First commit

This commit is contained in:
Regalis
2015-05-25 01:04:03 +03:00
commit fadb89ae9e
320 changed files with 32186 additions and 0 deletions
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using System;
using System.Diagnostics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
namespace Subsurface.Networking
{
class GameClient : NetworkMember
{
NetClient Client;
private Character myCharacter;
private CharacterInfo characterInfo;
string name;
// Create timer that tells client, when to send update
// System.Timers.Timer update;
public Character Character
{
get { return myCharacter; }
set { myCharacter = value; }
}
public CharacterInfo CharacterInfo
{
get { return characterInfo; }
}
public string Name
{
get { return name; }
set
{
if (string.IsNullOrEmpty(name)) return;
name = value;
}
}
public GameClient(string name)
{
this.name = name;
this.characterInfo = new CharacterInfo("Content/Characters/Human/human.xml", name);
}
public bool ConnectToServer(string hostIP)
{
myCharacter = Character.Controlled;
// Create new instance of configs. Parameter is "application Id". It has to be same on client and server.
NetPeerConfiguration Config = new NetPeerConfiguration("subsurface");
//Config.SimulatedLoss = 0.2f;
//Config.SimulatedMinimumLatency = 0.25f;
// Create new client, with previously created configs
Client = new NetClient(Config);
NetOutgoingMessage outmsg = Client.CreateMessage();
Client.Start();
outmsg.Write((byte)PacketTypes.Login);
outmsg.Write(Game1.version.ToString());
outmsg.Write(name);
// Connect client, to ip previously requested from user
try
{
Client.Connect(hostIP, 14242, outmsg);
}
catch (ArgumentNullException e)
{
DebugConsole.ThrowError("Couldn't connect to "+hostIP+". Error message: "+e.Message);
return false;
}
// Create timespan of 30ms
updateInterval = new TimeSpan(0, 0, 0, 0, 200);
// Set timer to tick every 50ms
//update = new System.Timers.Timer(50);
// When time has elapsed ( 50ms in this case ), call "update_Elapsed" funtion
//update.Elapsed += new System.Timers.ElapsedEventHandler(Update);
// Funtion that waits for connection approval info from server
WaitForStartingInfo();
if (Client.ConnectionStatus!=NetConnectionStatus.Connected)
{
DebugConsole.ThrowError("Couldn't connect to server");
return false;
}
else
{
return true;
}
// Start the timer
//update.Start();
}
// Before main looping starts, we loop here and wait for approval message
private void WaitForStartingInfo()
{
// When this is set to true, we are approved and ready to go
bool CanStart = false;
DateTime timeOut = DateTime.Now + new TimeSpan(0,0,5);
// Loop untill we are approved
while (!CanStart)
{
if (DateTime.Now>timeOut) return;
NetIncomingMessage inc;
// If new messages arrived
if ((inc = Client.ReadMessage()) == null) continue;
// Switch based on the message types
switch (inc.MessageType)
{
// All manually sent messages are type of "Data"
case NetIncomingMessageType.Data:
if (inc.ReadByte() == (byte)PacketTypes.LoggedIn)
{
//add the names of other connected clients to the lobby screen
int existingClients = inc.ReadInt32();
for (int i = 1; i <= existingClients; i++)
{
Game1.netLobbyScreen.AddPlayer(inc.ReadString());
}
//add the name of own client to the lobby screen
Game1.netLobbyScreen.AddPlayer(name);
CanStart = true;
}
else if (inc.ReadByte() == (byte)PacketTypes.KickedOut)
{
string msg = inc.ReadString();
DebugConsole.ThrowError(msg);
Game1.mainMenuScreen.Select();
}
break;
case NetIncomingMessageType.StatusChanged:
Debug.WriteLine((NetConnectionStatus)inc.ReadByte());
break;
default:
// Should not happen and if happens, don't care
Console.WriteLine(inc.ReadString() + " Strange message");
break;
}
}
}
public void Update()
{
if (updateTimer > DateTime.Now) return;
if (myCharacter!=null)
{
if (myCharacter.IsDead)
{
Character.Controlled = null;
Game1.gameScreen.Cam.TargetPos = Vector2.Zero;
Game1.gameScreen.Cam.Zoom = 1.0f;
}
else
{
if (gameStarted) new NetworkEvent(myCharacter.ID, true);
