Dedicated server actually works to some extent
Clients can connect and use chat, the sub list isn't synced properly and there's no way to start a game yet
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@@ -6,6 +6,7 @@ using FarseerPhysics.Dynamics;
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using Barotrauma.Networking;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using System.Threading;
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namespace Barotrauma
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{
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@@ -68,7 +69,46 @@ namespace Barotrauma
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public void Run()
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{
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//TODO: implement
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Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Character));
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Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Item));
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Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Items.Components.ItemComponent));
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Hyper.ComponentModel.HyperTypeDescriptionProvider.Add(typeof(Hull));
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Mission.Init();
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MapEntityPrefab.Init();
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LevelGenerationParams.LoadPresets();
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JobPrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Jobs));
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StructurePrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Structure));
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ItemPrefab.LoadAll(SelectedPackage.GetFilesOfType(ContentType.Item));
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GameModePreset.Init();
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LocationType.Init();
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Submarine.RefreshSavedSubs();
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NetLobbyScreen = new NetLobbyScreen();
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Server = new GameServer("Dedicated Server Test", 14242, true, "asd", false, 10);
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while (true)
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{
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NetLobbyScreen.Update((float)Timing.Step);
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Server.Update((float)Timing.Step);
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CoroutineManager.Update((float)Timing.Step, (float)Timing.Step);
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Thread.Sleep((int)(Timing.Step * 1000.0));
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}
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}
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public void ProcessInput()
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{
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while (true)
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{
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string input = Console.ReadLine();
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DebugConsole.ExecuteCommand(input, this);
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}
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}
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public CoroutineHandle ShowLoading(IEnumerable<object> loader, bool waitKeyHit = true)
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