using System; using System.Collections.Generic; using System.Diagnostics; using Lidgren.Network; using Microsoft.Xna.Framework; using RestSharp; using Barotrauma.Networking.ReliableMessages; namespace Barotrauma.Networking { class GameServer : NetworkMember { public bool ShowNetStats; public List connectedClients = new List(); //for keeping track of disconnected clients in case the reconnect shortly after private List disconnectedClients = new List(); private NetStats netStats; //is the server running bool started; private NetServer server; private NetPeerConfiguration config; private TimeSpan sparseUpdateInterval = new TimeSpan(0, 0, 0, 3); private DateTime sparseUpdateTimer; private TimeSpan refreshMasterInterval = new TimeSpan(0, 0, 40); private DateTime refreshMasterTimer; private bool masterServerResponded; private bool registeredToMaster; private string password; private bool autoRestart; public bool AutoRestart { get { return (connectedClients.Count==0) ? false : autoRestart; } set { autoRestart = value; AutoRestartTimer = autoRestart ? 20.0f : 0.0f; } } public float AutoRestartTimer; public GameServer(string name, int port, bool isPublic = false, string password = "", bool attemptUPnP = false, int maxPlayers = 10) { var endRoundButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 290, 20, 150, 25), "End round", Alignment.TopLeft, GUI.Style, inGameHUD); endRoundButton.OnClicked = EndButtonHit; this.name = name; this.password = password; config = new NetPeerConfiguration("barotrauma"); netStats = new NetStats(); #if DEBUG config.SimulatedLoss = 0.05f; config.SimulatedRandomLatency = 0.3f; config.SimulatedDuplicatesChance = 0.05f; config.SimulatedMinimumLatency = 0.1f; #endif config.Port = port; Port = port; if (attemptUPnP) { config.EnableUPnP = true; } config.MaximumConnections = maxPlayers; config.DisableMessageType(NetIncomingMessageType.DebugMessage | NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt | NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error); config.EnableMessageType(NetIncomingMessageType.ConnectionApproval); CoroutineManager.StartCoroutine(StartServer(isPublic)); } private IEnumerable StartServer(bool isPublic) { try { server = new NetServer(config); server.Start(); } catch (Exception e) { DebugConsole.ThrowError("Couldn't start the server", e); } if (config.EnableUPnP) { server.UPnP.ForwardPort(config.Port, "barotrauma"); GUIMessageBox upnpBox = new GUIMessageBox("Please wait...", "Attempting UPnP port forwarding", new string[] {"Cancel"} ); upnpBox.Buttons[0].OnClicked = upnpBox.Close; DateTime upnpTimeout = DateTime.Now + new TimeSpan(0,0,5); while (server.UPnP.Status == UPnPStatus.Discovering && GUIMessageBox.VisibleBox == upnpBox)// && upnpTimeout>DateTime.Now) { yield return null; } upnpBox.Close(null,null); if (server.UPnP.Status == UPnPStatus.NotAvailable) { new GUIMessageBox("Error", "UPnP not available"); } else if (server.UPnP.Status == UPnPStatus.Discovering) { new GUIMessageBox("Error", "UPnP discovery timed out"); } } if (isPublic) { RegisterToMasterServer(); } updateInterval = new TimeSpan(0, 0, 0, 0, 60); DebugConsole.NewMessage("Server started", Color.Green); GameMain.NetLobbyScreen.Select(); started = true; yield return CoroutineStatus.Success; } private void RegisterToMasterServer() { var client = new RestClient(NetConfig.MasterServerUrl); var request = new RestRequest("masterserver.php", Method.GET); request.AddParameter("action", "addserver"); request.AddParameter("servername", name); request.AddParameter("serverport", Port); request.AddParameter("playercount", PlayerCountToByte(connectedClients.Count, config.MaximumConnections)); request.AddParameter("password", string.IsNullOrWhiteSpace(password) ? 0 : 1); // execute the request RestResponse response = (RestResponse)client.Execute(request); if (response.StatusCode != System.Net.HttpStatusCode.OK) { DebugConsole.ThrowError("Error while connecting to master server (" +response.StatusCode+": "+response.StatusDescription+")"); return; } if (response!