}
}
foreach (NetworkEvent networkEvent in NetworkEvent.events)
{
NetOutgoingMessage message = Client.CreateMessage();
message.Write((byte)PacketTypes.NetworkEvent);
if (networkEvent.FillData(message))
{
Client.SendMessage(message,
(networkEvent.IsImportant) ? NetDeliveryMethod.ReliableUnordered : NetDeliveryMethod.Unreliable);
}
}
NetworkEvent.events.Clear();
CheckServerMessages();
// Update current time
updateTimer = DateTime.Now + updateInterval;
}
/// <summary>
/// Check for new incoming messages from server
/// </summary>
private void CheckServerMessages()
{
// Create new incoming message holder
NetIncomingMessage inc;
while ((inc = Client.ReadMessage()) != null)
{
if (inc.MessageType != NetIncomingMessageType.Data) continue;
switch (inc.ReadByte())
{
case (byte)PacketTypes.StartGame:
if (gameStarted) continue;
int seed = inc.ReadInt32();
Game1.random = new Random(seed);
string mapFile = inc.ReadString();
Map.Load(mapFile);
double durationMinutes = inc.ReadDouble();
TimeSpan duration = new TimeSpan(0,(int)durationMinutes,0);
//int gameModeIndex = inc.ReadInt32();
Game1.gameSession = new GameSession("", false, duration);
Game1.gameSession.StartShift(1);
myCharacter = ReadCharacterData(inc);
Character.Controlled = myCharacter;
int count = inc.ReadInt32();
for (int n = 0; n < count; n++)
{
ReadCharacterData(inc);
}
gameStarted = true;
Game1.gameScreen.Select();
AddChatMessage("Press TAB to chat", ChatMessageType.Server);
break;
case (byte)PacketTypes.EndGame:
string endMessage = inc.ReadString();
EndGame(endMessage);
break;
case (byte)PacketTypes.PlayerJoined:
Client otherClient = new Client();
otherClient.name = inc.ReadString();
Game1.netLobbyScreen.AddPlayer(otherClient.name);
//string newPlayerName = inc.ReadString();
//int newPlayerID = inc.ReadInt32();
//CharacterInfo ch = new CharacterInfo("Content/Characters/Human/human.xml", newPlayerName);
//ch.ID = newPlayerID;
//Character.newCharacterQueue.Enqueue(ch);
AddChatMessage(otherClient.name + " has joined the server", ChatMessageType.Server);
break;
case (byte)PacketTypes.PlayerLeft:
string leavingName = inc.ReadString();
AddChatMessage(inc.ReadString(), ChatMessageType.Server);
Game1.netLobbyScreen.RemovePlayer(leavingName);
break;
case (byte)PacketTypes.KickedOut:
string msg= inc.ReadString();
DebugConsole.ThrowError(msg);
Game1.mainMenuScreen.Select();
break;
case (byte)PacketTypes.Chatmessage:
ChatMessageType messageType = (ChatMessageType)inc.ReadByte();
AddChatMessage(inc.ReadString(), messageType);
break;
case (byte)PacketTypes.NetworkEvent:
//read the data from the message and update client state accordingly
if (!gameStarted) break;
NetworkEvent.ReadData(inc);
break;
case (byte)PacketTypes.UpdateNetLobby:
if (gameStarted) continue;
Game1.netLobbyScreen.ReadData(inc);
break;
case (byte)PacketTypes.Traitor:
string targetName = inc.ReadString();
Game1.gameSession.NewChatMessage("You are an agent of Ordo Europae", messageColor[(int)ChatMessageType.Server]);
Game1.gameSession.NewChatMessage("Your secret task is to assassinate " + targetName + "!", messageColor[(int)ChatMessageType.Server]);
break;
}
}
}
public void EndGame(string endMessage)
{
Map.Clear();
Game1.netLobbyScreen.Select();
if (Game1.gameSession!=null) Game1.gameSession.EndShift(null, null);
DebugConsole.ThrowError(endMessage);
myCharacter = null;
gameStarted = false;
}
public void Disconnect()
{
NetOutgoingMessage msg = Client.CreateMessage();
msg.Write((byte)PacketTypes.PlayerLeft);
Client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
}
public void SendCharacterData()
{
if (characterInfo == null) return;
NetOutgoingMessage msg = Client.CreateMessage();
msg.Write((byte)PacketTypes.CharacterInfo);
msg.Write(characterInfo.name);
msg.Write(characterInfo.gender == Gender.Male);
Client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
}
private Character ReadCharacterData(NetIncomingMessage inc)
{
string newName = inc.ReadString();
