Files
LuaCsForBarotraumaEP/Subsurface/Source/Networking/GameClient.cs
2016-09-09 19:49:13 +03:00

869 lines
34 KiB
C#

using System;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using FarseerPhysics;
using System.IO;
using System.Linq;
using System.Text;
using Barotrauma.Items.Components;
using System.ComponentModel;
namespace Barotrauma.Networking
{
class GameClient : NetworkMember
{
private NetClient client;
private GUIMessageBox reconnectBox;
private GUIButton endRoundButton;
private GUITickBox endVoteTickBox;
private ClientPermissions permissions;
private bool connected;
private byte myID;
private List<Client> otherClients;
private string serverIP;
private bool needAuth;
private bool requiresPw;
private int nonce;
private string saltedPw;
private UInt32 lastSentChatMsgID = 0; //last message this client has successfully sent
private UInt32 lastQueueChatMsgID = 0; //last message added to the queue
private List<ChatMessage> chatMsgQueue = new List<ChatMessage>();
public byte ID
{
get { return myID; }
}
public override List<Client> ConnectedClients
{
get
{
return otherClients;
}
}
public GameClient(string newName)
{
endVoteTickBox = new GUITickBox(new Rectangle(GameMain.GraphicsWidth - 170, 20, 20, 20), "End round", Alignment.TopLeft, inGameHUD);
endVoteTickBox.OnSelected = ToggleEndRoundVote;
endVoteTickBox.Visible = false;
endRoundButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 170 - 170, 20, 150, 20), "End round", Alignment.TopLeft, GUI.Style, inGameHUD);
endRoundButton.OnClicked = (btn, userdata) =>
{
if (!permissions.HasFlag(ClientPermissions.EndRound)) return false;
//TODO: tell server that client requested round end
return true;
};
endRoundButton.Visible = false;
newName = newName.Replace(":", "");
newName = newName.Replace(";", "");
GameMain.DebugDraw = false;
Hull.EditFire = false;
Hull.EditWater = false;
name = newName;
characterInfo = new CharacterInfo(Character.HumanConfigFile, name);
characterInfo.Job = null;
otherClients = new List<Client>();
GameMain.NetLobbyScreen = new NetLobbyScreen();
}
public void ConnectToServer(string hostIP)
{
string[] address = hostIP.Split(':');
if (address.Length==1)
{
serverIP = hostIP;
Port = NetConfig.DefaultPort;
}
else
{
serverIP = address[0];
if (!int.TryParse(address[1], out Port))
{
DebugConsole.ThrowError("Invalid port: "+address[1]+"!");
Port = NetConfig.DefaultPort;
}
}
myCharacter = Character.Controlled;
// Create new instance of configs. Parameter is "application Id". It has to be same on client and server.
NetPeerConfiguration config = new NetPeerConfiguration("barotrauma");
#if DEBUG
config.SimulatedLoss = 0.05f;
config.SimulatedDuplicatesChance = 0.05f;
config.SimulatedMinimumLatency = 0.1f;
config.SimulatedRandomLatency = 0.2f;
#endif
config.DisableMessageType(NetIncomingMessageType.DebugMessage | NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt
| NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error);
client = new NetClient(config);
netPeer = client;
client.Start();
System.Net.IPEndPoint IPEndPoint = null;
try
{
IPEndPoint = new System.Net.IPEndPoint(NetUtility.Resolve(serverIP), Port);
}
catch
{
new GUIMessageBox("Could not connect to server", "Failed to resolve address ''"+serverIP+":"+Port+"''. Please make sure you have entered a valid IP address.");
return;
}
NetOutgoingMessage outmsg = client.CreateMessage();
outmsg.Write((byte)ClientPacketHeader.REQUEST_AUTH);
// Connect client, to ip previously requested from user
