Regalis
e2d0e7fe24
Moved collider position correction logic to the physicsbody class (so that it can be used for sub & item syncing), character position msg length is written in bytes instead of bits, misc cleanup/refactoring
2016-10-19 20:49:18 +03:00
Regalis
9fed308705
InGame update messages include a timestamp which is passed to the ClientRead methods
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Now only used in character position syncing, but some other entities may also have an use for it (e.g. discarding outdated data)
2016-10-18 19:04:32 +03:00
Regalis
b68eeda8a8
WIP position syncing
2016-10-17 22:34:59 +03:00
Regalis
170e1a0da8
ItemRemover -> EntityRemover, clients reset spawner & remover when starting a new round
2016-10-12 20:46:47 +03:00
Regalis
60b36e020c
Changed ItemSpawner to EntitySpawner, used for syncing both item and character spawning
2016-10-12 19:25:01 +03:00
Regalis
ac3539da63
Item spawn syncing
2016-10-12 18:29:44 +03:00
juanjp600
f5268c7c6c
Fixes
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It compiles now, but it's probably really broken.
2016-10-11 21:37:23 -03:00
juanjp600
72033a581e
Merge remote-tracking branch 'refs/remotes/barotrauma/master'
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Conflicts:
Subsurface/Properties/AssemblyInfo.cs
Subsurface/Source/Characters/Character.cs
Subsurface/Source/GUI/GUI.cs
Subsurface/Source/GameMain.cs
Subsurface/Source/GameSettings.cs
Subsurface/Source/Items/CharacterInventory.cs
Subsurface/Source/Items/Components/ItemComponent.cs
Subsurface/Source/Items/Components/Machines/Pump.cs
Subsurface/Source/Items/Components/Machines/Radar.cs
Subsurface/Source/Items/Components/Machines/Steering.cs
Subsurface/Source/Items/Components/Power/PowerContainer.cs
Subsurface/Source/Items/Inventory.cs
Subsurface/Source/Items/Item.cs
Subsurface/Source/Items/ItemSpawner.cs
Subsurface/Source/Map/Levels/WaterRenderer.cs
Subsurface/Source/Map/LinkedSubmarine.cs
Subsurface/Source/Map/Map/Map.cs
Subsurface/Source/Map/Structure.cs
Subsurface/Source/Map/Submarine.cs
Subsurface/Source/Map/WayPoint.cs
Subsurface/Source/Networking/GameClient.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Physics/PhysicsBody.cs
Subsurface/Source/Screens/GameScreen.cs
2016-10-11 20:19:25 -03:00
juanjp600
344947c3c4
Search and destroy mission
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Featuring ugly code
2016-09-26 22:09:06 -03:00
Regalis
bc5ace4f53
Clients spawn all characters at round start (not just their own), spawnpoints that aren't inside the main sub are ignored when selecting spawnpoints for the clients
2016-09-26 20:02:23 +03:00
Regalis
c402ba208b
Spawning client characters with correct characterinfo
2016-09-26 17:06:20 +03:00
juanjp600
02d98f5d29
Merge remote-tracking branch 'refs/remotes/barotrauma/master'
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Conflicts:
Subsurface/Source/Networking/FileStreamReceiver.cs
Subsurface/Source/Networking/FileStreamSender.cs
Subsurface/Source/Networking/GameClient.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Networking/GameServerLogin.cs
Subsurface/Source/Networking/NetworkEvent.cs
Subsurface/Source/Screens/NetLobbyScreen.cs
2016-09-24 21:28:37 -03:00
juanjp600
d537e8795a
Replace '' (two single quotes) with \" (double quote)
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We must correct post-traumatic Blitz disorder
2016-09-24 21:26:08 -03:00
juanjp600
44e12ffed2
Basic player input syncing
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There's currently a bug where the inputs might be read out of order or more than once, which leads to desync. I'll feel really dumb when I find what's going on here.
Also, I'm using placeholder player spawning because CharacterInfo doesn't seem to be fully functional yet.
2016-09-22 21:20:46 -03:00
Regalis
4fbb83e2e7
The server can start the game
2016-09-09 19:49:13 +03:00
juanjp600
1b85dc3646
Fixed lobby chat
2016-09-08 09:43:44 -03:00
juanjp600
7c9ae5134c
Move chat message serialization to the ChatMessage class
2016-09-07 21:41:59 -03:00
juanjp600
ba388ae298
Merge remote-tracking branch 'refs/remotes/barotrauma/new-netcode'
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Conflicts:
Subsurface/Source/Networking/GameServer.cs
2016-09-07 17:33:45 -03:00
juanjp600
bfd8bc6b35
Server serialization functions require client
2016-09-07 17:32:20 -03:00
Regalis
ccf6e6d544
Syncing game mode, mission type, traitor setting, level seed & autorestart
2016-09-07 19:17:31 +03:00
juanjp600
a02931054a
Sync sub selection
2016-09-05 17:15:41 -03:00
juanjp600
ef2b0d8721
Whitelist + conflict resolve
2016-09-03 14:57:36 -03:00
juanjp600
e3433c725e
Server name, message and submarine list syncing
2016-09-02 22:24:14 -03:00
juanjp600
e0b6642767
Minor fixes and tweaks
2016-09-01 22:22:45 -03:00
juanjp600
51dd858af1
Client reads lobby chat from server
2016-09-01 22:05:13 -03:00
juanjp600
028c3a8bc1
Added lobby chat syncing
2016-09-01 20:45:43 -03:00
juanjp600
fc457e0f18
Detect disconnect while password box is open
2016-09-01 15:43:27 -03:00
juanjp600
f845a21de8
Fixed login process
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Time to get the lobby working
2016-09-01 13:45:46 -03:00
juanjp600
104ac73b97
Added login process to client
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Doesn't work yet, gotta figure this out.