int ID = inc.ReadInt32();
bool isFemale = inc.ReadBoolean();
int inventoryID = inc.ReadInt32();
Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
CharacterInfo ch = new CharacterInfo("Content/Characters/Human/human.xml", newName, isFemale ? Gender.Female : Gender.Male);
Character character = new Character(ch, position);
character.ID = ID;
character.Inventory.ID = inventoryID;
return character;
}
public void SendChatMessage(string message)
{
//AddChatMessage(message);
ChatMessageType type = (gameStarted && myCharacter != null && myCharacter.IsDead) ? ChatMessageType.Dead : ChatMessageType.Default;
NetOutgoingMessage msg = Client.CreateMessage();
msg.Write((byte)PacketTypes.Chatmessage);
msg.Write((byte)type);
msg.Write(message);
Client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
}
}
}
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using System;
using System.Collections.Generic;
using System.Diagnostics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
namespace Subsurface.Networking
{
class GameServer : NetworkMember
{
// Server object
NetServer Server;
// Configuration object
NetPeerConfiguration Config;
public List<Client> connectedClients = new List<Client>();
//NetIncomingMessage inc;
const int sparseUpdateInterval = 150;
int sparseUpdateTimer;
Client myClient;
public GameServer()
{
Config = new NetPeerConfiguration("subsurface");
Config.Port = 14242;
//Config.SimulatedLoss = 0.2f;
//Config.SimulatedMinimumLatency = 0.25f;
Config.MaximumConnections = 10;
Config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
try
{
Server = new NetServer(Config);
Server.Start();
}
catch (Exception e)
{
DebugConsole.ThrowError("Couldn't start the server", e);
}
updateInterval = new TimeSpan(0, 0, 0, 0, 30);
DebugConsole.NewMessage("Server started", Color.Green);
}
public void Update()
{
// Server.ReadMessage() Returns new messages, that have not yet been read.
// If "inc" is null -> ReadMessage returned null -> Its null, so dont do this :)
NetIncomingMessage inc = Server.ReadMessage();
if (inc != null) ReadMessage(inc);
// if 30ms has passed
if ((updateTimer) < DateTime.Now)
{
if (Server.ConnectionsCount > 0)
{
if (sparseUpdateTimer <= 0) SparseUpdate();
SendNetworkEvents();
}
sparseUpdateTimer -= 1;
updateTimer = DateTime.Now + updateInterval;
}
}
private void ReadMessage(NetIncomingMessage inc)
{
NetOutgoingMessage outmsg;
switch (inc.MessageType)
{
case NetIncomingMessageType.ConnectionApproval:
if (inc.ReadByte() != (byte)PacketTypes.Login) break;
DebugConsole.NewMessage("New player has joined the server", Color.White);
//Character ch = new Character("Content/Characters/Human/human.xml");
Client newClient = new Client();
newClient.version = inc.ReadString();
newClient.name = inc.ReadString();
newClient.Connection = inc.SenderConnection;
connectedClients.Add(newClient);
inc.SenderConnection.Approve();
break;
case NetIncomingMessageType.StatusChanged:
Debug.WriteLine(inc.SenderConnection + " status changed. " + (NetConnectionStatus)inc.SenderConnection.Status);
if (inc.SenderConnection.Status == NetConnectionStatus.Connected)
{
Client sender = connectedClients.Find(x => x.Connection == inc.SenderConnection);
if (sender == null) break;
if (sender.version != Game1.version.ToString())
{
DisconnectClient(sender, sender.name+" was unable to connect to the server (nonmatching game version)",
"Subsurface version " + Game1.version + " required to connect to the server (Your version: " + sender.version + ")");
}
else
{
Game1.netLobbyScreen.AddPlayer(sender.name);
// Notify the client that they have logged in
outmsg = Server.CreateMessage();
outmsg.Write((byte)PacketTypes.LoggedIn);
//notify the client about other clients already logged in
outmsg.Write((myClient == null) ? connectedClients.Count - 1 : connectedClients.Count);
foreach (Client c in connectedClients)
{
if (c.Connection == inc.SenderConnection) continue;
outmsg.Write(c.name);
}
if (myClient != null) outmsg.Write(myClient.name);