try
{
client.Connect(IPEndPoint, outmsg);
}
catch (Exception e)
{
DebugConsole.ThrowError("Couldn't connect to "+hostIP+". Error message: "+e.Message);
Disconnect();
GameMain.ServerListScreen.Select();
return;
}
updateInterval = new TimeSpan(0, 0, 0, 0, 150);
CoroutineManager.StartCoroutine(WaitForStartingInfo());
// Start the timer
//update.Start();
}
private bool RetryConnection(GUIButton button, object obj)
{
if (client != null) client.Shutdown("Disconnecting");
ConnectToServer(serverIP);
return true;
}
private bool SelectMainMenu(GUIButton button, object obj)
{
Disconnect();
GameMain.NetworkMember = null;
GameMain.MainMenuScreen.Select();
GameMain.MainMenuScreen.SelectTab(MainMenuScreen.Tab.LoadGame);
return true;
}
private bool connectCancelled;
private bool CancelConnect(GUIButton button, object obj)
{
connectCancelled = true;
return true;
}
// Before main looping starts, we loop here and wait for approval message
private IEnumerable<object> WaitForStartingInfo()
{
requiresPw = false;
needAuth = true;
saltedPw = "";
connectCancelled = false;
// When this is set to true, we are approved and ready to go
bool CanStart = false;
DateTime timeOut = DateTime.Now + new TimeSpan(0,0,20);
DateTime reqAuthTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, 200);
// Loop until we are approved
while (!CanStart && !connectCancelled)
{
if (reconnectBox == null)
{
reconnectBox = new GUIMessageBox("CONNECTING", "Connecting to " + serverIP, new string[] { "Cancel" });
reconnectBox.Buttons[0].OnClicked += CancelConnect;
reconnectBox.Buttons[0].OnClicked += reconnectBox.Close;
}
int seconds = DateTime.Now.Second;
string connectingText = "Connecting to " + serverIP;
for (int i = 0; i < 1 + (seconds % 3); i++ )
{
connectingText += ".";
}
reconnectBox.Text = connectingText;
if (DateTime.Now > reqAuthTime)
{
if (needAuth)
{
//request auth again
NetOutgoingMessage reqAuthMsg = client.CreateMessage();
reqAuthMsg.Write((byte)ClientPacketHeader.REQUEST_AUTH);
client.SendMessage(reqAuthMsg, NetDeliveryMethod.Unreliable);
}
else
{
//request init again
if (!requiresPw)
{
NetOutgoingMessage outmsg = client.CreateMessage();
outmsg.Write((byte)ClientPacketHeader.REQUEST_INIT);
outmsg.Write(GameMain.Version.ToString());
outmsg.Write(GameMain.SelectedPackage.Name);
outmsg.Write(GameMain.SelectedPackage.MD5hash.Hash);
outmsg.Write(name);
client.SendMessage(outmsg, NetDeliveryMethod.Unreliable);
}
else
{
NetOutgoingMessage outmsg = client.CreateMessage();
outmsg.Write((byte)ClientPacketHeader.REQUEST_INIT);
outmsg.Write(saltedPw);
outmsg.Write(GameMain.Version.ToString());
outmsg.Write(GameMain.SelectedPackage.Name);
outmsg.Write(GameMain.SelectedPackage.MD5hash.Hash);
outmsg.Write(name);
client.SendMessage(outmsg, NetDeliveryMethod.Unreliable);
}
}
reqAuthTime = DateTime.Now + new TimeSpan(0, 0, 1);
}
yield return CoroutineStatus.Running;
if (DateTime.Now > timeOut) break;
NetIncomingMessage inc;
// If new messages arrived
if ((inc = client.ReadMessage()) == null) continue;
string pwMsg = "Password required";
try
{
switch (inc.MessageType)
{
case NetIncomingMessageType.Data:
ServerPacketHeader header = (ServerPacketHeader)inc.ReadByte();
switch (header)
{
case ServerPacketHeader.AUTH_RESPONSE:
if (needAuth)
{
if (inc.ReadBoolean())
{
//requires password
nonce = inc.ReadInt32();
requiresPw = true;
}
else
{
requiresPw = false;
reqAuthTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, 200);
}
needAuth = false; //got auth!
