706 lines
25 KiB
C#
706 lines
25 KiB
C#
using System;
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using System.Diagnostics;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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namespace Barotrauma.Networking
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{
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class GameClient : NetworkMember
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{
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private NetClient client;
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private GUIMessageBox reconnectBox;
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private bool connected;
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private int myID;
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private List<Client> otherClients;
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private string serverIP;
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public int ID
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{
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get { return myID; }
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}
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public GameClient(string newName)
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{
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name = newName;
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characterInfo = new CharacterInfo(Character.HumanConfigFile, name);
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characterInfo.Job = null;
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otherClients = new List<Client>();
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}
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public void ConnectToServer(string hostIP, string password = "")
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{
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string[] address = hostIP.Split(':');
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if (address.Length==1)
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{
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serverIP = hostIP;
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Port = NetConfig.DefaultPort;
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}
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else
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{
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serverIP = address[0];
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if (!int.TryParse(address[1], out Port))
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{
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DebugConsole.ThrowError("Invalid port: "+address[1]+"!");
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Port = NetConfig.DefaultPort;
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}
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}
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myCharacter = Character.Controlled;
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// Create new instance of configs. Parameter is "application Id". It has to be same on client and server.
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NetPeerConfiguration config = new NetPeerConfiguration("barotrauma");
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#if DEBUG
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config.SimulatedLoss = 0.1f;
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config.SimulatedMinimumLatency = 0.3f;
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#endif
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config.DisableMessageType(NetIncomingMessageType.DebugMessage | NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt
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| NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error);
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// Create new client, with previously created configs
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client = new NetClient(config);
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NetOutgoingMessage outmsg = client.CreateMessage();
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client.Start();
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outmsg.Write((byte)PacketTypes.Login);
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outmsg.Write(myID);
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outmsg.Write(password);
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outmsg.Write(GameMain.Version.ToString());
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outmsg.Write(GameMain.SelectedPackage.Name);
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outmsg.Write(GameMain.SelectedPackage.MD5hash.Hash);
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outmsg.Write(name);
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System.Net.IPEndPoint IPEndPoint = null;
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try
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{
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IPEndPoint = new System.Net.IPEndPoint(NetUtility.Resolve(serverIP), Port);
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}
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catch (ArgumentNullException e)
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{
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new GUIMessageBox("Could not connect to server", "Failed to resolve address ''"+serverIP+":"+Port+"''. Please make sure you have entered a valid IP address.");
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return;
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}
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// Connect client, to ip previously requested from user
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try
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{
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client.Connect(IPEndPoint, outmsg);
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Couldn't connect to "+hostIP+". Error message: "+e.Message);
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Disconnect();
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GameMain.NetLobbyScreen.Select();
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return;
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}
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updateInterval = new TimeSpan(0, 0, 0, 0, 100);
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// Set timer to tick every 50ms
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//update = new System.Timers.Timer(50);
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// When time has elapsed ( 50ms in this case ), call "update_Elapsed" funtion
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//update.Elapsed += new System.Timers.ElapsedEventHandler(Update);
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// Funtion that waits for connection approval info from server
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if (reconnectBox==null)
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{
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reconnectBox = new GUIMessageBox("CONNECTING", "Connecting to " + serverIP, new string[] { "Cancel" });
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reconnectBox.Buttons[0].OnClicked += CancelConnect;
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reconnectBox.Buttons[0].OnClicked += reconnectBox.Close;
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}
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CoroutineManager.StartCoroutine(WaitForStartingInfo());
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// Start the timer
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//update.Start();
