58c92888b7
commit 2f107db0475bf4b9a8b6f405b9ce8ec489cbc0ba Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 16:30:24 2019 +0200 Another nullref fix to the OpenHealthWindow property setter. Closes #1090 commit 1d15d18d2501bedaa1b42ac8e0e7e09e2600960e Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 16:19:05 2019 +0200 Fixed crashing when an incompatible content package is selected in config.xml or if the content package cannot be found. Happened because the game attempted to use TextManager.Get before text files had been loaded. Partially fixes #1093 commit 9ec1980fe90bcae65333c188b265ba16a6db6c05 Author: ezjamsen <ezjames.fi@gmail.com> Date: Thu Feb 7 16:16:53 2019 +0200 added correct effects for alien blood commit b6d2c56910b5d58477703abc6785ef80719a89a6 Author: ezjamsen <ezjames.fi@gmail.com> Date: Thu Feb 7 15:41:25 2019 +0200 adjustments to fent, glue and antibiotics commit 8df16acdaac0a521fe09fb62c6815a46a87f6f25 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 15:30:51 2019 +0200 More descriptive ping exception error messages (only shown in debug builds now), some extra checks to prevent using the workshop without steam (although the checks that actually matter are implemented at Steam's side now) commit 959c503c140196287ab60ec2357feb8bd5c85b18 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 14:00:48 2019 +0200 Don't allow severing the joint between a moloch's shell and the "bladder" commit 0c0b033016c2e82b8cf1b5a4e3f6faa9cde39f40 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 13:51:58 2019 +0200 Fixed incorrect item panel positioning in the crew command interface when the sub is docked to something. Closes #1082 commit 68366a4bf3c73b70288f043199d3ab9b2f5f4d06 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 13:23:38 2019 +0200 Fixed outdated damage modifiers in security and clown gear (used damage types instead of afflictions), not defining any affliction types for a damage modifier makes it affect all types of damage. Closes #1088 commit 5d3ab5084b8bc5357bc4a53993ad8dfcc44d0412 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 13:04:55 2019 +0200 Fixed client-side nullref exception if the round ends while the health window is open. Closes #1090 commit 8249d789a60dfe4bcdd1705d26d6ca36ed407058 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Thu Feb 7 12:48:34 2019 +0200 The dedicated server doesn't initialize a Steam client (not required to use any of the Steam server functionality). Fixes players being unable to log in as a client when they're hosting a dedicated server on another machine. TODO: SteamCMD support commit 55fb0bb1ba4bb8385dabbf6e40d4651bf86294a9 Author: ezjamsen <ezjames.fi@gmail.com> Date: Thu Feb 7 12:31:46 2019 +0200 Added linked hulls commit 937d50dca50d8c889a7c11b55765c208d2d16b67 Merge: 8109ae1a3 57731761f Author: EdusFF <pitkanen.eetu@gmail.com> Date: Thu Feb 7 12:16:43 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 8109ae1a3377910ff9bf066ccac582d879dfb0a4 Author: EdusFF <pitkanen.eetu@gmail.com> Date: Thu Feb 7 12:16:37 2019 +0200 Fixed: AI not reloading coilgun if an empty box of ammunition is inserted. commit 57731761f64bb33a4f4e7baa38367cfb7cf1f873 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Feb 7 12:10:59 2019 +0200 Refactor character head customization logic and store the data in a dedicated class. In the net lobby, generate new head when the user presses the right arrow button. Pressing the left arrow will restore the previous head. When the user presses the right arrow after the left arrow, the first head is restored again. So it's effectively (and technically) undo/redo logic. commit 37577931e2706ce432cee2d48cd55990bc2bab4a Author: itchyOwl <lauri.harkanen@gmail.com> Date: Thu Feb 7 12:04:49 2019 +0200 Add properties for getting the count of the undo and redo stacks. commit f226beb05a55749ac961e3a33ac594fdf903fc3b Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 21:15:56 2019 +0200 Fixes to hull linking & displaying them as one hull on the minimap: - Links between hulls are now saved. - Simplified grouping logic (just store a list of linked hulls in hulldata). - Fixed water/oxygen calculations (use the average of the values instead of their sum). TODO: DRY (there's now duplicate linking logic in Item and Hull), merge the hull sprites on the minimap, maybe automatize the linking? commit 5dfea1fbb24c5bd91605caf65baaac9aca9cfbbf Merge: 2ad9b5de4 d06a1557f Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 20:18:31 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit d06a1557ffb85cd32bbb884fadef60b6d9dd27cf Author: Alex <olimpickusa6@gmail.com> Date: Wed Feb 6 18:26:40 2019 +0200 Test for connecting hulls task
2711 lines
111 KiB
C#
2711 lines
111 KiB
C#
using Barotrauma.Items.Components;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using RestSharp;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.IO.Compression;
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using System.IO;
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using Barotrauma.Steam;
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namespace Barotrauma.Networking
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{
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partial class GameServer : NetworkMember
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{
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private List<Client> connectedClients = new List<Client>();
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//for keeping track of disconnected clients in case the reconnect shortly after
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private List<Client> disconnectedClients = new List<Client>();
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private int roundStartSeed;
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//is the server running
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private bool started;
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private NetServer server;
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private DateTime refreshMasterTimer;
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private DateTime roundStartTime;
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private RestClient restClient;