}
break;
case ServerPacketHeader.AUTH_FAILURE:
//failed to authenticate, can still use same nonce
pwMsg = inc.ReadString();
requiresPw = true;
break;
case ServerPacketHeader.UPDATE_LOBBY:
//server accepted client
ReadLobbyUpdate(inc);
CanStart = true;
break;
}
break;
case NetIncomingMessageType.StatusChanged:
NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
if (connectionStatus == NetConnectionStatus.Disconnected)
{
string denyMessage = inc.ReadString();
new GUIMessageBox("Couldn't connect to server", denyMessage);
connectCancelled = true;
}
break;
}
}
catch (Exception e)
{
DebugConsole.ThrowError("Error while connecting to server", e);
break;
}
if (requiresPw && !CanStart && !connectCancelled)
{
if (reconnectBox != null)
{
reconnectBox.Close(null, null);
reconnectBox = null;
}
var msgBox = new GUIMessageBox(pwMsg, "", new string[] { "OK", "Cancel" });
var passwordBox = new GUITextBox(new Rectangle(0, 40, 150, 25), Alignment.TopLeft, GUI.Style, msgBox.children[0]);
passwordBox.UserData = "password";
var okButton = msgBox.Buttons[0];
var cancelButton = msgBox.Buttons[1];
while (GUIMessageBox.MessageBoxes.Contains(msgBox))
{
while (client.ReadMessage() != null)
{
switch (inc.MessageType)
{
case NetIncomingMessageType.StatusChanged:
NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
if (connectionStatus == NetConnectionStatus.Disconnected)
{
string denyMessage = inc.ReadString();
new GUIMessageBox("Couldn't connect to server", denyMessage);
msgBox.Close(null, null);
connectCancelled = true;
}
break;
}
}
if (DateTime.Now > reqAuthTime)
{
//request auth again to prevent timeout
NetOutgoingMessage reqAuthMsg = client.CreateMessage();
reqAuthMsg.Write((byte)ClientPacketHeader.REQUEST_AUTH);
client.SendMessage(reqAuthMsg, NetDeliveryMethod.Unreliable);
reqAuthTime = DateTime.Now + new TimeSpan(0, 0, 3);
}
okButton.Enabled = !string.IsNullOrWhiteSpace(passwordBox.Text);
if (okButton.Selected)
{
saltedPw = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(passwordBox.Text)));
saltedPw = saltedPw + Convert.ToString(nonce);
saltedPw = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(saltedPw)));
timeOut = DateTime.Now + new TimeSpan(0, 0, 20);
reqAuthTime = DateTime.Now + new TimeSpan(0, 0, 1);
msgBox.Close(null, null);
break;
}
else if (cancelButton.Selected)
{
msgBox.Close(null, null);
connectCancelled = true;
}
else
{
yield return CoroutineStatus.Running;
}
}
}
}
if (reconnectBox != null)
{
reconnectBox.Close(null, null);
reconnectBox = null;
}
if (connectCancelled) yield return CoroutineStatus.Success;
if (client.ConnectionStatus != NetConnectionStatus.Connected)
{
var reconnect = new GUIMessageBox("CONNECTION FAILED", "Failed to connect to server.", new string[] { "Retry", "Cancel" });
DebugConsole.NewMessage("Failed to connect to server - connection status: "+client.ConnectionStatus.ToString(), Color.Orange);
reconnect.Buttons[0].OnClicked += RetryConnection;
reconnect.Buttons[0].OnClicked += reconnect.Close;
reconnect.Buttons[1].OnClicked += SelectMainMenu;
reconnect.Buttons[1].OnClicked += reconnect.Close;
}
else
{
if (Screen.Selected != GameMain.GameScreen)
{
List<Submarine> subList = GameMain.NetLobbyScreen.GetSubList();
GameMain.NetLobbyScreen = new NetLobbyScreen();
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.SubList, subList);
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.ShuttleList.ListBox, subList);
GameMain.NetLobbyScreen.Select();
}
connected = true;
}
yield return CoroutineStatus.Success;
}
public override void Update(float deltaTime)