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}
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private bool RetryConnection(GUIButton button, object obj)
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{
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if (client != null) client.Shutdown("Disconnecting");
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ConnectToServer(serverIP);
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return true;
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}
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private bool SelectMainMenu(GUIButton button, object obj)
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{
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Disconnect();
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GameMain.NetworkMember = null;
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GameMain.MainMenuScreen.Select();
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GameMain.MainMenuScreen.SelectTab(MainMenuScreen.Tab.LoadGame);
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return true;
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}
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private bool connectCanceled;
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private bool CancelConnect(GUIButton button, object obj)
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{
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connectCanceled = true;
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return true;
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}
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// Before main looping starts, we loop here and wait for approval message
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private IEnumerable<object> WaitForStartingInfo()
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{
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connectCanceled = false;
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// When this is set to true, we are approved and ready to go
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bool CanStart = false;
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DateTime timeOut = DateTime.Now + new TimeSpan(0,0,15);
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// Loop until we are approved
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while (!CanStart && !connectCanceled)
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{
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int seconds = DateTime.Now.Second;
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string connectingText = "Connecting to " + serverIP;
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for (int i = 0; i < 1 + (seconds % 3); i++ )
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{
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connectingText += ".";
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}
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reconnectBox.Text = connectingText;
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yield return CoroutineStatus.Running;
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if (DateTime.Now > timeOut) break;
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NetIncomingMessage inc;
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// If new messages arrived
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if ((inc = client.ReadMessage()) == null) continue;
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try
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{
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// Switch based on the message types
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switch (inc.MessageType)
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{
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// All manually sent messages are type of "Data"
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case NetIncomingMessageType.Data:
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byte packetType = inc.ReadByte();
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if (packetType == (byte)PacketTypes.LoggedIn)
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{
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myID = inc.ReadInt32();
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bool gameStarted= inc.ReadBoolean();
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if (gameStarted && Screen.Selected != GameMain.GameScreen)
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{
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new GUIMessageBox("Please wait", "A round is already running. You will have to wait for a new round to start.");
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}
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bool hasCharacter = inc.ReadBoolean();
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if (gameStarted && !hasCharacter && myCharacter!=null)
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{
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GameMain.NetLobbyScreen.Select();
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new GUIMessageBox("Connection timed out", "You were disconnected for too long and your character was deleted. Please wait for another round to start.");
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}
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GameMain.NetLobbyScreen.ClearPlayers();
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//add the names of other connected clients to the lobby screen
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int existingClients = inc.ReadInt32();
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for (int i = 1; i <= existingClients; i++)
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{
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Client otherClient = new Client(inc.ReadString(), inc.ReadInt32());
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GameMain.NetLobbyScreen.AddPlayer(otherClient.name);
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otherClients.Add(otherClient);
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}
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//add the name of own client to the lobby screen
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GameMain.NetLobbyScreen.AddPlayer(name);
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CanStart = true;
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}
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else if (packetType == (byte)PacketTypes.KickedOut)
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{
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string msg = inc.ReadString();
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DebugConsole.ThrowError(msg);
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GameMain.MainMenuScreen.Select();
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}
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break;
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case NetIncomingMessageType.StatusChanged:
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NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
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Debug.WriteLine(connectionStatus);
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if (connectionStatus != NetConnectionStatus.Connected)
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{
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string denyMessage = inc.ReadString();
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new GUIMessageBox("Couldn't connect to server", denyMessage);
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connectCanceled = true;
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}
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break;
