Unstable 1.2.4.0
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@@ -804,7 +804,7 @@ namespace Barotrauma.Networking
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{
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using (dosProtection.Pause(connectedClient))
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{
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MultiPlayerCampaign.LoadCampaign(saveName);
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MultiPlayerCampaign.LoadCampaign(saveName, connectedClient);
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}
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}
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}
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@@ -1230,11 +1230,6 @@ namespace Barotrauma.Networking
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}
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c.LastRecvEntityEventID = lastRecvEntityEventID;
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#warning TODO: remove this later
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/*if (!CoroutineManager.IsCoroutineRunning("RoundRestartLoop"))
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{
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CoroutineManager.StartCoroutine(RoundRestartLoop(), "RoundRestartLoop");
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}*/
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}
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else if (lastRecvEntityEventID != c.LastRecvEntityEventID && GameSettings.CurrentConfig.VerboseLogging)
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{
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@@ -1484,7 +1479,7 @@ namespace Barotrauma.Networking
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{
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using (dosProtection.Pause(sender))
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{
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MultiPlayerCampaign.LoadCampaign(GameMain.GameSession.SavePath);
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MultiPlayerCampaign.LoadCampaign(GameMain.GameSession.SavePath, sender);
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}
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}
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}
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@@ -3945,7 +3940,6 @@ namespace Barotrauma.Networking
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if (remainingJobs.None())
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{
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DebugConsole.ThrowError("Failed to assign a suitable job for bot \"" + c.Name + "\" (all jobs already have the maximum numbers of players). Assigning a random job...");
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#warning TODO: is this randsync correct?
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c.Job = Job.Random(Rand.RandSync.ServerAndClient);
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assignedPlayerCount[c.Job.Prefab]++;
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}
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+3
-2
@@ -426,8 +426,9 @@ namespace Barotrauma.Networking
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}
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else
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{
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double midRoundSyncTimeOut = uniqueEvents.Count / 100 * server.UpdateInterval.TotalSeconds;
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midRoundSyncTimeOut = Math.Max(10.0f, midRoundSyncTimeOut * 10.0f);
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//assume we can get at least 10 events per second through
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double midRoundSyncTimeOut = uniqueEvents.Count / 10 * server.UpdateInterval.TotalSeconds;
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midRoundSyncTimeOut = Math.Max(midRoundSyncTimeOut, server.ServerSettings.MinimumMidRoundSyncTimeout);
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client.UnreceivedEntityEventCount = (UInt16)uniqueEvents.Count;
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client.NeedsMidRoundSync = true;
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@@ -537,7 +537,7 @@ namespace Barotrauma.Networking
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}
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//add the ID card tags they should've gotten when spawning in the shuttle
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character.GiveIdCardTags(shuttleSpawnPoints[i], requireSpawnPointTagsNotGiven: false, createNetworkEvent: true);
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character.GiveIdCardTags(shuttleSpawnPoints[i], createNetworkEvent: true);
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}
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}
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