Build 0.20.0.0
This commit is contained in:
@@ -486,9 +486,18 @@ namespace Barotrauma.Networking
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// -> something wen't wrong during startup, re-enable start button and reset AutoRestartTimer
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if (startGameCoroutine != null && !CoroutineManager.IsCoroutineRunning(startGameCoroutine))
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{
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if (ServerSettings.AutoRestart) ServerSettings.AutoRestartTimer = Math.Max(ServerSettings.AutoRestartInterval, 5.0f);
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//GameMain.NetLobbyScreen.StartButtonEnabled = true;
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if (ServerSettings.AutoRestart) { ServerSettings.AutoRestartTimer = Math.Max(ServerSettings.AutoRestartInterval, 5.0f); }
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if (startGameCoroutine.Exception != null && OwnerConnection != null)
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{
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SendConsoleMessage(
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startGameCoroutine.Exception.Message + '\n' +
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(startGameCoroutine.Exception.StackTrace?.CleanupStackTrace() ?? "null"),
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connectedClients.Find(c => c.Connection == OwnerConnection),
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Color.Red);
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}
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EndGame();
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GameMain.NetLobbyScreen.LastUpdateID++;
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startGameCoroutine = null;
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@@ -1377,9 +1386,9 @@ namespace Barotrauma.Networking
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bool end = inc.ReadBoolean();
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if (end)
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{
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if (mpCampaign == null ||
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mpCampaign.AllowedToManageCampaign(sender, ClientPermissions.ManageRound) ||
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mpCampaign.AllowedToManageCampaign(sender, ClientPermissions.ManageCampaign))
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if (mpCampaign == null ||
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CampaignMode.AllowedToManageCampaign(sender, ClientPermissions.ManageRound) ||
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CampaignMode.AllowedToManageCampaign(sender, ClientPermissions.ManageCampaign))
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{
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bool save = inc.ReadBoolean();
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if (GameStarted)
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@@ -1409,7 +1418,7 @@ namespace Barotrauma.Networking
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SendDirectChatMessage("Cannot continue the campaign from the previous save (round already running).", sender, ChatMessageType.Error);
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break;
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}
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else if (mpCampaign.AllowedToManageCampaign(sender, ClientPermissions.ManageCampaign) || mpCampaign.AllowedToManageCampaign(sender, ClientPermissions.ManageMap))
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else if (CampaignMode.AllowedToManageCampaign(sender, ClientPermissions.ManageCampaign) || CampaignMode.AllowedToManageCampaign(sender, ClientPermissions.ManageMap))
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{
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MultiPlayerCampaign.LoadCampaign(GameMain.GameSession.SavePath);
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}
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@@ -1420,7 +1429,7 @@ namespace Barotrauma.Networking
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Log("Client \"" + ClientLogName(sender) + "\" started the round.", ServerLog.MessageType.ServerMessage);
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StartGame();
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}
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else if (mpCampaign != null && (mpCampaign.AllowedToManageCampaign(sender, ClientPermissions.ManageCampaign) || mpCampaign.AllowedToManageCampaign(sender, ClientPermissions.ManageMap)))
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else if (mpCampaign != null && (CampaignMode.AllowedToManageCampaign(sender, ClientPermissions.ManageCampaign) || CampaignMode.AllowedToManageCampaign(sender, ClientPermissions.ManageMap)))
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{
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var availableTransition = mpCampaign.GetAvailableTransition(out _, out _);
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//don't force location if we've teleported
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@@ -1991,7 +2000,7 @@ namespace Barotrauma.Networking
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//and assume the message was received, so we don't have to keep resending
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//these large initial messages until the client acknowledges receiving them
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c.LastRecvLobbyUpdate++;
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c.LastRecvLobbyUpdate = GameMain.NetLobbyScreen.LastUpdateID;
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}
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else
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@@ -2010,7 +2019,7 @@ namespace Barotrauma.Networking
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c.ChatMsgQueue.RemoveAll(cMsg => !NetIdUtils.IdMoreRecent(cMsg.NetStateID, c.LastRecvChatMsgID));
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for (int i = 0; i < c.ChatMsgQueue.Count && i < ChatMessage.MaxMessagesPerPacket; i++)
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{
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if (outmsg.LengthBytes + c.ChatMsgQueue[i].EstimateLengthBytesServer(c) > MsgConstants.MTU - 5)
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if (outmsg.LengthBytes + c.ChatMsgQueue[i].EstimateLengthBytesServer(c) > MsgConstants.MTU - 5 && i > 0)
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{
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//not enough room in this packet
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return;
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@@ -2589,26 +2598,24 @@ namespace Barotrauma.Networking
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public void EndGame(CampaignMode.TransitionType transitionType = CampaignMode.TransitionType.None, bool wasSaved = false)
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{
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if (!GameStarted)
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if (GameStarted)
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{
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return;
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}
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if (GameSettings.CurrentConfig.VerboseLogging)