2016-09-01 11:42:21 -03:00
juanjp600
b9a246ca68
New login process + a little bit of cleanup
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No reliability required :) Will get to the client soon
2016-08-31 18:26:17 -03:00
juanjp600
55a2db7c70
Removed more networking code
2016-08-30 21:33:10 -03:00
juanjp600
7bdcc51bae
Made game compilable
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Networking functionality is fully disabled now.
I think it's time to start rewriting everything. OH BOY
2016-08-30 21:13:36 -03:00
juanjp600
0a0f8e19b4
Merged branch new-netcode into new-netcode
2016-08-30 20:37:12 -03:00
juanjp600
9416eb64d7
Completely destroyed game
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Looks like a lot more than just netcode is getting rewritten. Removing coroutines because there are better ways of handling asynchronous tasks, removing filestream because that's to be reimplemented later
2016-08-30 19:59:14 -03:00
juanjp600
37ffd64490
Disabled networkevent
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Changing the way each item handles its own network updating
2016-08-30 19:28:32 -03:00
juanjp600
6e83ef7626
Merge remote-tracking branch 'refs/remotes/origin/master'
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Conflicts:
Subsurface/Barotrauma.csproj
Subsurface/Source/Characters/AI/EnemyAIController.cs
Subsurface/Source/Characters/AICharacter.cs
Subsurface/Source/Characters/Character.cs
Subsurface/Source/Items/Components/DockingPort.cs
Subsurface/Source/Items/Components/Door.cs
Subsurface/Source/Items/Item.cs
Subsurface/Source/Networking/GameClient.cs
Subsurface/Source/Networking/GameServer.cs
Subsurface/Source/Physics/PhysicsBody.cs
2016-08-30 18:04:49 -03:00
juanjp600
af220dbc2a
Removed Fill/ReadNetworkData
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These functions needed to be replaced because they rely heavily on reliability.
Instead, new functions called (Write/Read)Data(Server/Client) will be added.
Separating client and server code into completely separate functions will help ensure that proper security checks are performed.
2016-08-29 20:02:46 -03:00
juanjp600
83f8ad0555
Clientside fix for empty password
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Thanks for finding this Reg
2016-08-29 18:40:27 -03:00
juanjp600
bf686ae997
A few more security checks
2016-08-29 18:38:06 -03:00
Regalis
a0a5e2df33
v0.5.0.1 + re-enabled the black wall damage indicators, client permissions disabled
2016-08-29 23:43:08 +03:00
juanjp600
e284ff5f38
Heavier password encryption
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I don't think this fixes actual bugs but the encryption seemed kinda weak.
2016-08-29 07:13:19 -03:00
Regalis
fe8cce1723
Using Levenshtein distance to measure the similarity of chat messages, (float)0.0 -> 0.0f
2016-08-28 16:53:24 +03:00
Regalis
3d2d06d2e5
WriteCharacterData/ReadCharacterData methods can be used for any type of character (less duplicate code)
2016-08-26 20:48:57 +03:00
juanjp600
12f849be01
Removed references to reliable sender
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Now the game is broken, progress is being made :)
2016-08-25 18:55:32 -03:00
Regalis
712953cc9e
WIP client special permissions (kick, ban, end round)
2016-08-24 11:47:46 +03:00
Regalis
dc67eeebd4
Humans can be spawned through console in multiplayer
2016-08-23 14:19:50 +03:00
Regalis
ef0098d52a
Anti-gamerfood measures:
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- clients don't send server passwords as plaintext: the server sends a nonce which the client encrypt using the password as the key
- IPs are visible in netstats
- amount of client jobpreferences limited to 3 at the servers side
- sanitizing client names
2016-08-19 18:18:07 +03:00
Regalis
7e14ca6186
Possible to use the same sub as the main submarine and the respawn shuttle, fixed duplicate client names in netlobby if reconnecting before the server has disconnected the client, fixed "end round" button not appearing when joining mid-round
2016-08-14 20:13:40 +03:00
Regalis
fbe6c91d67
- previous networkevent of an item isn't overridden if the event is for a different itemcomponent
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- batteries are restored to full capacity and all items repaired when resetting the respawn shuttle
- some respawnmanager refactoring (characters/items arent created in WriteNetworkEvent anymore)
- syncing respawnmanager state with clients who join mid-round
- LOS is turned back on when respawning
2016-08-13 18:42:55 +03:00
Regalis
7716b5e9d4
Fixed respawn shuttles with no nav terminal throwing an exception, removing focus from server log searchbar when the log window is closed, clients wait for ongoing file transfers to finish before starting a new one (instead of cancelling)
2016-08-10 19:18:50 +03:00