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default:
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Console.WriteLine(inc.ReadString() + " Strange message");
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connectCanceled = true;
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break;
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}
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}
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catch
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{
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break;
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}
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}
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if (reconnectBox != null)
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{
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reconnectBox.Close(null, null);
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reconnectBox = null;
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}
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if (connectCanceled) yield return CoroutineStatus.Success;
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if (client.ConnectionStatus != NetConnectionStatus.Connected)
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{
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var reconnect = new GUIMessageBox("CONNECTION FAILED", "Failed to connect to server.", new string[] { "Retry", "Cancel" });
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reconnect.Buttons[0].OnClicked += RetryConnection;
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reconnect.Buttons[0].OnClicked += reconnect.Close;
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reconnect.Buttons[1].OnClicked += SelectMainMenu;
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reconnect.Buttons[1].OnClicked += reconnect.Close;
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}
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else
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{
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if (Screen.Selected != GameMain.GameScreen) GameMain.NetLobbyScreen.Select();
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connected = true;
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}
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yield return CoroutineStatus.Success;
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}
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public override void Update(float deltaTime)
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{
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base.Update(deltaTime);
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if (!connected || updateTimer > DateTime.Now) return;
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if (client.ConnectionStatus == NetConnectionStatus.Disconnected)
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{
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//GameMain.NetLobbyScreen.RemovePlayer(myID);
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if (reconnectBox==null)
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{
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reconnectBox = new GUIMessageBox("CONNECTION LOST", "You have been disconnected from the server. Reconnecting...", new string[0]);
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connected = false;
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ConnectToServer(serverIP);
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}
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return;
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}
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if (reconnectBox!=null)
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{
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reconnectBox.Close(null,null);
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reconnectBox = null;
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}
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if (myCharacter != null)
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{
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if (myCharacter.IsDead)
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{
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Character.Controlled = null;
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GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
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}
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else if (gameStarted)
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{
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new NetworkEvent(myCharacter.ID, true);
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}
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}
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foreach (NetworkEvent networkEvent in NetworkEvent.events)
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{
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NetOutgoingMessage message = client.CreateMessage();
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message.Write((byte)PacketTypes.NetworkEvent);
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if (networkEvent.FillData(message))
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{
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client.SendMessage(message,
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(networkEvent.IsImportant) ? NetDeliveryMethod.ReliableUnordered : NetDeliveryMethod.Unreliable);
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}
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}
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NetworkEvent.events.Clear();
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try
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{
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CheckServerMessages();
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}
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catch { }
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// Update current time
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updateTimer = DateTime.Now + updateInterval;
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}
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/// <summary>
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/// Check for new incoming messages from server
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/// </summary>
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private void CheckServerMessages()
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{
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// Create new incoming message holder
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NetIncomingMessage inc;
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while ((inc = client.ReadMessage()) != null)
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{
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if (inc.MessageType != NetIncomingMessageType.Data) continue;
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switch (inc.ReadByte())
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{
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case (byte)PacketTypes.StartGame:
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if (gameStarted) continue;
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GameMain.ShowLoading(StartGame(inc));
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break;
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case (byte)PacketTypes.EndGame:
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string endMessage = inc.ReadString();
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CoroutineManager.StartCoroutine(EndGame(endMessage));