Server.SendMessage(outmsg, inc.SenderConnection, NetDeliveryMethod.ReliableUnordered, 0);
//notify other clients about the new client
outmsg = Server.CreateMessage();
outmsg.Write((byte)PacketTypes.PlayerJoined);
outmsg.Write(sender.name);
//send the message to everyone except the client who just logged in
SendMessage(outmsg, NetDeliveryMethod.ReliableUnordered, inc.SenderConnection);
AddChatMessage(sender.name + " has joined the server", ChatMessageType.Server);
UpdateNetLobby(null);
}
}
else if (inc.SenderConnection.Status == NetConnectionStatus.Disconnected)
{
DisconnectClient(inc.SenderConnection);
}
break;
case NetIncomingMessageType.Data:
switch (inc.ReadByte())
{
case (byte)PacketTypes.NetworkEvent:
if (!gameStarted) break;
if (!NetworkEvent.ReadData(inc)) break;
outmsg = Server.CreateMessage();
outmsg.Write(inc);
List<NetConnection> recipients = new List<NetConnection>();
foreach (Client client in connectedClients)
{
if (client.Connection == inc.SenderConnection) continue;
if (!client.inGame) continue;
recipients.Add(client.Connection);
}
if (recipients.Count == 0) break;
Server.SendMessage(outmsg, recipients, inc.DeliveryMethod, 0);
break;
case (byte)PacketTypes.Chatmessage:
ChatMessageType messageType = (ChatMessageType)inc.ReadByte();
string message = inc.ReadString();
SendChatMessage(message, messageType);
break;
case (byte)PacketTypes.PlayerLeft:
DisconnectClient(inc.SenderConnection);
break;
case (byte)PacketTypes.CharacterInfo:
ReadCharacterData(inc);
break;
}
break;
case NetIncomingMessageType.WarningMessage:
Debug.WriteLine(inc.ReadString());
break;
}
}
private void SparseUpdate()
{
foreach (Character c in Character.characterList)
{
bool isClient = false;
foreach (Client client in connectedClients)
{
if (client.character != c) continue;
isClient = true;
break;
}
if (!isClient)
{
c.largeUpdateTimer = 0;
new NetworkEvent(c.ID, false);
}
}
sparseUpdateTimer = sparseUpdateInterval;
}
private void SendMessage(NetOutgoingMessage msg, NetDeliveryMethod deliveryMethod, NetConnection excludedConnection)
{
List<NetConnection> recipients = new List<NetConnection>();
foreach (Client client in connectedClients)
{
if (client.Connection != excludedConnection) recipients.Add(client.Connection);
}
if (recipients.Count == 0) return;
Server.SendMessage(msg, recipients, deliveryMethod, 0);
}
private void SendNetworkEvents()
{
if (NetworkEvent.events.Count == 0) return;
//System.Diagnostics.Debug.WriteLine("*************************");
foreach (NetworkEvent networkEvent in NetworkEvent.events)
{
//System.Diagnostics.Debug.WriteLine("networkevent "+networkEvent.ID);
NetOutgoingMessage message = Server.CreateMessage();
message.Write((byte)PacketTypes.NetworkEvent);
//if (!networkEvent.IsClient) continue;
networkEvent.FillData(message);
Server.SendMessage(message, Server.Connections,
(networkEvent.IsImportant) ? NetDeliveryMethod.Unreliable : NetDeliveryMethod.ReliableUnordered, 0);
}
NetworkEvent.events.Clear();
}
public bool StartGame(GUIButton button, object obj)
{
int seed = DateTime.Now.Millisecond;
Game1.random = new Random(seed);
Map.Load(Game1.netLobbyScreen.SelectedMap);
Game1.gameSession = new GameSession("", false, Game1.netLobbyScreen.GameDuration, Game1.netLobbyScreen.SelectedMode);
Game1.gameSession.StartShift(1);
//EventManager.SelectEvent(Game1.netLobbyScreen.SelectedEvent);
foreach (Client client in connectedClients)
{
client.inGame = true;
WayPoint spawnPoint = WayPoint.GetRandom(WayPoint.SpawnType.Human);
if (client.characterInfo==null)
{
client.characterInfo = new CharacterInfo("Content/Characters/Human/human.xml", client.name);
}
client.character = new Character(client.characterInfo, (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition, true);
}
if (myClient != null)
{
WayPoint spawnPoint = WayPoint.GetRandom(WayPoint.SpawnType.Human);
CharacterInfo ch = new CharacterInfo("Content/Characters/Human/human.xml", myClient.name);