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private bool masterServerResponded;
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private IRestResponse masterServerResponse;
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private bool initiatedStartGame;
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private CoroutineHandle startGameCoroutine;
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public TraitorManager TraitorManager;
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private ServerEntityEventManager entityEventManager;
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private FileSender fileSender;
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public override List<Client> ConnectedClients
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{
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get
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{
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return connectedClients;
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}
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}
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public ServerEntityEventManager EntityEventManager
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{
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get { return entityEventManager; }
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}
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public TimeSpan UpdateInterval
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{
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get { return updateInterval; }
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}
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public bool HasPassword
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{
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get { return !string.IsNullOrEmpty(password); }
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}
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//only used when connected to steam
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public int QueryPort
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{
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get;
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set;
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}
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public WhiteList WhiteList
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{
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get { return whitelist; }
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}
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public GameServer(string name, int port, int queryPort = 0, bool isPublic = false, string password = "", bool attemptUPnP = false, int maxPlayers = 10)
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{
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name = name.Replace(":", "");
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name = name.Replace(";", "");
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this.name = name;
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this.isPublic = isPublic;
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this.maxPlayers = maxPlayers;
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this.password = "";
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if (password != null && password.Length > 0)
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{
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SetPassword(password);
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}
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NetPeerConfiguration = new NetPeerConfiguration("barotrauma");
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#if CLIENT
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netStats = new NetStats();
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#endif
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NetPeerConfiguration.Port = port;
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Port = port;
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QueryPort = queryPort;
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if (attemptUPnP)
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{
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NetPeerConfiguration.EnableUPnP = true;
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}
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NetPeerConfiguration.MaximumConnections = maxPlayers * 2; //double the lidgren connections for unauthenticated players
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NetPeerConfiguration.DisableMessageType(NetIncomingMessageType.DebugMessage |
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NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt |
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NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error |
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NetIncomingMessageType.UnconnectedData);
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NetPeerConfiguration.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
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ServerLog = new ServerLog(name);
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InitProjSpecific();
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entityEventManager = new ServerEntityEventManager(this);
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whitelist = new WhiteList();
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banList = new BanList();
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LoadSettings();
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PermissionPreset.LoadAll(PermissionPresetFile);
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LoadClientPermissions();
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CoroutineManager.StartCoroutine(StartServer(isPublic));
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}
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public void SetPassword(string password)
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{
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this.password = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(password)));