=null && !string.IsNullOrWhiteSpace(response.Content)) { DebugConsole.ThrowError("Error while connecting to master server (" +response.Content+")"); return; } registeredToMaster = true; refreshMasterTimer = DateTime.Now + refreshMasterInterval; } private IEnumerable RefreshMaster() { var client = new RestClient(NetConfig.MasterServerUrl); var request = new RestRequest("masterserver.php", Method.GET); request.AddParameter("action", "refreshserver"); request.AddParameter("gamestarted", gameStarted ? 1 : 0); request.AddParameter("playercount", PlayerCountToByte(connectedClients.Count, config.MaximumConnections)); System.Diagnostics.Debug.WriteLine("refreshing master"); var sw = new Stopwatch(); sw.Start(); masterServerResponded = false; var restRequestHandle = client.ExecuteAsync(request, response => MasterServerCallBack(response)); DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, 15); while (!masterServerResponded) { if (DateTime.Now > timeOut) { restRequestHandle.Abort(); DebugConsole.ThrowError("Couldn't connect to master server (request timed out)"); registeredToMaster = false; } System.Diagnostics.Debug.WriteLine("took "+sw.ElapsedMilliseconds+" ms"); yield return CoroutineStatus.Running; } yield return CoroutineStatus.Success; } private void MasterServerCallBack(IRestResponse response) { masterServerResponded = true; if (response.ErrorException != null) { DebugConsole.ThrowError("Error while registering to master server", response.ErrorException); registeredToMaster = false; return; } if (response.StatusCode != System.Net.HttpStatusCode.OK) { DebugConsole.NewMessage("Error while reporting to master server (" + response.StatusCode + ": " + response.StatusDescription + ")", Color.Red); //registeredToMaster = false; return; } } public override void Update(float deltaTime) { if (ShowNetStats) netStats.Update(deltaTime); if (!started) return; base.Update(deltaTime); if (gameStarted) { inGameHUD.Update((float)Physics.step); //if all characters dead if (AutoRestart && connectedClients.Find(c => c.character != null && !c.character.IsDead)==null && (myCharacter == null || myCharacter.IsDead)) { EndButtonHit(null, null); AutoRestartTimer = 20.0f; return; } } else if (autoRestart && Screen.Selected == GameMain.NetLobbyScreen && connectedClients.Count>0) { AutoRestartTimer -= deltaTime; if (AutoRestartTimer < 0.0f) { StartGameClicked(null,null); } } for (int i = disconnectedClients.Count - 1; i >= 0; i-- ) { disconnectedClients[i].deleteDisconnectedTimer -= deltaTime; if (disconnectedClients[i].deleteDisconnectedTimer > 0.0f) continue; if (gameStarted && disconnectedClients[i].character!=null) { disconnectedClients[i].character.Remove(); disconnectedClients[i].character = null; } disconnectedClients.RemoveAt(i); } foreach (Client c in connectedClients) { c.ReliableChannel.Update(deltaTime); } NetIncomingMessage inc = null; while ((inc = server.ReadMessage()) != null) { try { ReadMessage(inc); } catch { #if DEBUG DebugConsole.ThrowError("Failed to read incoming message"); #endif continue; } } // if 30ms has passed if (updateTimer < DateTime.Now) { if (gameStarted) { if (myCharacter != null) new NetworkEvent(myCharacter.ID, true); foreach (Character c in Character.CharacterList) { if (c as AICharacter == null) continue; if (c.SimPosition == Vector2.Zero || c.SimPosition.Length() < 100.0f) { new NetworkEvent(c.ID, false); } } } if (server.ConnectionsCount > 0) { if (sparseUpdateTimer < DateTime.Now) SparseUpdate(); SendNetworkEvents(); } updateTimer = DateTime.Now + updateInterval; } if (registeredToMaster && refreshMasterTimer < DateTime.Now) { CoroutineManager.StartCoroutine(RefreshMaster()); refreshMasterTimer = DateTime.Now + refreshMasterInterval; } } private void SparseUpdate() { if (gameStarted) new NetworkEvent(Submarine.Loaded.ID, false); sparseUpdateTimer = DateTime.Now + sparseUpdateInterval; } private void ReadMessage(NetIncomingMessage inc) { NetOutgoingMessage outmsg; switch (inc.MessageType) { case NetIncomingMessageType.ConnectionApproval: HandleConnectionApproval(inc); 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 != GameMain.Version.ToString()) { DisconnectClient(sender, sender.name+" was unable to connect to the server (nonmatching game version)", "Version " + GameMain.Version + " required to connect to the server (Your version: " + sender.version + ")"); } else if (connectedClients.Find(x => x.name == sender.name && x != sender)!