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break;
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case (byte)PacketTypes.PlayerJoined:
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Client otherClient = new Client(inc.ReadString(), inc.ReadInt32());
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GameMain.NetLobbyScreen.AddPlayer(otherClient.name);
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otherClients.Add(otherClient);
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AddChatMessage(otherClient.name + " has joined the server", ChatMessageType.Server);
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break;
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case (byte)PacketTypes.PlayerLeft:
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int leavingID = inc.ReadInt32();
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AddChatMessage(inc.ReadString(), ChatMessageType.Server);
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Client disconnectedClient = otherClients.Find(c => c.ID == leavingID);
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if (disconnectedClient != null) GameMain.NetLobbyScreen.RemovePlayer(disconnectedClient.name);
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break;
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case (byte)PacketTypes.KickedOut:
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string msg = inc.ReadString();
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new GUIMessageBox("You have been kicked out from the server", msg);
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GameMain.MainMenuScreen.Select();
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break;
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case (byte)PacketTypes.Chatmessage:
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ChatMessageType messageType = (ChatMessageType)inc.ReadByte();
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AddChatMessage(inc.ReadString(), messageType);
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break;
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case (byte)PacketTypes.NetworkEvent:
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//read the data from the message and update client state accordingly
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if (!gameStarted) break;
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NetworkEvent.ReadData(inc);
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break;
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case (byte)PacketTypes.UpdateNetLobby:
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if (gameStarted) continue;
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GameMain.NetLobbyScreen.ReadData(inc);
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break;
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case (byte)PacketTypes.Traitor:
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string targetName = inc.ReadString();
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new GUIMessageBox("You are the Traitor!", "Your secret task is to assassinate " + targetName + "!");
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break;
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}
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}
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}
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private IEnumerable<object> StartGame(NetIncomingMessage inc)
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{
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if (this.Character != null) Character.Remove();
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int seed = inc.ReadInt32();
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string levelSeed = inc.ReadString();
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string mapName = inc.ReadString();
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string mapHash = inc.ReadString();
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string modeName = inc.ReadString();
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GameModePreset gameMode = GameModePreset.list.Find(gm => gm.Name == modeName);
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if (gameMode == null)
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{
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DebugConsole.ThrowError("Game mode ''"+gameMode+"'' not found!");
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yield return CoroutineStatus.Success;
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}
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if (!GameMain.NetLobbyScreen.TrySelectMap(mapName, mapHash))
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{
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yield return CoroutineStatus.Success;
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}
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yield return CoroutineStatus.Running;
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Rand.SetSyncedSeed(seed);
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//int gameModeIndex = inc.ReadInt32();
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GameMain.GameSession = new GameSession(GameMain.NetLobbyScreen.SelectedMap, "", gameMode);
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yield return CoroutineStatus.Running;
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GameMain.GameSession.StartShift(levelSeed);
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yield return CoroutineStatus.Running;
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//myCharacter = ReadCharacterData(inc);
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//Character.Controlled = myCharacter;
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List<Character> crew = new List<Character>();
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int count = inc.ReadInt32();
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for (int n = 0; n < count; n++)
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{
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int id = inc.ReadInt32();
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Character newCharacter = ReadCharacterData(inc, id == myID);
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crew.Add(newCharacter);
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yield return CoroutineStatus.Running;
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}
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gameStarted = true;
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GameMain.GameScreen.Select();
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AddChatMessage("Press TAB to chat", ChatMessageType.Server);
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CreateCrewFrame(crew);
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yield return CoroutineStatus.Success;
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}
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public IEnumerable<object> EndGame(string endMessage)
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{
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var messageBox = new GUIMessageBox("The round has ended", endMessage, 400, 300);
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if (!gameStarted) yield return CoroutineStatus.Success;
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gameStarted = false;
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Character.Controlled = null;
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GameMain.LightManager.LosEnabled = false;
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float endPreviewLength = 10.0f;
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DateTime endTime = DateTime.Now + new TimeSpan(0,0,0,0,(int)(1000.0f*endPreviewLength));
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float secondsLeft = endPreviewLength;