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}
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private IEnumerable<object> StartServer(bool isPublic)
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{
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bool error = false;
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try
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{
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Log("Starting the server...", ServerLog.MessageType.ServerMessage);
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server = new NetServer(NetPeerConfiguration);
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NetPeer = server;
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fileSender = new FileSender(this);
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fileSender.OnEnded += FileTransferChanged;
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fileSender.OnStarted += FileTransferChanged;
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server.Start();
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}
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catch (Exception e)
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{
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Log("Error while starting the server (" + e.Message + ")", ServerLog.MessageType.Error);
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System.Net.Sockets.SocketException socketException = e as System.Net.Sockets.SocketException;
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#if CLIENT
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if (socketException != null && socketException.SocketErrorCode == System.Net.Sockets.SocketError.AddressAlreadyInUse)
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{
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new GUIMessageBox(TextManager.Get("ServerInitFailed"), TextManager.Get("ServerInitFailedAddressAlreadyInUse").Replace("[errormsg]", e.Message));
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}
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else
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{
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new GUIMessageBox(TextManager.Get("ServerInitFailed"), e.Message);
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}
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#endif
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error = true;
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}
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if (error)
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{
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if (server != null) server.Shutdown("Error while starting the server");
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#if CLIENT
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GameMain.NetworkMember = null;
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#elif SERVER
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Environment.Exit(-1);
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#endif
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yield return CoroutineStatus.Success;
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}
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if (NetPeerConfiguration.EnableUPnP)
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{
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InitUPnP();
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//DateTime upnpTimeout = DateTime.Now + new TimeSpan(0,0,5);
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while (DiscoveringUPnP())// && upnpTimeout>DateTime.Now)
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{
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yield return null;
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}
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FinishUPnP();
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}
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if (SteamManager.USE_STEAM)
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{
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SteamManager.CreateServer(this, isPublic);
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}
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if (isPublic && !GameMain.Config.UseSteamMatchmaking)
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{
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CoroutineManager.StartCoroutine(RegisterToMasterServer());
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}
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updateInterval = new TimeSpan(0, 0, 0, 0, 150);
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Log("Server started", ServerLog.MessageType.ServerMessage);
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GameMain.NetLobbyScreen.Select();
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GameMain.NetLobbyScreen.RandomizeSettings();
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started = true;
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GameAnalyticsManager.AddDesignEvent("GameServer:Start");
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yield return CoroutineStatus.Success;
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}
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private IEnumerable<object> RegisterToMasterServer()
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{
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if (restClient == null)
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{
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restClient = new RestClient(NetConfig.MasterServerUrl);
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}
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var request = new RestRequest("masterserver3.php", Method.GET);
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request.AddParameter("action", "addserver");
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request.AddParameter("servername", name);
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request.AddParameter("serverport", Port);
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request.AddParameter("currplayers", connectedClients.Count);