=null) { DisconnectClient(sender, sender.name + " was unable to connect to the server (name already in use)", "The name ''"+sender.name+"'' is already in use. Please choose another name."); } else { //AssignJobs(); GameMain.NetLobbyScreen.AddPlayer(sender.name); // Notify the client that they have logged in outmsg = server.CreateMessage(); outmsg.Write((byte)PacketTypes.LoggedIn); outmsg.Write(sender.ID); outmsg.Write(gameStarted); outmsg.Write(gameStarted && sender.character!=null); //notify the client about other clients already logged in outmsg.Write((characterInfo == null) ? connectedClients.Count - 1 : connectedClients.Count); foreach (Client c in connectedClients) { if (c.Connection == inc.SenderConnection) continue; outmsg.Write(c.name); outmsg.Write(c.ID); } if (characterInfo != null) { outmsg.Write(characterInfo.Name); outmsg.Write(-1); } 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); outmsg.Write(sender.ID); //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, null); } } else if (inc.SenderConnection.Status == NetConnectionStatus.Disconnected) { var connectedClient = connectedClients.Find(c => c.Connection == inc.SenderConnection); if (connectedClient != null && !disconnectedClients.Contains(connectedClient)) { connectedClient.deleteDisconnectedTimer = NetConfig.DeleteDisconnectedTime; disconnectedClients.Add(connectedClient); } DisconnectClient(inc.SenderConnection, connectedClient != null ? connectedClient.name+" has disconnected" : ""); } break; case NetIncomingMessageType.Data: Client dataSender = connectedClients.Find(c => c.Connection == inc.SenderConnection); if (dataSender == null) return; byte packetType = 0; try { packetType = inc.ReadByte(); } catch { return; } if (packetType == (byte)PacketTypes.ReliableMessage) { if (!dataSender.ReliableChannel.CheckMessage(inc)) return; packetType = inc.ReadByte(); } switch (packetType) { case (byte)PacketTypes.NetworkEvent: if (!gameStarted) break; if (!NetworkEvent.ReadData(inc)) break; outmsg = server.CreateMessage(); outmsg.Write(inc); List recipients = new List(); 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; case (byte)PacketTypes.ResendRequest: dataSender.ReliableChannel.HandleResendRequest(inc); break; case (byte)PacketTypes.Ack: dataSender.ReliableChannel.HandleAckMessage(inc); break; } break; case NetIncomingMessageType.WarningMessage: Debug.WriteLine(inc.ReadString()); break; } } private void HandleConnectionApproval(NetIncomingMessage inc) { if (inc.ReadByte() != (byte)PacketTypes.Login) return; DebugConsole.NewMessage("New player has joined the server", Color.White); if (connectedClients.Find(c => c.Connection == inc.SenderConnection)!=null) { inc.SenderConnection.Deny("Connection error - already joined"); return; } int userID; string userPassword = "", version = "", packageName = "", packageHash = "", name = ""; try { userID = inc.ReadInt32(); userPassword = inc.ReadString(); version = inc.ReadString(); packageName = inc.ReadString(); packageHash = inc.ReadString(); name = inc.ReadString(); } catch { inc.SenderConnection.Deny("Connection error - server failed to read your ConnectionApproval message"); DebugConsole.NewMessage("Connection error - server failed to read the ConnectionApproval message", Color.Red); return; } #if !DEBUG if (userPassword != password) { inc.SenderConnection.Deny("Wrong password!"); DebugConsole.NewMessage(name +" couldn't join the server (wrong password)", Color.Red); return; } else if (version != GameMain.Version.ToString()) { inc.SenderConnection.Deny("Version " + GameMain.Version + " required to connect to the server (Your version: " + version + ")"); DebugConsole.NewMessage(name + " couldn't join the server (wrong game version)", Color.Red); return; } else if (packageName != GameMain.SelectedPackage.Name) { inc.SenderConnection.Deny("Your content package (" + packageName + ") doesn't match the server's version (" + GameMain.SelectedPackage.Name + ")"); DebugConsole.NewMessage(name + " couldn't join the server (wrong content package name)", Color.Red); return; } else if (packageHash != GameMain.SelectedPackage.MD5hash.Hash) { inc.SenderConnection.Deny("Your content package (MD5: " + packageHash + ") doesn't match the server's version (MD5: " + GameMain.SelectedPackage.MD5hash.Hash + ")"); DebugConsole.NewMessage(name + " couldn't join the server (wrong content package hash)", Color.Red); return; } else if (connectedClients.Find(c => c.name.ToLower() == name.ToLower() && c.ID!