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do
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{
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secondsLeft = (float)(endTime - DateTime.Now).TotalSeconds;
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float camAngle = (float)((DateTime.Now - endTime).TotalSeconds / endPreviewLength) * MathHelper.TwoPi;
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Vector2 offset = (new Vector2(
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(float)Math.Cos(camAngle) * (Submarine.Borders.Width / 2.0f),
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(float)Math.Sin(camAngle) * (Submarine.Borders.Height / 2.0f)));
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GameMain.GameScreen.Cam.TargetPos = offset * 0.8f;
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//Game1.GameScreen.Cam.MoveCamera((float)deltaTime);
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messageBox.Text = endMessage + "\nReturning to lobby in " + (int)secondsLeft + " s";
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yield return CoroutineStatus.Running;
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} while (secondsLeft > 0.0f);
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messageBox.Close(null,null);
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Submarine.Unload();
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GameMain.NetLobbyScreen.Select();
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if (GameMain.GameSession!=null) GameMain.GameSession.EndShift("");
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myCharacter = null;
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yield return CoroutineStatus.Success;
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}
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public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
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{
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base.Draw(spriteBatch);
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if (!GameMain.DebugDraw) return;
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int width = 200, height = 300;
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int x = GameMain.GraphicsWidth - width, y = (int)(GameMain.GraphicsHeight * 0.3f);
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GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black * 0.7f, true);
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spriteBatch.DrawString(GUI.Font, "Network statistics:", new Vector2(x + 10, y + 10), Color.White);
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spriteBatch.DrawString(GUI.SmallFont, "Received bytes: " + client.Statistics.ReceivedBytes, new Vector2(x + 10, y + 45), Color.White);
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spriteBatch.DrawString(GUI.SmallFont, "Received packets: " + client.Statistics.ReceivedPackets, new Vector2(x + 10, y + 60), Color.White);
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spriteBatch.DrawString(GUI.SmallFont, "Sent bytes: " + client.Statistics.SentBytes, new Vector2(x + 10, y + 75), Color.White);
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spriteBatch.DrawString(GUI.SmallFont, "Sent packets: " + client.Statistics.SentPackets, new Vector2(x + 10, y + 90), Color.White);
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}
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public override void Disconnect()
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{
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NetOutgoingMessage msg = client.CreateMessage();
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msg.Write((byte)PacketTypes.PlayerLeft);
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client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
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client.Shutdown("");
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GameMain.NetworkMember = null;
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}
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public void SendCharacterData()
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{
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if (characterInfo == null) return;
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NetOutgoingMessage msg = client.CreateMessage();
|
|
msg.Write((byte)PacketTypes.CharacterInfo);
|
|
msg.Write(characterInfo.Name);
|
|
msg.Write(characterInfo.Gender == Gender.Male);
|
|
msg.Write(characterInfo.HeadSpriteId);
|
|
|
|
var jobPreferences = GameMain.NetLobbyScreen.JobPreferences;
|
|
int count = Math.Min(jobPreferences.Count, 3);
|
|
msg.Write(count);
|
|
for (int i = 0; i < count; i++ )
|
|
{
|
|
msg.Write(jobPreferences[i].Name);
|
|
}
|
|
|
|
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
|
|
}
|
|
|
|
private Character ReadCharacterData(NetIncomingMessage inc, bool isMyCharacter)
|
|
{
|
|
string newName = inc.ReadString();
|
|
int ID = inc.ReadInt32();
|
|
bool isFemale = inc.ReadBoolean();
|
|
int inventoryID = inc.ReadInt32();
|
|
|
|
int headSpriteID = inc.ReadInt32();
|
|
|
|
Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
|
|
|
|
string jobName = inc.ReadString();
|
|
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
|
|
|
|
if (inc.Position > inc.LengthBits)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
CharacterInfo ch = new CharacterInfo(Character.HumanConfigFile, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
|
|
ch.HeadSpriteId = headSpriteID;
|
|
|
|
WayPoint closestWaypoint = null;
|
|
float closestDist = 0.0f;
|
|
foreach (WayPoint wp in WayPoint.WayPointList)
|
|
{
|
|
float dist = Vector2.Distance(wp.SimPosition, position);
|
|
if (closestWaypoint != null && dist > closestDist) continue;
|
|
|
|
closestWaypoint = wp;
|
|
closestDist = dist;
|
|
continue;
|
|
}
|
|
|
|
Character character = (closestWaypoint == null) ?
|
|
new Character(ch, position, true) :
|
|
new Character(ch, closestWaypoint, true);
|
|
|
|
character.ID = ID;
|
|
character.Inventory.ID = inventoryID;
|
|
|
|
character.GiveJobItems(closestWaypoint);
|
|
|
|
if (isMyCharacter)
|
|
{
|
|
myCharacter = character;
|
|
Character.Controlled = character;
|
|
}
|
|
|
|
return character;
|
|
}
|
|
|
|
public override void SendChatMessage(string message, ChatMessageType type = ChatMessageType.Default)
|
|
{
|
|
//AddChatMessage(message);
|
|
|
|
type = (gameStarted && myCharacter != null && myCharacter.IsDead) ? ChatMessageType.Dead : ChatMessageType.Default;
|
|
|
|
NetOutgoingMessage msg = client.CreateMessage();
|
|
msg.Write((byte)PacketTypes.Chatmessage);
|
|
msg.Write((byte)type);
|
|
msg.Write(message);
|
|
|
|
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
|
|
}
|
|
|
|
/// <summary>
|
|
/// sends some random data to the server (can be a networkevent or just something completely random)
|
|
/// use for debugging purposes
|
|
/// </summary>
|
|
public void SendRandomData()
|
|
{
|
|
NetOutgoingMessage msg = client.CreateMessage();
|
|
switch (Rand.Int(5))
|
|
{
|
|
case 0:
|
|
msg.Write((byte)PacketTypes.NetworkEvent);
|
|
msg.Write((byte)NetworkEventType.UpdateEntity);
|
|
msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
|
|
break;
|
|
case 1:
|
|
msg.Write((byte)PacketTypes.NetworkEvent);
|
|
msg.Write((byte)Enum.GetNames(typeof(NetworkEventType)).Length);
|
|
msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
|
|
break;
|
|
case 2:
|
|
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 3:
|
|
msg.Write((byte)Enum.GetNames(typeof(PacketTypes)).Length);
|
|
break;
|
|
}
|
|
|
|
int bitCount = Rand.Int(100);
|
|
for (int i = 0; i<bitCount; i++)
|
|
{
|
|
msg.Write((Rand.Int(2)==0) ? true : false);
|
|
}
|
|
|
|
|
|
client.SendMessage(msg, (Rand.Int(2)==0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable);
|
|
}
|
|
|
|
}
|
|
}
|