{
#if DEBUG
if (PlayerInput.GetKeyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.P)) return;
#endif
base.Update(deltaTime);
if (!connected) return;
if (reconnectBox!=null)
{
reconnectBox.Close(null,null);
reconnectBox = null;
}
try
{
CheckServerMessages();
}
catch (Exception e)
{
#if DEBUG
DebugConsole.ThrowError("Error while receiving message from server", e);
#endif
}
if (gameStarted && respawnManager != null)
{
respawnManager.Update(deltaTime);
}
if (updateTimer > DateTime.Now) return;
if (myCharacter != null)
{
if (myCharacter.IsDead)
{
//Character.Controlled = null;
//GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
}
else if (gameStarted)
{
}
}
if (!gameStarted)
{
SendLobbyUpdate();
}
// Update current time
updateTimer = DateTime.Now + updateInterval;
}
private CoroutineHandle startGameCoroutine;
/// <summary>
/// Check for new incoming messages from server
/// </summary>
private void CheckServerMessages()
{
// Create new incoming message holder
NetIncomingMessage inc;
if (startGameCoroutine != null && CoroutineManager.IsCoroutineRunning(startGameCoroutine)) return;
while ((inc = client.ReadMessage()) != null)
{
switch (inc.MessageType)
{
case NetIncomingMessageType.Data:
ServerPacketHeader header = (ServerPacketHeader)inc.ReadByte();
switch (header)
{
case ServerPacketHeader.UPDATE_LOBBY:
ReadLobbyUpdate(inc);
break;
case ServerPacketHeader.QUERY_STARTGAME:
string subName = inc.ReadString();
string subHash = inc.ReadString();
string shuttleName = inc.ReadString();
string shuttleHash = inc.ReadString();
NetOutgoingMessage readyToStartMsg = client.CreateMessage();
readyToStartMsg.Write((byte)ClientPacketHeader.RESPONSE_STARTGAME);
readyToStartMsg.Write(
GameMain.NetLobbyScreen.TrySelectSub(subName, subHash, GameMain.NetLobbyScreen.SubList) &&
GameMain.NetLobbyScreen.TrySelectSub(shuttleName, shuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox));
client.SendMessage(readyToStartMsg, NetDeliveryMethod.ReliableUnordered);
break;
case ServerPacketHeader.STARTGAME:
startGameCoroutine = GameMain.ShowLoading(StartGame(inc), false);
break;
}
break;
}
}
}
private IEnumerable<object> StartGame(NetIncomingMessage inc)
{
if (Character != null) Character.Remove();
endVoteTickBox.Selected = false;
int seed = inc.ReadInt32();
string levelSeed = inc.ReadString();
int missionTypeIndex = inc.ReadByte();
string subName = inc.ReadString();
string subHash = inc.ReadString();
string shuttleName = inc.ReadString();
string shuttleHash = inc.ReadString();
string modeName = inc.ReadString();
bool respawnAllowed = inc.ReadBoolean();
GameModePreset gameMode = GameModePreset.list.Find(gm => gm.Name == modeName);
if (gameMode == null)
{
DebugConsole.ThrowError("Game mode ''" + modeName + "'' not found!");
yield return CoroutineStatus.Success;
}
if (!GameMain.NetLobbyScreen.TrySelectSub(subName, subHash, GameMain.NetLobbyScreen.SubList))
{
yield return CoroutineStatus.Success;
}
if (!GameMain.NetLobbyScreen.TrySelectSub(shuttleName, shuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox))
{
yield return CoroutineStatus.Success;
}
Rand.SetSyncedSeed(seed);
GameMain.GameSession = new GameSession(GameMain.NetLobbyScreen.SelectedSub, "", gameMode, Mission.MissionTypes[missionTypeIndex]);
GameMain.GameSession.StartShift(levelSeed);
if (respawnAllowed) respawnManager = new RespawnManager(this, GameMain.NetLobbyScreen.SelectedShuttle);
gameStarted = true;
endVoteTickBox.Visible = Voting.AllowEndVoting && myCharacter != null;
GameMain.GameScreen.Select();