=userID) != null) { inc.SenderConnection.Deny("The name ''" + name + "'' is already in use. Please choose another name."); DebugConsole.NewMessage(name + " couldn't join the server (name already in use)", Color.Red); return; } #endif //existing user re-joining if (userID > 0) { Client existingClient = connectedClients.Find(c => c.ID == userID); if (existingClient == null) { existingClient = disconnectedClients.Find(c => c.ID == userID); if (existingClient != null) { disconnectedClients.Remove(existingClient); connectedClients.Add(existingClient); } } if (existingClient != null) { existingClient.Connection = inc.SenderConnection; inc.SenderConnection.Approve(); return; } } userID = Rand.Range(1, 1000000); while (connectedClients.Find(c => c.ID == userID) != null) { userID++; } Client newClient = new Client(server, name, userID); newClient.Connection = inc.SenderConnection; newClient.version = version; connectedClients.Add(newClient); inc.SenderConnection.Approve(); } private void SendMessage(NetOutgoingMessage msg, NetDeliveryMethod deliveryMethod, NetConnection excludedConnection) { List recipients = new List(); 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; List recipients = connectedClients.FindAll(c => c.character != null); List recipientConnections = new List(); foreach (Client c in recipients) { recipientConnections.Add(c.Connection); } if (recipients.Count == 0) return; foreach (NetworkEvent networkEvent in NetworkEvent.events) { Entity e = Entity.FindEntityByID(networkEvent.ID); if (e == null) continue; if (networkEvent.IsImportant) { foreach (Client c in recipients) { ReliableMessage reliableMessage = c.ReliableChannel.CreateMessage(); reliableMessage.InnerMessage.Write((byte)PacketTypes.NetworkEvent); if (!networkEvent.FillData(reliableMessage.InnerMessage)) { break; } c.ReliableChannel.SendMessage(reliableMessage, c.Connection); } } else { NetOutgoingMessage message = server.CreateMessage(); message.Write((byte)PacketTypes.NetworkEvent); //if (!networkEvent.IsClient) continue; if (!networkEvent.FillData(message)) { continue; } if (server.ConnectionsCount>0) { server.SendMessage(message, recipientConnections, (networkEvent.IsImportant) ? NetDeliveryMethod.Unreliable : NetDeliveryMethod.ReliableUnordered, 0); } } } NetworkEvent.events.Clear(); } public bool StartGameClicked(GUIButton button, object obj) { Submarine selectedSub = GameMain.NetLobbyScreen.SelectedMap as Submarine; if (selectedSub == null) { GameMain.NetLobbyScreen.SubList.Flash(); return false; } GameMain.ShowLoading(StartGame(selectedSub)); return true; } private IEnumerable StartGame(Submarine selectedSub) { AssignJobs(); //selectedMap.Load(); int seed = DateTime.Now.Millisecond; Rand.SetSyncedSeed(seed); GameMain.GameSession = new GameSession(selectedSub, "", GameMain.NetLobbyScreen.SelectedMode); GameMain.GameSession.StartShift(GameMain.NetLobbyScreen.LevelSeed); yield return CoroutineStatus.Running; List characterInfos = new List(); foreach (Client client in connectedClients) { client.inGame = true; if (client.characterInfo == null) { client.characterInfo = new CharacterInfo(Character.HumanConfigFile, client.name); } characterInfos.Add(client.characterInfo); client.characterInfo.Job = new Job(client.assignedJob); } if (characterInfo != null) { characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]); characterInfos.Add(characterInfo); } List crew = new List(); WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos); for (int i = 0; i < connectedClients.Count; i++) { connectedClients[i].character = new