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request.AddParameter("maxplayers", maxPlayers);
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request.AddParameter("password", string.IsNullOrWhiteSpace(password) ? 0 : 1);
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request.AddParameter("version", GameMain.Version.ToString());
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if (GameMain.Config.SelectedContentPackages.Count > 0)
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{
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request.AddParameter("contentpackages", string.Join(",", GameMain.Config.SelectedContentPackages.Select(cp => cp.Name)));
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}
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masterServerResponded = false;
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masterServerResponse = null;
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var restRequestHandle = restClient.ExecuteAsync(request, response => MasterServerCallBack(response));
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DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, 15);
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while (!masterServerResponded)
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{
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if (DateTime.Now > timeOut)
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{
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restRequestHandle.Abort();
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DebugConsole.NewMessage("Couldn't register to master server (request timed out)", Color.Red);
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Log("Couldn't register to master server (request timed out)", ServerLog.MessageType.Error);
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yield return CoroutineStatus.Success;
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}
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yield return CoroutineStatus.Running;
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}
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if (masterServerResponse.StatusCode != System.Net.HttpStatusCode.OK)
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{
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DebugConsole.ThrowError("Error while connecting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")");
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}
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else if (masterServerResponse != null && !string.IsNullOrWhiteSpace(masterServerResponse.Content))
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{
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DebugConsole.ThrowError("Error while connecting to master server (" + masterServerResponse.Content + ")");
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}
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else
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{
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registeredToMaster = true;
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refreshMasterTimer = DateTime.Now + refreshMasterInterval;
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}
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yield return CoroutineStatus.Success;
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}
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private IEnumerable<object> RefreshMaster()
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{
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if (restClient == null)
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{
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restClient = new RestClient(NetConfig.MasterServerUrl);
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}
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var request = new RestRequest("masterserver3.php", Method.GET);
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request.AddParameter("action", "refreshserver");
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request.AddParameter("serverport", Port);
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request.AddParameter("gamestarted", gameStarted ? 1 : 0);
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request.AddParameter("currplayers", connectedClients.Count);
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request.AddParameter("maxplayers", maxPlayers);
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Log("Refreshing connection with master server...", ServerLog.MessageType.ServerMessage);
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var sw = new Stopwatch();
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sw.Start();
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masterServerResponded = false;
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masterServerResponse = null;
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var restRequestHandle = restClient.ExecuteAsync(request, response => MasterServerCallBack(response));
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DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, 15);
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while (!masterServerResponded)
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{
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if (DateTime.Now > timeOut)
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{
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restRequestHandle.Abort();
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DebugConsole.NewMessage("Couldn't connect to master server (request timed out)", Color.Red);
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Log("Couldn't connect to master server (request timed out)", ServerLog.MessageType.Error);
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yield return CoroutineStatus.Success;
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}
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yield return CoroutineStatus.Running;
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}
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if (masterServerResponse.Content == "Error: server not found")
