[missionTypeIndex];
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missionTypeBlock.GetChild<GUITextBlock>().Text = Mission.MissionTypes[missionTypeIndex];
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missionTypeBlock.UserData = missionTypeIndex;
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missionTypeBlock.UserData = missionTypeIndex;
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valueChanged = true;
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lastUpdateID++;
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}
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}
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public bool ToggleMissionType(GUIButton button, object userData)
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public bool ToggleMissionType(GUIButton button, object userData)
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@@ -586,7 +596,7 @@ namespace Barotrauma
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|
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SetMissionType(missionTypeIndex);
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SetMissionType(missionTypeIndex);
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valueChanged = true;
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lastUpdateID++;
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return true;
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return true;
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}
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}
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@@ -603,7 +613,7 @@ namespace Barotrauma
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|
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SetTraitorsEnabled((YesNoMaybe)index);
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SetTraitorsEnabled((YesNoMaybe)index);
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valueChanged = true;
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lastUpdateID++;
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return true;
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return true;
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}
|
}
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@@ -628,7 +638,7 @@ namespace Barotrauma
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|
|
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private bool SelectSub(GUIComponent component, object obj)
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private bool SelectSub(GUIComponent component, object obj)
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{
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{
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valueChanged = true;
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lastUpdateID++;
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|
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var hash = obj is Submarine ? ((Submarine)obj).MD5Hash.Hash : "";
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var hash = obj is Submarine ? ((Submarine)obj).MD5Hash.Hash : "";
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@@ -654,7 +664,7 @@ namespace Barotrauma
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|
|
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subList.ClearChildren();
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subList.ClearChildren();
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if (submarines.Count == 0)
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if (submarines.Count == 0 && GameMain.Server != null)
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{
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{
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DebugConsole.ThrowError("No submarines found!");
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DebugConsole.ThrowError("No submarines found!");
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}
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}
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@@ -734,7 +744,7 @@ namespace Barotrauma
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{
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{
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if (GameMain.Server == null) return false;
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if (GameMain.Server == null) return false;
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ServerName = text;
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ServerName = text;
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valueChanged = true;
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lastUpdateID++;
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return true;
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return true;
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}
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}
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@@ -742,7 +752,7 @@ namespace Barotrauma
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public bool UpdateServerMessage(GUITextBox textBox, string text)
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public bool UpdateServerMessage(GUITextBox textBox, string text)
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{
|
{
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if (GameMain.Server == null) return false;
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if (GameMain.Server == null) return false;
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valueChanged = true;
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lastUpdateID++;
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|
|
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return true;
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return true;
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}
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}
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@@ -941,18 +951,6 @@ namespace Barotrauma
|
|||||||
autoRestartTimer = Math.Max(autoRestartTimer - (float)deltaTime, 0.0f);
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autoRestartTimer = Math.Max(autoRestartTimer - (float)deltaTime, 0.0f);
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}
|
}
|
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|
|
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if (valueChanged && GameMain.Server != null)
|
|
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{
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|
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networkUpdateTimer -= (float)deltaTime;
|
|
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if (networkUpdateTimer <= 0.0f)
|
|
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{
|
|
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GameMain.Server.UpdateNetLobby(null);
|
|
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|
|
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valueChanged = false;
|
|
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networkUpdateTimer = NetworkUpdateInterval;
|
|
||||||
}
|
|
||||||
}
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|
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|
||||||
//durationBar.BarScroll = Math.Max(durationBar.BarScroll, 1.0f / 60.0f);
|
//durationBar.BarScroll = Math.Max(durationBar.BarScroll, 1.0f / 60.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1050,7 +1048,7 @@ namespace Barotrauma
|
|||||||
|
|
||||||
if (modePreset == null) return false;
|
if (modePreset == null) return false;
|
||||||
|
|
||||||
valueChanged = true;
|
lastUpdateID++;
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -1066,7 +1064,7 @@ namespace Barotrauma
|
|||||||
//textBox.Text = LevelSeed;
|
//textBox.Text = LevelSeed;
|
||||||
//textBox.Selected = false;
|
//textBox.Selected = false;
|
||||||
|
|
||||||
valueChanged = true;
|
lastUpdateID++;
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user