Progress on tutorial, gap tweaking (water flows faster from room to room), UPnP error messages, input keys in array, underwater aiming tweaking, tons of misc stuff commit more often ffs
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using System;
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using System.Collections.Generic;
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namespace Lidgren.Network
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{
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/// <summary>
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/// Specialized version of NetPeer used for "server" peers
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/// </summary>
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public class NetServer : NetPeer
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{
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/// <summary>
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/// NetServer constructor
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/// </summary>
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public NetServer(NetPeerConfiguration config)
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: base(config)
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{
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config.AcceptIncomingConnections = true;
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}
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/// <summary>
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/// Send a message to all connections
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/// </summary>
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/// <param name="msg">The message to send</param>
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/// <param name="method">How to deliver the message</param>
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public void SendToAll(NetOutgoingMessage msg, NetDeliveryMethod method)
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{
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var all = this.Connections;
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if (all.Count <= 0)
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return;
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SendMessage(msg, all, method, 0);
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}
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/// <summary>
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/// Send a message to all connections except one
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/// </summary>
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/// <param name="msg">The message to send</param>
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/// <param name="method">How to deliver the message</param>
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/// <param name="except">Don't send to this particular connection</param>
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/// <param name="sequenceChannel">Which sequence channel to use for the message</param>
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public void SendToAll(NetOutgoingMessage msg, NetConnection except, NetDeliveryMethod method, int sequenceChannel)
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{
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var all = this.Connections;
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if (all.Count <= 0)
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return;
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if (except == null)
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{
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SendMessage(msg, all, method, sequenceChannel);
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return;
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}
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List<NetConnection> recipients = new List<NetConnection>(all.Count - 1);
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foreach (var conn in all)
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if (conn != except)
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recipients.Add(conn);
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if (recipients.Count > 0)
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SendMessage(msg, recipients, method, sequenceChannel);
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}
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/// <summary>
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/// Returns a string that represents this object
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/// </summary>
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public override string ToString()
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{
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return "[NetServer " + ConnectionsCount + " connections]";
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}
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}
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}
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