Character( connectedClients[i].characterInfo, assignedWayPoints[i], true); connectedClients[i].character.GiveJobItems(assignedWayPoints[i]); crew.Add(connectedClients[i].character); } if (characterInfo != null) { myCharacter = new Character(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1]); Character.Controlled = myCharacter; myCharacter.GiveJobItems(assignedWayPoints[assignedWayPoints.Length - 1]); crew.Add(myCharacter); } yield return CoroutineStatus.Running; NetOutgoingMessage msg = server.CreateMessage(); msg.Write((byte)PacketTypes.StartGame); msg.Write(seed); msg.Write(GameMain.NetLobbyScreen.LevelSeed); msg.Write(GameMain.NetLobbyScreen.SelectedMap.Name); msg.Write(GameMain.NetLobbyScreen.SelectedMap.MD5Hash.Hash); msg.Write(GameMain.NetLobbyScreen.SelectedMode.Name); //msg.Write(GameMain.NetLobbyScreen.GameDuration.TotalMinutes); msg.Write((myCharacter == null) ? connectedClients.Count : connectedClients.Count + 1); foreach (Client client in connectedClients) { msg.Write(client.ID); WriteCharacterData(msg, client.character.Name, client.character); } if (myCharacter != null) { msg.Write(-1); WriteCharacterData(msg, myCharacter.Info.Name, Character.Controlled); } SendMessage(msg, NetDeliveryMethod.ReliableUnordered, null); CreateCrewFrame(crew); //give some time for the clients to load the map yield return new WaitForSeconds(2.0f); gameStarted = true; GameMain.GameScreen.Cam.TargetPos = Vector2.Zero; GameMain.GameScreen.Select(); yield return CoroutineStatus.Success; } private bool EndButtonHit(GUIButton button, object obj) { GameMain.GameSession.gameMode.End("Server admin has ended the round"); return true; } public IEnumerable EndGame(string endMessage) { var messageBox = new GUIMessageBox("The round has ended", endMessage, 400, 300); Character.Controlled = null; GameMain.GameScreen.Cam.TargetPos = Vector2.Zero; GameMain.LightManager.LosEnabled = false; 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; } } float endPreviewLength = 10.0f; DateTime endTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, (int)(1000.0f * endPreviewLength)); float secondsLeft = endPreviewLength; do { secondsLeft = (float)(endTime - DateTime.Now).TotalSeconds; float camAngle = (float)((DateTime.Now - endTime).TotalSeconds / endPreviewLength) * MathHelper.TwoPi; Vector2 offset = (new Vector2( (float)Math.Cos(camAngle) * (Submarine.Borders.Width / 2.0f), (float)Math.Sin(camAngle) * (Submarine.Borders.Height / 2.0f))); GameMain.GameScreen.Cam.TargetPos = offset * 0.8f; //Game1.GameScreen.Cam.MoveCamera((float)deltaTime); messageBox.Text = endMessage + "\nReturning to lobby in " + (int)secondsLeft + " s"; yield return CoroutineStatus.Running; } while (secondsLeft > 0.0f); Submarine.Unload(); messageBox.Close(null, null); GameMain.NetLobbyScreen.Select(); yield return CoroutineStatus.Success; } private void DisconnectClient(NetConnection senderConnection, string msg = "", string targetmsg = "") { Client client = connectedClients.Find(x => x.Connection == senderConnection); if (client != null) DisconnectClient(client, msg, targetmsg); } private void DisconnectClient(Client client, string msg = "", string targetmsg = "") { if (client == null) return; if (gameStarted && client.character != null) client.character.ClearInputs(); if (string.IsNullOrWhiteSpace(msg)) msg = client.name + " has left the server"; if (string.IsNullOrWhiteSpace(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.ID); outmsg.Write(msg); GameMain.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(); foreach (Client c in connectedClients) { if (c.name.ToLower() == playerName) KickClient(c); break; } } private void KickClient(Client client) { 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) { //new GUIMessageBox("New traitor", traitor.name + " is the traitor and the target is " + target.name+"."); 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 override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) { base.Draw(spriteBatch); if (!ShowNetStats) return; int width = 200, height = 300; int x = GameMain.GraphicsWidth - width, y = (int)(GameMain.GraphicsHeight*0.3f); GUI.DrawRectangle(spriteBatch, new