myClient.character = new Character(ch, (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition);
}
foreach (Client client in connectedClients)
{
NetOutgoingMessage msg = Server.CreateMessage();
msg.Write((byte)PacketTypes.StartGame);
msg.Write(seed);
msg.Write(Game1.netLobbyScreen.SelectedMap);
msg.Write(Game1.netLobbyScreen.GameDuration.TotalMinutes);
WriteCharacterData(msg, client.name, client.character);
msg.Write((myClient == null) ? connectedClients.Count - 1 : connectedClients.Count);
foreach (Client otherClient in connectedClients)
{
if (otherClient == client) continue;
WriteCharacterData(msg, otherClient.name, otherClient.character);
}
if (myClient!=null)
{
WriteCharacterData(msg, myClient.name, myClient.character);
}
Server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered, 0);
}
gameStarted = true;
Game1.gameScreen.Cam.TargetPos = Vector2.Zero;
Game1.gameScreen.Select();
return true;
}
public void EndGame(string endMessage)
{
Map.Clear();
gameStarted = false;
if (connectedClients.Count>0)
{
NetOutgoingMessage msg = Server.CreateMessage();
msg.Write((byte)PacketTypes.EndGame);
msg.Write(endMessage);
if (Server.ConnectionsCount > 0)
{
Server.SendMessage(msg, Server.Connections, NetDeliveryMethod.ReliableOrdered, 0);
}
foreach (Client client in connectedClients)
{
client.character = null;
client.inGame = false;
}
}
Game1.netLobbyScreen.Select();
DebugConsole.ThrowError(endMessage);
}
private void DisconnectClient(NetConnection senderConnection)
{
Client client = connectedClients.Find(x => x.Connection == senderConnection);
if (client != null) DisconnectClient(client);
}
private void DisconnectClient(Client client, string msg = "", string targetmsg = "")
{
if (client == null) return;
if (gameStarted && client.character != null) client.character.Kill(true);
if (msg == "") msg = client.name + " has left the server";
if (targetmsg == "") targetmsg = "You have left the server";
NetOutgoingMessage outmsg = Server.CreateMessage();
outmsg.Write((byte)PacketTypes.KickedOut);
outmsg.Write(targetmsg);
Server.SendMessage(outmsg, client.Connection, NetDeliveryMethod.ReliableUnordered, 0);
connectedClients.Remove(client);
outmsg = Server.CreateMessage();
outmsg.Write((byte)PacketTypes.PlayerLeft);
outmsg.Write(client.name);
outmsg.Write(msg);
Game1.netLobbyScreen.RemovePlayer(client.name);
if (Server.Connections.Count > 0)
{
Server.SendMessage(outmsg, Server.Connections, NetDeliveryMethod.ReliableUnordered, 0);
}
AddChatMessage(msg, ChatMessageType.Server);
}
public void KickPlayer(string playerName)
{
playerName = playerName.ToLower();
Client client = null;
foreach (Client c in connectedClients)
{
if (c.name.ToLower() != playerName) continue;
client = c;
break;
}
if (client == null) return;
DisconnectClient(client, client.name + " has been kicked from the server", "You have been kicked from the server");
}
public void NewTraitor(Client traitor, Client target)
{
NetOutgoingMessage msg = Server.CreateMessage();
msg.Write((byte)PacketTypes.Traitor);
msg.Write(target.name);
if (Server.Connections.Count > 0)
{
Server.SendMessage(msg, traitor.Connection, NetDeliveryMethod.ReliableUnordered, 0);
}
}
public bool UpdateNetLobby(object obj)
{
NetOutgoingMessage msg = Server.CreateMessage();
msg.Write((byte)PacketTypes.UpdateNetLobby);
Game1.netLobbyScreen.WriteData(msg);
if (Server.Connections.Count > 0)
{
Server.SendMessage(msg, Server.Connections, NetDeliveryMethod.ReliableUnordered, 0);
}
return true;
}
public void SendChatMessage(string message, ChatMessageType type = ChatMessageType.Server)
{
AddChatMessage(message, type);
NetOutgoingMessage msg = Server.CreateMessage();
msg.Write((byte)PacketTypes.Chatmessage);
msg.Write((byte)type);
msg.Write(message);
if (Server.Connections.Count == 0) return;
if (type==ChatMessageType.Dead)
{
List<NetConnection> recipients = new List<NetConnection>();
foreach (Client c in connectedClients)
{
if (c.character != null && c.character.IsDead) recipients.Add(c.Connection);
}