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{
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Log("Not registered to master server, re-registering...", ServerLog.MessageType.Error);
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CoroutineManager.StartCoroutine(RegisterToMasterServer());
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}
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else if (masterServerResponse.ErrorException != null)
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{
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DebugConsole.NewMessage("Error while registering to master server (" + masterServerResponse.ErrorException + ")", Color.Red);
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Log("Error while registering to master server (" + masterServerResponse.ErrorException + ")", ServerLog.MessageType.Error);
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}
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else if (masterServerResponse.StatusCode != System.Net.HttpStatusCode.OK)
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{
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DebugConsole.NewMessage("Error while reporting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")", Color.Red);
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Log("Error while reporting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")", ServerLog.MessageType.Error);
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}
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else
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{
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Log("Master server responded", ServerLog.MessageType.ServerMessage);
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}
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System.Diagnostics.Debug.WriteLine("took " + sw.ElapsedMilliseconds + " ms");
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yield return CoroutineStatus.Success;
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}
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private void MasterServerCallBack(IRestResponse response)
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{
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masterServerResponse = response;
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masterServerResponded = true;
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}
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public override void Update(float deltaTime)
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{
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#if CLIENT
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if (ShowNetStats) netStats.Update(deltaTime);
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#endif
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if (!started) return;
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base.Update(deltaTime);
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foreach (UnauthenticatedClient unauthClient in unauthenticatedClients)
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{
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unauthClient.AuthTimer -= deltaTime;
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if (unauthClient.AuthTimer <= 0.0f)
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{
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unauthClient.Connection.Disconnect("Authentication timed out.");
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Log("Disconnected unauthenticated client (authentication timed out).", ServerLog.MessageType.ServerMessage);
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}
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}
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unauthenticatedClients.RemoveAll(uc => uc.AuthTimer <= 0.0f);
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fileSender.Update(deltaTime);
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if (gameStarted)
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{
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#if CLIENT
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SetRadioButtonColor();
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#endif
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if (respawnManager != null) respawnManager.Update(deltaTime);
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entityEventManager.Update(connectedClients);
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foreach (Character character in Character.CharacterList)
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{
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if (character.IsDead || !character.ClientDisconnected) continue;
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character.KillDisconnectedTimer += deltaTime;
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character.SetStun(1.0f);
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if (character.KillDisconnectedTimer > KillDisconnectedTime)
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{
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character.Kill(CauseOfDeathType.Disconnected, null);
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continue;
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}
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Client owner = connectedClients.Find(c =>
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c.InGame && !c.NeedsMidRoundSync &&
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c.Name == character.OwnerClientName &&
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c.Connection.RemoteEndPoint.Address.ToString() == character.OwnerClientIP);
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if (owner != null && (!AllowSpectating || !owner.SpectateOnly))
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{
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SetClientCharacter(owner, character);
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}
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}
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bool isCrewDead =
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connectedClients.All(c => c.Character == null || c.Character.IsDead || c.Character.IsUnconscious) &&