Rectangle(x,y,width,height), Color.Black*0.7f, true); spriteBatch.DrawString(GUI.Font, "Network statistics:", new Vector2(x+10, y+10), Color.White); spriteBatch.DrawString(GUI.SmallFont, "Connections: "+server.ConnectionsCount, new Vector2(x + 10, y + 30), Color.White); spriteBatch.DrawString(GUI.SmallFont, "Received bytes: " + server.Statistics.ReceivedBytes, new Vector2(x + 10, y + 45), Color.White); spriteBatch.DrawString(GUI.SmallFont, "Received packets: " + server.Statistics.ReceivedPackets, new Vector2(x + 10, y + 60), Color.White); spriteBatch.DrawString(GUI.SmallFont, "Sent bytes: " + server.Statistics.SentBytes, new Vector2(x + 10, y + 75), Color.White); spriteBatch.DrawString(GUI.SmallFont, "Sent packets: " + server.Statistics.SentPackets, new Vector2(x + 10, y + 90), Color.White); int resentMessages = 0; y += 110; foreach (Client c in connectedClients) { spriteBatch.DrawString(GUI.SmallFont, c.name + ":", new Vector2(x + 10, y), Color.White); spriteBatch.DrawString(GUI.SmallFont, "- avg roundtrip " + c.Connection.AverageRoundtripTime+" s", new Vector2(x + 20, y + 15), Color.White); spriteBatch.DrawString(GUI.SmallFont, "- resent messages " + c.Connection.Statistics.ResentMessages, new Vector2(x + 20, y + 30), Color.White); resentMessages += (int)c.Connection.Statistics.ResentMessages; y += 50; } netStats.AddValue(NetStats.NetStatType.ResentMessages, resentMessages); netStats.AddValue(NetStats.NetStatType.SentBytes, server.Statistics.SentBytes); netStats.AddValue(NetStats.NetStatType.ReceivedBytes, server.Statistics.ReceivedBytes); netStats.Draw(spriteBatch, new Rectangle(200,0,800,200)); } public bool UpdateNetLobby(object obj) { return UpdateNetLobby(null, obj); } public bool UpdateNetLobby(GUIComponent component, object obj) { NetOutgoingMessage msg = server.CreateMessage(); msg.Write((byte)PacketTypes.UpdateNetLobby); GameMain.NetLobbyScreen.WriteData(msg); if (server.Connections.Count > 0) { server.SendMessage(msg, server.Connections, NetDeliveryMethod.ReliableUnordered, 0); } return true; } public override void SendChatMessage(string message, ChatMessageType type = ChatMessageType.Server) { AddChatMessage(message, type); if (server.Connections.Count == 0) return; List recipients = new List(); foreach (Client c in connectedClients) { if (type!=ChatMessageType.Dead || (c.character != null && c.character.IsDead)) recipients.Add(c); } foreach (Client c in recipients) { ReliableMessage msg = c.ReliableChannel.CreateMessage(); msg.InnerMessage.Write((byte)PacketTypes.Chatmessage); msg.InnerMessage.Write((byte)type); msg.InnerMessage.Write(message); c.ReliableChannel.SendMessage(msg, c.Connection); } } private void ReadCharacterData(NetIncomingMessage message) { string name = ""; Gender gender = Gender.Male; int headSpriteId = 0; try { name = message.ReadString(); gender = message.ReadBoolean() ? Gender.Male : Gender.Female; headSpriteId = message.ReadInt32(); } catch { name = ""; gender = Gender.Male; headSpriteId = 0; } List jobPreferences = new List(); int count = message.ReadInt32(); for (int i = 0; i < count; i++) { string jobName = message.ReadString(); JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName); if (jobPrefab != null) jobPreferences.Add(jobPrefab); } foreach (Client c in connectedClients) { if (c.Connection != message.SenderConnection) continue; c.characterInfo = new CharacterInfo(Character.HumanConfigFile, name, gender); c.characterInfo.HeadSpriteId = headSpriteId; c.jobPreferences = jobPreferences; break; } } 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.Info.HeadSpriteId); message.Write(character.SimPosition.X); message.Write(character.SimPosition.Y); message.Write(character.Info.Job.Name); } private void AssignJobs() { List unassigned = new List(connectedClients); int[] assignedClientCount = new int[JobPrefab.List.Count]; if (characterInfo!