using Barotrauma.Items.Components; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma.Networking { public enum ClientPacketHeader { UPDATE_LOBBY, //update state in lobby UPDATE_INGAME, //update state ingame SERVER_SETTINGS, //change server settings CAMPAIGN_SETUP_INFO, FILE_REQUEST, //request a (submarine) file from the server VOICE, PING_RESPONSE, RESPONSE_STARTGAME, //tell the server whether you're ready to start SERVER_COMMAND, //tell the server to end a round or kick/ban someone (special permissions required) EVENTMANAGER_RESPONSE, REQUEST_STARTGAMEFINALIZE, //tell the server you're ready to finalize round initialization UPDATE_CHARACTERINFO, ERROR, //tell the server that an error occurred CREW, //hiring UI MEDICAL, //medical clinic TRANSFER_MONEY, // wallet transfers REWARD_DISTRIBUTION, // wallet reward distribution RESET_REWARD_DISTRIBUTION, CIRCUITBOX, READY_CHECK, READY_TO_SPAWN, TAKEOVERBOT } enum ClientNetSegment { SyncIds, //ids of the last changes the client knows about ChatMessage, //also self-explanatory Vote, //you get the idea CharacterInput, EntityState, SpectatingPos } enum ClientNetError { MISSING_EVENT, //client was expecting a previous event MISSING_ENTITY //client can't find an entity of a certain ID } public enum ServerPacketHeader { AUTH_RESPONSE, //tell the player if they require a password to log in AUTH_FAILURE, //the server won't authorize player yet, however connection is still alive UPDATE_LOBBY, //update state in lobby (votes and chat messages) UPDATE_INGAME, //update state ingame (character input and chat messages) PERMISSIONS, //tell the client which special permissions they have (if any) ACHIEVEMENT, //give the client a steam achievement ACHIEVEMENT_STAT, //increment stat for an achievement CHEATS_ENABLED, //tell the clients whether cheats are on or off CAMPAIGN_SETUP_INFO, FILE_TRANSFER, VOICE, VOICE_AMPLITUDE_DEBUG, PING_REQUEST, //ping the client CLIENT_PINGS, //tell the client the pings of all other clients QUERY_STARTGAME, //ask the clients whether they're ready to start STARTGAME, //start a new round STARTGAMEFINALIZE, //finalize round initialization ENDGAME, MISSION, EVENTACTION, TRAITOR_MESSAGE, CREW, //anything related to managing bots in multiplayer MEDICAL, //medical clinic CIRCUITBOX, MONEY, READY_CHECK //start, end and update a ready check } enum ServerNetSegment { SyncIds, ChatMessage, Vote, ClientList, EntityPosition, EntityEvent, EntityEventInitial } [NetworkSerialize] readonly record struct EntityPositionHeader( bool IsItem, UInt32 PrefabUintIdentifier, UInt16 EntityId) : INetSerializableStruct { public static EntityPositionHeader FromEntity(Entity entity) => new ( IsItem: entity is Item, PrefabUintIdentifier: entity is MapEntity me ? me.Prefab.UintIdentifier : 0, EntityId: entity.ID); } enum VoteType { Unknown, Sub, Mode, EndRound, Kick, StartRound, PurchaseAndSwitchSub, PurchaseSub, SwitchSub, TransferMoney, Traitor, } public enum ReadyCheckState { Start, Update, End } enum DisconnectReason { //do not attempt reconnecting with these reasons Unknown, Disconnected, Banned, Kicked, ServerShutdown, ServerCrashed, ServerFull, AuthenticationRequired, AuthenticationFailed, SessionTaken, TooManyFailedLogins, InvalidName, NameTaken, InvalidVersion, SteamP2PError, MalformedData, //attempt reconnecting with these reasons Timeout, ExcessiveDesyncOldEvent, ExcessiveDesyncRemovedEvent, SyncTimeout, SteamP2PTimeOut } abstract partial class NetworkMember { public UInt16 LastClientListUpdateID { get; set; } public abstract bool IsServer { get; } public abstract bool IsClient { get; } public abstract void CreateEntityEvent(INetSerializable entity, NetEntityEvent.IData extraData = null); public abstract Voting Voting { get; } protected DateTime updateTimer; public bool ShowNetStats; public float SimulatedRandomLatency, SimulatedMinimumLatency; public float SimulatedLoss; public float SimulatedDuplicatesChance; public KarmaManager KarmaManager { get; private set; } = new KarmaManager(); public bool GameStarted { get; protected set; } public abstract IReadOnlyList ConnectedClients { get; } public RespawnManager RespawnManager { get; protected set; } public ServerSettings ServerSettings { get; protected set; } public TimeSpan UpdateInterval => new TimeSpan(0, 0, 0, 0, MathHelper.Clamp(1000 / ServerSettings.TickRate, 1, 500)); public void AddChatMessage(string message, ChatMessageType type, string senderName = "", Client senderClient = null, Entity senderEntity = null, PlayerConnectionChangeType changeType = PlayerConnectionChangeType.None, Color? textColor = null) { AddChatMessage(ChatMessage.Create(senderName, message, type, senderEntity, senderClient, changeType: changeType, textColor: textColor)); } public abstract void AddChatMessage(ChatMessage message); public static string ClientLogName(Client client, string name = null) { if (client == null) { return name; } string retVal = "‖"; if (client.Karma < 40.0f) { retVal += "color:#ff9900;"; } retVal += "metadata:" + (client.AccountId.TryUnwrap(out var accountId) ? accountId.ToString() : client.SessionId.ToString()) + "‖" + (name ?? client.Name).Replace("‖", "") + "‖end‖"; return retVal; } public abstract void KickPlayer(string kickedName, string reason); public abstract void BanPlayer(string kickedName, string reason, TimeSpan? duration = null); public abstract void UnbanPlayer(string playerName); public abstract void UnbanPlayer(Endpoint endpoint); /// /// Check if the two version are compatible (= if they can play together in multiplayer). /// public static bool IsCompatible(Version myVersion, Version remoteVersion) { //major.minor.build.revision //revision number is ignored, other values have to match return myVersion.Major == remoteVersion.Major && myVersion.Minor == remoteVersion.Minor && myVersion.Build == remoteVersion.Build; } } }