if (recipients.Count>0)
{
Server.SendMessage(msg, recipients, NetDeliveryMethod.ReliableUnordered, 0);
}
}
else
{
Server.SendMessage(msg, Server.Connections, NetDeliveryMethod.ReliableUnordered, 0);
}
}
private void ReadCharacterData(NetIncomingMessage message)
{
string name = message.ReadString();
Gender gender = message.ReadBoolean() ? Gender.Male : Gender.Female;
foreach (Client c in connectedClients)
{
if (c.Connection != message.SenderConnection) continue;
c.characterInfo = new CharacterInfo("Content/Characters/Human/human.xml", name, gender);
}
}
private void WriteCharacterData(NetOutgoingMessage message, string name, Character character)
{
message.Write(name);
message.Write(character.ID);
message.Write(character.info.gender==Gender.Female);
message.Write(character.Inventory.ID);
message.Write(character.SimPosition.X);
message.Write(character.SimPosition.Y);
}
}
class Client
{
public string name;
public Character character;
public CharacterInfo characterInfo;
public NetConnection Connection { get; set; }
public string version;
public bool inGame;
}
}
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using System.Collections.Generic;
using Lidgren.Network;
namespace Subsurface.Networking
{
enum NetworkEventType
{
UpdateEntity = 0,
KillCharacter = 1,
UpdateComponent = 2,
DropItem = 3,
InventoryUpdate = 4,
PickItem = 5
}
class NetworkEvent
{
public static List<NetworkEvent> events = new List<NetworkEvent>();
private static bool[] isImportant = { false, true, true, true, true, true };
private int id;
private NetworkEventType eventType;
private bool isClientEvent;
private object data;
//private NetOutgoingMessage message;
public int ID
{
get { return id; }
}
public bool IsClient
{
get { return isClientEvent; }
}
public bool IsImportant
{
get { return isImportant[(int)eventType]; }
}
public NetworkEvent(int id, bool isClient)
: this(NetworkEventType.UpdateEntity, id, isClient)
{
}
public NetworkEvent(NetworkEventType type, int id, bool isClient, object data = null)
{
if (isClient)
{
if (Game1.server != null) return;
}
else
{
if (Game1.server == null) return;
}
this.eventType = type;
foreach (NetworkEvent e in events)
{
if (!isImportant[(int)type] && e.id == id && e.eventType == type) return;
}
this.id = id;
this.isClientEvent = isClient;
this.data = data;
events.Add(this);
}
public bool FillData(NetOutgoingMessage message)
{
message.Write((byte)eventType);
Entity e = Entity.FindEntityByID(id);
if (e == null) return false;
message.Write(id);
e.FillNetworkData(eventType, message, data);
return true;
}
public static bool ReadData(NetIncomingMessage message)
{
NetworkEventType eventType = (NetworkEventType)message.ReadByte();
int id;
try
{
id = message.ReadInt32();
}
catch
{
DebugConsole.ThrowError("Received invalid network message");
return false;
}
Entity e = Entity.FindEntityByID(id);
if (e == null)
{
//DebugConsole.ThrowError("Couldn't find an entity matching the ID ''" + id + "''");
return false;
}
//System.Diagnostics.Debug.WriteLine("new message: " + eventType +" - "+e);
e.ReadNetworkData(eventType, message);
return true;
}
}
}
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using System;
using Microsoft.Xna.Framework;
namespace Subsurface.Networking
{
enum PacketTypes
{
Login,
LoggedIn,
LogOut,
PlayerJoined,
PlayerLeft,
KickedOut,
StartGame,
EndGame,
CharacterInfo,
Chatmessage,
UpdateNetLobby,
NetworkEvent,
Traitor
}
class NetworkMember
{
protected static Color[] messageColor = { Color.Black, Color.DarkRed, Color.DarkBlue, Color.DarkGreen };
protected TimeSpan updateInterval;
protected DateTime updateTimer;
protected bool gameStarted;
public void AddChatMessage(string message, ChatMessageType messageType)
{
Game1.netLobbyScreen.NewChatMessage(message, messageColor[(int)messageType]);
if (Game1.gameSession != null) Game1.gameSession.NewChatMessage(message, messageColor[(int)messageType]);
GUI.PlayMessageSound();
}
}
enum ChatMessageType
{
Default, Admin, Dead, Server
}
}