yield return CoroutineStatus.Success;
}
private void ReadLobbyUpdate(NetIncomingMessage inc)
{
ServerNetObject objHeader;
while ((objHeader = (ServerNetObject)inc.ReadByte()) != ServerNetObject.END_OF_MESSAGE)
{
switch (objHeader)
{
case ServerNetObject.SYNC_IDS:
bool lobbyUpdated = inc.ReadBoolean();
inc.ReadPadBits();
if (lobbyUpdated)
{
GameMain.NetLobbyScreen.LastUpdateID = inc.ReadUInt32();
GameMain.NetLobbyScreen.ServerName = inc.ReadString();
GameMain.NetLobbyScreen.ServerMessage = inc.ReadString();
UInt16 subListCount = inc.ReadUInt16();
if (subListCount > 0)
{
List<Submarine> submarines = new List<Submarine>();
for (int i = 0; i < subListCount; i++)
{
string subName = inc.ReadString();
string subHash = inc.ReadString();
var matchingSub = Submarine.SavedSubmarines.Find(s => s.Name == subName);
if (matchingSub != null)
{
submarines.Add(matchingSub);
}
else
{
submarines.Add(new Submarine(Path.Combine(Submarine.SavePath, subName), subHash, false));
}
}
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.SubList, submarines);
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.ShuttleList.ListBox, submarines);
}
string selectSubName = inc.ReadString();
string selectSubHash = inc.ReadString();
GameMain.NetLobbyScreen.TrySelectSub(selectSubName, selectSubHash, GameMain.NetLobbyScreen.SubList);
string selectShuttleName = inc.ReadString();
string selectShuttleHash = inc.ReadString();
GameMain.NetLobbyScreen.TrySelectSub(selectShuttleName, selectShuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox);
GameMain.NetLobbyScreen.SetTraitorsEnabled((YesNoMaybe)inc.ReadRangedInteger(0, 2));
GameMain.NetLobbyScreen.SetMissionType(inc.ReadRangedInteger(0, Mission.MissionTypes.Count - 1));
GameMain.NetLobbyScreen.SelectMode(inc.ReadByte());
GameMain.NetLobbyScreen.LevelSeed = inc.ReadString();
bool autoRestartEnabled = inc.ReadBoolean();
float autoRestartTimer = autoRestartEnabled ? inc.ReadFloat() : 0.0f;
GameMain.NetLobbyScreen.SetAutoRestart(autoRestartEnabled, autoRestartTimer);
}
lastSentChatMsgID = inc.ReadUInt32();
break;
case ServerNetObject.CHAT_MESSAGE:
ChatMessage.ClientRead(inc);
break;
}
}
}
private void SendLobbyUpdate()
{
NetOutgoingMessage outmsg = client.CreateMessage();
outmsg.Write((byte)ClientPacketHeader.UPDATE_LOBBY);
outmsg.Write((byte)ClientNetObject.SYNC_IDS);
outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
outmsg.Write(ChatMessage.LastID);
ChatMessage removeMsg;
while ((removeMsg=chatMsgQueue.Find(cMsg => cMsg.NetStateID <= lastSentChatMsgID)) != null)
{
chatMsgQueue.Remove(removeMsg);
}
foreach (ChatMessage cMsg in chatMsgQueue)
{
cMsg.ClientWrite(outmsg);
}
outmsg.Write((byte)ClientNetObject.END_OF_MESSAGE);
client.SendMessage(outmsg, NetDeliveryMethod.Unreliable);
}
public override void SendChatMessage(string message, ChatMessageType? type = null)
{
if (client.ServerConnection == null) return;
type = ChatMessageType.Default;
ChatMessage chatMessage = ChatMessage.Create(
gameStarted && myCharacter != null ? myCharacter.Name : name,
message, (ChatMessageType)type, gameStarted ? myCharacter : null);
lastQueueChatMsgID++;
chatMessage.netStateID = lastQueueChatMsgID;
chatMsgQueue.Add(chatMessage);
}
public bool HasPermission(ClientPermissions permission)
{
return false;// permissions.HasFlag(permission);
}
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
{
base.Draw(spriteBatch);
if (!GameMain.DebugDraw) 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);
if (client.ServerConnection != null)
{