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{
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Log("Ending the round...\n" + Environment.StackTrace.CleanupStackTrace(), ServerLog.MessageType.ServerMessage);
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if (GameSettings.CurrentConfig.VerboseLogging)
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{
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Log("Ending the round...\n" + Environment.StackTrace.CleanupStackTrace(), ServerLog.MessageType.ServerMessage);
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}
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else
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{
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Log("Ending the round...", ServerLog.MessageType.ServerMessage);
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}
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else
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{
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Log("Ending the round...", ServerLog.MessageType.ServerMessage);
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}
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}
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string endMessage = TextManager.FormatServerMessage("RoundSummaryRoundHasEnded");
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var traitorResults = TraitorManager?.GetEndResults() ?? new List<TraitorMissionResult>();
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List<Mission> missions = GameMain.GameSession.Missions.ToList();
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if (GameMain.GameSession.IsRunning)
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if (GameMain.GameSession is { IsRunning: true })
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{
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GameMain.GameSession.EndRound(endMessage, traitorResults);
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}
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@@ -2634,7 +2641,10 @@ namespace Barotrauma.Networking
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c.PositionUpdateLastSent.Clear();
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}
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KarmaManager.OnRoundEnded();
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if (GameStarted)
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{
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KarmaManager.OnRoundEnded();
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}
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RespawnManager = null;
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GameStarted = false;
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@@ -2703,9 +2713,24 @@ namespace Barotrauma.Networking
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CharacterTeamType newTeam = (CharacterTeamType)inc.ReadByte();
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if (c == null || string.IsNullOrEmpty(newName) || !NetIdUtils.IdMoreRecent(nameId, c.NameId)) { return false; }
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var timeSinceNameChange = DateTime.Now - c.LastNameChangeTime;
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if (timeSinceNameChange < Client.NameChangeCoolDown)
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{
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//only send once per second at most to prevent using this for spamming
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if (timeSinceNameChange.TotalSeconds > 1)
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{
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var coolDownRemaining = Client.NameChangeCoolDown - timeSinceNameChange;
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SendDirectChatMessage($"ServerMessage.NameChangeFailedCooldownActive~[seconds]={(int)coolDownRemaining.TotalSeconds}", c);
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}
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c.NameId = nameId;
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c.RejectedName = newName;
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return false;
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}
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if (!newJob.IsEmpty)
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{
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if (!JobPrefab.Prefabs.TryGet(newJob, out JobPrefab newJobPrefab) || newJobPrefab.HiddenJob)
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if (!JobPrefab.Prefabs.TryGet(newJob, out JobPrefab newJobPrefab) || newJobPrefab.HiddenJob)
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{
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newJob = Identifier.Empty;
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}
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@@ -2721,26 +2746,25 @@ namespace Barotrauma.Networking
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public bool TryChangeClientName(Client c, string newName)
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{
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newName = Client.SanitizeName(newName);
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//update client list even if the name cannot be changed to the one sent by the client,
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//so the client will be informed what their actual name is
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LastClientListUpdateID++;
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if (newName == c.Name || string.IsNullOrEmpty(newName)) { return false; }
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if (IsNameValid(c, newName))
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if (newName != c.Name && !string.IsNullOrEmpty(newName) && IsNameValid(c, newName))
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{
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c.LastNameChangeTime = DateTime.Now;
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string oldName = c.Name;
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c.Name = newName;
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c.RejectedName = string.Empty;
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SendChatMessage($"ServerMessage.NameChangeSuccessful~[oldname]={oldName}~[newname]={newName}", ChatMessageType.Server);
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LastClientListUpdateID++;
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return true;
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}
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else
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{
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//update client list even if the name cannot be changed to the one sent by the client,
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//so the client will be informed what their actual name is
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LastClientListUpdateID++;
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return false;
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}
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}
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private bool IsNameValid(Client c, string newName)
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{
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newName = Client.SanitizeName(newName);
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