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(myCharacter == null || myCharacter.IsDead || myCharacter.IsUnconscious);
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//restart if all characters are dead or submarine is at the end of the level
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if ((autoRestart && isCrewDead)
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||
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(EndRoundAtLevelEnd && Submarine.MainSub != null && Submarine.MainSub.AtEndPosition && Submarine.MainSubs[1] == null))
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{
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if (AutoRestart && isCrewDead)
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{
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Log("Ending round (entire crew dead)", ServerLog.MessageType.ServerMessage);
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}
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else
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{
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Log("Ending round (submarine reached the end of the level)", ServerLog.MessageType.ServerMessage);
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}
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EndGame();
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return;
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}
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}
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else if (initiatedStartGame)
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{
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//tried to start up the game and StartGame coroutine is not running anymore
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// -> something wen't wrong during startup, re-enable start button and reset AutoRestartTimer
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if (startGameCoroutine != null && !CoroutineManager.IsCoroutineRunning(startGameCoroutine))
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{
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if (autoRestart) AutoRestartTimer = Math.Max(AutoRestartInterval, 5.0f);
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GameMain.NetLobbyScreen.StartButtonEnabled = true;
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GameMain.NetLobbyScreen.LastUpdateID++;
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startGameCoroutine = null;
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initiatedStartGame = false;
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}
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}
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else if (Screen.Selected == GameMain.NetLobbyScreen && connectedClients.Count > 0 && !gameStarted && !initiatedStartGame)
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{
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if (autoRestart) AutoRestartTimer -= deltaTime;
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if (autoRestart && AutoRestartTimer < 0.0f)
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{
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StartGame();
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}
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else if (StartWhenClientsReady)
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{
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int clientsReady = connectedClients.Count(c => c.GetVote<bool>(VoteType.StartRound));
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if (clientsReady / (float)connectedClients.Count >= StartWhenClientsReadyRatio)
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{
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StartGame();
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}
|
|
}
|
|
}
|
|
|
|
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.Kill(CauseOfDeathType.Disconnected, null);
|
|
disconnectedClients[i].Character = null;
|
|
}
|
|
|
|
disconnectedClients.RemoveAt(i);
|
|
}
|
|
|
|
foreach (Client c in connectedClients)
|
|
{
|
|
//slowly reset spam timers
|
|
c.ChatSpamTimer = Math.Max(0.0f, c.ChatSpamTimer - deltaTime);
|
|
c.ChatSpamSpeed = Math.Max(0.0f, c.ChatSpamSpeed - deltaTime);
|
|
|
|
//constantly increase AFK timer if the client is controlling a character (gets reset to zero every time an input is received)
|
|
if (gameStarted && c.Character != null && !c.Character.IsDead && !c.Character.IsUnconscious)
|
|
{
|
|
c.KickAFKTimer += deltaTime;
|
|
}
|
|
}
|
|
|
|
List<Client> kickAFK = connectedClients.FindAll(c => c.KickAFKTimer >= KickAFKTime);
|
|
foreach (Client c in kickAFK)
|
|
{
|
|
KickClient(c, TextManager.Get("DisconnectMessage.AFK"));
|
|
}
|
|
|
|
NetIncomingMessage inc = null;
|
|
while ((inc = server.ReadMessage()) != null)
|
|
{
|
|
try
|
|
{
|
|
switch (inc.MessageType)
|
|
{
|
|
case NetIncomingMessageType.Data:
|
|
ReadDataMessage(inc);
|
|
break;
|
|
case NetIncomingMessageType.StatusChanged:
|
|
switch (inc.SenderConnection.Status)
|
|
{
|
|
case 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;
|
|
}
|
|
break;
|
|
case NetIncomingMessageType.ConnectionApproval:
|
|
if (banList.IsBanned(inc.SenderEndPoint.Address.ToString(), 0))
|
|
{
|
|
inc.SenderConnection.Deny(DisconnectReason.Banned.ToString());
|
|
}
|
|
else if (ConnectedClients.Count >= maxPlayers)
|
|
{
|
|
inc.SenderConnection.Deny(DisconnectReason.ServerFull.ToString());
|
|
}
|
|
else
|
|
{
|
|
ClientPacketHeader packetHeader = (ClientPacketHeader)inc.SenderConnection.RemoteHailMessage.ReadByte();
|
|
if (packetHeader == ClientPacketHeader.REQUEST_AUTH)
|
|
{
|
|
inc.SenderConnection.Approve();
|
|
HandleClientAuthRequest(inc.SenderConnection);
|
|
}
|
|
else if (packetHeader == ClientPacketHeader.REQUEST_STEAMAUTH)
|
|
{
|
|
ReadClientSteamAuthRequest(inc, out ulong clientSteamID);
|
|
if (banList.IsBanned("", clientSteamID))
|
|
{
|
|
inc.SenderConnection.Deny(DisconnectReason.Banned.ToString());
|
|
}
|
|
else
|
|
{
|
|
inc.SenderConnection.Approve();
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
catch (Exception e)
|
|
{
|
|