=null) { assignedClientCount[JobPrefab.List.FindIndex(jp => jp == GameMain.NetLobbyScreen.JobPreferences[0])]=1; } //if any of the players has chosen a job that is Always Allowed, give them that job for (int i = unassigned.Count - 1; i >= 0; i--) { if (!unassigned[i].jobPreferences[0].AllowAlways) continue; unassigned[i].assignedJob = unassigned[i].jobPreferences[0]; unassigned.RemoveAt(i); } //go throught the jobs whose MinNumber>0 (i.e. at least one crew member has to have the job) bool unassignedJobsFound = true; while (unassignedJobsFound && unassigned.Count > 0) { unassignedJobsFound = false; for (int i = 0; i < JobPrefab.List.Count; i++) { if (unassigned.Count == 0) break; if (JobPrefab.List[i].MinNumber < 1 || assignedClientCount[i] >= JobPrefab.List[i].MinNumber) continue; //find the client that wants the job the most, or force it to random client if none of them want it Client assignedClient = FindClientWithJobPreference(unassigned, JobPrefab.List[i], true); assignedClient.assignedJob = JobPrefab.List[i]; assignedClientCount[i]++; unassigned.Remove(assignedClient); //the job still needs more crew members, set unassignedJobsFound to true to keep the while loop running if (assignedClientCount[i] < JobPrefab.List[i].MinNumber) unassignedJobsFound = true; } } //share the rest of the jobs according to the ''commonness'' of the job //float totalCommonness = 0.0f; //for (int i = 0; i < JobPrefab.List.Count; i++) //{ // if (JobPrefab.List[i].AllowAlways || JobPrefab.List[i].MaxNumber == 0) continue; // totalCommonness += JobPrefab.List[i].Commonness; //} //find a suitable job for the rest of the players for (int i = unassigned.Count - 1; i >= 0; i--) { for (int preferenceIndex = 0; preferenceIndex < 3; preferenceIndex++) { int jobIndex = JobPrefab.List.FindIndex(jp => jp == unassigned[i].jobPreferences[preferenceIndex]); //if there's enough crew members assigned to the job already, continue if (assignedClientCount[jobIndex] >= JobPrefab.List[jobIndex].MaxNumber) continue; unassigned[i].assignedJob = JobPrefab.List[jobIndex]; assignedClientCount[jobIndex]++; unassigned.RemoveAt(i); break; } } UpdateNetLobby(null); } private Client FindClientWithJobPreference(List clients, JobPrefab job, bool forceAssign = false) { int bestPreference = 0; Client preferredClient = null; foreach (Client c in clients) { int index = c.jobPreferences.FindIndex(jp => jp == job); if (index == -1) index = 1000; if (preferredClient == null || index < bestPreference) { bestPreference = index; preferredClient = c; } } //none of the clients wants the job, assign it to random client if (forceAssign && preferredClient == null) { preferredClient = clients[Rand.Int(clients.Count)]; } return preferredClient; } private byte PlayerCountToByte(int playerCount, int maxPlayers) { byte byteVal = (byte)playerCount; byteVal |= (byte)((maxPlayers-1) << 4); return byteVal; } /// /// sends some random data to the clients /// use for debugging purposes /// public void SendRandomData() { NetOutgoingMessage msg = server.CreateMessage(); switch (Rand.Int(5)) { case 0: msg.Write((byte)PacketTypes.NetworkEvent); msg.Write((byte)Enum.GetNames(typeof(NetworkEventType)).Length); msg.Write(Rand.Int(MapEntity.mapEntityList.Count)); break; case 1: msg.Write((byte)PacketTypes.NetworkEvent); msg.Write((byte)NetworkEventType.UpdateComponent); msg.Write((int)Item.itemList[Rand.Int(Item.itemList.Count)].ID); msg.Write(Rand.Int(8)); break; case 2: msg.Write((byte)Enum.GetNames(typeof(PacketTypes)).Length); break; case 3: msg.Write((byte)PacketTypes.UpdateNetLobby); break; } int bitCount = Rand.Int(100); for (int i = 0; i < bitCount; i++) { msg.Write((Rand.Int(2) == 0) ? true : false); } SendMessage(msg, (Rand.Int(2) == 0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable, null); } public override void Disconnect() { server.Shutdown("The server has shut down"); } } class Client { public string name; public int ID; public Character character; public CharacterInfo characterInfo; public NetConnection Connection { get; set; } public string version; public bool inGame; public List jobPreferences; public JobPrefab assignedJob; public ReliableChannel ReliableChannel; public float deleteDisconnectedTimer; public Client(NetPeer server, string name, int ID) : this(name, ID) { ReliableChannel = new ReliableChannel(server); } public Client(string name, int ID) { this.name = name; this.ID = ID; jobPreferences = new List(JobPrefab.List.GetRange(0,3)); } } }