spriteBatch.DrawString(GUI.Font, "Ping: " + (int)(client.ServerConnection.AverageRoundtripTime * 1000.0f) + " ms", new Vector2(x + 10, y + 25), Color.White);
y += 15;
spriteBatch.DrawString(GUI.SmallFont, "Received bytes: " + client.Statistics.ReceivedBytes, new Vector2(x + 10, y + 45), Color.White);
spriteBatch.DrawString(GUI.SmallFont, "Received packets: " + client.Statistics.ReceivedPackets, new Vector2(x + 10, y + 60), Color.White);
spriteBatch.DrawString(GUI.SmallFont, "Sent bytes: " + client.Statistics.SentBytes, new Vector2(x + 10, y + 75), Color.White);
spriteBatch.DrawString(GUI.SmallFont, "Sent packets: " + client.Statistics.SentPackets, new Vector2(x + 10, y + 90), Color.White);
}
else
{
spriteBatch.DrawString(GUI.Font, "Disconnected", new Vector2(x + 10, y + 25), Color.White);
}
}
public override void Disconnect()
{
//TODO: tell server
client.Shutdown("");
GameMain.NetworkMember = null;
}
public override bool SelectCrewCharacter(GUIComponent component, object obj)
{
var characterFrame = component.Parent.Parent.FindChild("selectedcharacter");
Character character = obj as Character;
if (character == null) return false;
if (character != myCharacter)
{
var client = GameMain.NetworkMember.ConnectedClients.Find(c => c.Character == character);
if (client == null) return false;
if (HasPermission(ClientPermissions.Ban))
{
var banButton = new GUIButton(new Rectangle(0, 0, 100, 20), "Ban", Alignment.BottomRight, GUI.Style, characterFrame);
banButton.UserData = character.Name;
banButton.OnClicked += GameMain.NetLobbyScreen.BanPlayer;
}
if (HasPermission(ClientPermissions.Kick))
{
var kickButton = new GUIButton(new Rectangle(0, 0, 100, 20), "Kick", Alignment.BottomLeft, GUI.Style, characterFrame);
kickButton.UserData = character.Name;
kickButton.OnClicked += GameMain.NetLobbyScreen.KickPlayer;
}
else if (Voting.AllowVoteKick)
{
var kickVoteButton = new GUIButton(new Rectangle(0, 0, 120, 20), "Vote to Kick", Alignment.BottomLeft, GUI.Style, characterFrame);
if (GameMain.NetworkMember.ConnectedClients != null)
{
kickVoteButton.Enabled = !client.HasKickVoteFromID(myID);
}
kickVoteButton.UserData = character;
kickVoteButton.OnClicked += VoteForKick;
}
}
return true;
}
public bool VoteForKick(GUIButton button, object userdata)
{
var votedClient = otherClients.Find(c => c.Character == userdata);
if (votedClient == null) return false;
votedClient.AddKickVote(new Client(name, ID));
if (votedClient == null) return false;
//Vote(VoteType.Kick, votedClient);
button.Enabled = false;
return true;
}
public bool SpectateClicked(GUIButton button, object userData)
{
if (button != null) button.Enabled = false;
return false;
}
public bool ToggleEndRoundVote(GUITickBox tickBox)
{
if (!gameStarted) return false;
if (!Voting.AllowEndVoting || myCharacter==null)
{
tickBox.Visible = false;
return false;
}
//Vote(VoteType.EndRound, tickBox.Selected);
return false;
}
/// <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.WriteEnum(PacketTypes.NetworkEvent);
// msg.WriteEnum(NetworkEventType.EntityUpdate);
// msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
// break;
// case 1:
// msg.WriteEnum(PacketTypes.NetworkEvent);
// msg.Write((byte)Enum.GetNames(typeof(NetworkEventType)).Length);
// msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
// break;
// case 2:
// msg.WriteEnum(PacketTypes.NetworkEvent);
// msg.WriteEnum(NetworkEventType.ComponentUpdate);
// 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);
// }
// client.SendMessage(msg, (Rand.Int(2)==0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable);
//}
}
}