136 lines
5.0 KiB
C#
136 lines
5.0 KiB
C#
using Barotrauma.Networking;
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using Lidgren.Network;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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partial class Voting
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{
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public bool AllowSubVoting
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{
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get { return allowSubVoting; }
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set { allowSubVoting = value; }
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}
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public bool AllowModeVoting
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{
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get { return allowModeVoting; }
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set { allowModeVoting = value; }
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}
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public void ServerRead(NetIncomingMessage inc, Client sender)
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{
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if (GameMain.Server == null || sender == null) return;
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byte voteTypeByte = inc.ReadByte();
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VoteType voteType = VoteType.Unknown;
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try
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{
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voteType = (VoteType)voteTypeByte;
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Failed to cast vote type \"" + voteTypeByte + "\"", e);
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return;
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}
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switch (voteType)
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{
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case VoteType.Sub:
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string subName = inc.ReadString();
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Submarine sub = Submarine.SavedSubmarines.FirstOrDefault(s => s.Name == subName);
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sender.SetVote(voteType, sub);
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break;
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case VoteType.Mode:
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string modeIdentifier = inc.ReadString();
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GameModePreset mode = GameModePreset.List.Find(gm => gm.Identifier == modeIdentifier);
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if (!mode.Votable) break;
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sender.SetVote(voteType, mode);
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break;
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case VoteType.EndRound:
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if (!sender.HasSpawned) return;
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sender.SetVote(voteType, inc.ReadBoolean());
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GameMain.NetworkMember.EndVoteCount = GameMain.Server.ConnectedClients.Count(c => c.HasSpawned && c.GetVote<bool>(VoteType.EndRound));
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GameMain.NetworkMember.EndVoteMax = GameMain.Server.ConnectedClients.Count(c => c.HasSpawned);
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break;
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case VoteType.Kick:
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byte kickedClientID = inc.ReadByte();
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Client kicked = GameMain.Server.ConnectedClients.Find(c => c.ID == kickedClientID);
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if (kicked != null && !kicked.HasKickVoteFrom(sender))
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{
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kicked.AddKickVote(sender);
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Client.UpdateKickVotes(GameMain.Server.ConnectedClients);
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GameMain.Server.SendChatMessage($"ServerMessage.HasVotedToKick~[initiator]={sender.Name}~[target]={kicked.Name}", ChatMessageType.Server, null);
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}
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break;
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case VoteType.StartRound:
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bool ready = inc.ReadBoolean();
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if (ready != sender.GetVote<bool>(VoteType.StartRound))
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{
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sender.SetVote(VoteType.StartRound, ready);
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GameServer.Log(sender.Name + (ready ? " is ready to start the game." : " is not ready to start the game."), ServerLog.MessageType.ServerMessage);
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}
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break;
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}
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inc.ReadPadBits();
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GameMain.Server.UpdateVoteStatus();
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}
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public void ServerWrite(NetBuffer msg)
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{
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if (GameMain.Server == null) return;
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msg.Write(allowSubVoting);
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if (allowSubVoting)
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{
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List<Pair<object, int>> voteList = GetVoteList(VoteType.Sub, GameMain.Server.ConnectedClients);
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msg.Write((byte)voteList.Count);
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foreach (Pair<object, int> vote in voteList)
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{
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msg.Write((byte)vote.Second);
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msg.Write(((Submarine)vote.First).Name);
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}
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}
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msg.Write(AllowModeVoting);
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if (allowModeVoting)
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{
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List<Pair<object, int>> voteList = GetVoteList(VoteType.Mode, GameMain.Server.ConnectedClients);
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msg.Write((byte)voteList.Count);
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foreach (Pair<object, int> vote in voteList)
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{
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msg.Write((byte)vote.Second);
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msg.Write(((GameModePreset)vote.First).Identifier);
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}
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}
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msg.Write(AllowEndVoting);
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if (AllowEndVoting)
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{
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msg.Write((byte)GameMain.Server.ConnectedClients.Count(c => c.HasSpawned && c.GetVote<bool>(VoteType.EndRound)));
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msg.Write((byte)GameMain.Server.ConnectedClients.Count(c => c.HasSpawned));
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}
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msg.Write(AllowVoteKick);
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var readyClients = GameMain.Server.ConnectedClients.FindAll(c => c.GetVote<bool>(VoteType.StartRound));
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msg.Write((byte)readyClients.Count);
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foreach (Client c in readyClients)
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{
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msg.Write(c.ID);
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}
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msg.WritePadBits();
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}
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}
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}
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