string errorMsg = "Server failed to read an incoming message. {" + e + "}\n" + e.StackTrace;
|
|
GameAnalyticsManager.AddErrorEventOnce("GameServer.Update:ClientReadException" + e.TargetSite.ToString(), GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
|
if (GameSettings.VerboseLogging)
|
|
{
|
|
DebugConsole.ThrowError(errorMsg);
|
|
}
|
|
}
|
|
}
|
|
|
|
// if 30ms has passed
|
|
if (updateTimer < DateTime.Now)
|
|
{
|
|
if (server.ConnectionsCount > 0)
|
|
{
|
|
foreach (Client c in ConnectedClients)
|
|
{
|
|
try
|
|
{
|
|
ClientWrite(c);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
DebugConsole.ThrowError("Failed to write a network message for the client \"" + c.Name + "\"!", e);
|
|
GameAnalyticsManager.AddErrorEventOnce("GameServer.Update:ClientWriteFailed" + e.StackTrace, GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
|
"Failed to write a network message for the client \"" + c.Name + "\"! (MidRoundSyncing: " + c.NeedsMidRoundSync + ")\n"
|
|
+ e.Message + "\n" + e.StackTrace);
|
|
}
|
|
}
|
|
|
|
foreach (Item item in Item.ItemList)
|
|
{
|
|
item.NeedsPositionUpdate = false;
|
|
}
|
|
}
|
|
|
|
updateTimer = DateTime.Now + updateInterval;
|
|
}
|
|
|
|
if (!registeredToMaster || refreshMasterTimer >= DateTime.Now) return;
|
|
|
|
if (GameMain.Config.UseSteamMatchmaking)
|
|
{
|
|
SteamManager.RefreshServerDetails(this);
|
|
}
|
|
else
|
|
{
|
|
CoroutineManager.StartCoroutine(RefreshMaster());
|
|
}
|
|
refreshMasterTimer = DateTime.Now + refreshMasterInterval;
|
|
}
|
|
|
|
private void ReadDataMessage(NetIncomingMessage inc)
|
|
{
|
|
var connectedClient = connectedClients.Find(c => c.Connection == inc.SenderConnection);
|
|
if (banList.IsBanned(inc.SenderEndPoint.Address.ToString(), connectedClient == null ? 0 : connectedClient.SteamID))
|
|
{
|
|
KickClient(inc.SenderConnection, "You have been banned from the server.");
|
|
return;
|
|
}
|
|
|
|
ClientPacketHeader header = (ClientPacketHeader)inc.ReadByte();
|
|
switch (header)
|
|
{
|
|
case ClientPacketHeader.REQUEST_AUTH:
|
|
HandleClientAuthRequest(inc.SenderConnection);
|
|
break;
|
|
case ClientPacketHeader.REQUEST_STEAMAUTH:
|
|
ReadClientSteamAuthRequest(inc, out _);
|
|
break;
|
|
case ClientPacketHeader.REQUEST_INIT:
|
|
ClientInitRequest(inc);
|
|
break;
|
|
|
|
case ClientPacketHeader.RESPONSE_STARTGAME:
|
|
if (connectedClient != null)
|
|
{
|
|
connectedClient.ReadyToStart = inc.ReadBoolean();
|
|
UpdateCharacterInfo(inc, connectedClient);
|
|
|
|
//game already started -> send start message immediately
|
|
if (gameStarted)
|
|
{
|
|
SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.GameMode.Preset, connectedClient);
|
|
}
|
|
}
|
|
break;
|
|
case ClientPacketHeader.UPDATE_LOBBY:
|
|
ClientReadLobby(inc);
|
|
break;
|
|
case ClientPacketHeader.UPDATE_INGAME:
|
|
if (!gameStarted) return;
|
|
|
|
ClientReadIngame(inc);
|
|
break;
|
|
case ClientPacketHeader.SERVER_COMMAND:
|
|
ClientReadServerCommand(inc);
|
|
break;
|
|
case ClientPacketHeader.FILE_REQUEST:
|
|
if (AllowFileTransfers)
|
|
{
|
|
fileSender.ReadFileRequest(inc);
|
|
}
|
|
break;
|
|
case ClientPacketHeader.ERROR:
|
|
HandleClientError(inc);
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void CreateEntityEvent(IServerSerializable entity, object[] extraData = null)
|
|
{
|
|
entityEventManager.CreateEvent(entity, extraData);
|
|
}
|
|
|
|
private byte GetNewClientID()
|
|
{
|
|
byte userID = 1;
|
|
while (connectedClients.Any(c => c.ID == userID))
|
|
{
|
|
userID++;
|
|
}
|
|
return userID;
|
|
}
|
|
|
|
private void HandleClientError(NetIncomingMessage inc)
|
|
{
|
|
Client c = ConnectedClients.Find(x => x.Connection == inc.SenderConnection);
|
|
|
|
string errorStr = "Unhandled error report";
|
|
|
|
ClientNetError error = (ClientNetError)inc.ReadByte();
|
|
int levelEqualityCheckVal = inc.ReadInt32();
|
|
switch (error)
|
|
{
|
|
case ClientNetError.MISSING_EVENT:
|
|
UInt16 expectedID = inc.ReadUInt16();
|
|
UInt16 receivedID = inc.ReadUInt16();
|
|
errorStr = "Expecting event id " + expectedID.ToString() + ", received " + receivedID.ToString();
|
|
break;
|
|
case ClientNetError.MISSING_ENTITY:
|
|
UInt16 eventID = inc.ReadUInt16();
|
|
UInt16 entityID = inc.ReadUInt16();
|
|
Entity entity = Entity.FindEntityByID(entityID);
|
|
if (entity == null)
|
|
{
|
|
errorStr = "Received an update for an entity that doesn't exist (event id " + eventID.ToString() + ", entity id " + entityID.ToString() + ").";
|
|
}
|
|
else if (entity is Character character)
|
|
{
|
|
errorStr = "Missing character " + character.Name + " (event id " + eventID.ToString() + ", entity id " + entityID.ToString() + ").";
|
|
}
|
|
else if (entity is Item item)
|
|
{
|
|
errorStr = "Missing item " + item.Name + " (event id " + eventID.ToString() + ", entity id " + entityID.ToString() + ").";
|
|
}
|
|
else
|
|
{
|
|
errorStr = "Missing entity " + entity.ToString() + " (event id " + eventID.ToString() + ", entity id " + entityID.ToString() + ").";
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (Level.Loaded != null && levelEqualityCheckVal != Level.Loaded.EqualityCheckVal)
|
|
{
|
|
errorStr += " Level equality check failed, something went wrong during level generation (seed " + Level.Loaded.Seed + ").";
|
|
}
|
|
|
|
if (c == null)
|
|
{
|
|
KickClient(inc.SenderConnection, errorStr);
|
|
}
|
|
else
|
|
{
|
|
Log(c.Name + " has reported an error: " + errorStr, ServerLog.MessageType.Error);
|
|
KickClient(c, errorStr);
|
|
}
|
|
}
|
|
|
|
private void ClientReadLobby(NetIncomingMessage inc)
|
|
{
|
|
Client c = ConnectedClients.Find(x => x.Connection == inc.SenderConnection);
|
|
if (c == null)
|
|
{
|
|
inc.SenderConnection.Disconnect("You're not a connected client.");
|
|
return;
|
|
}
|
|
|
|
ClientNetObject objHeader;
|
|
while ((objHeader = (ClientNetObject)inc.ReadByte()) != ClientNetObject.END_OF_MESSAGE)
|
|
{
|
|
switch (objHeader)
|
|
{
|
|
case ClientNetObject.SYNC_IDS:
|
|
//TODO: might want to use a clever class for this
|
|
c.LastRecvGeneralUpdate = NetIdUtils.Clamp(inc.ReadUInt16(), c.LastRecvGeneralUpdate, GameMain.NetLobbyScreen.LastUpdateID);
|
|
c.LastRecvChatMsgID = NetIdUtils.Clamp(inc.ReadUInt16(), c.LastRecvChatMsgID, c.LastChatMsgQueueID);
|
|
|
|
c.LastRecvCampaignSave = inc.ReadUInt16();
|
|
if (c.LastRecvCampaignSave > 0)
|
|
{
|
|
byte campaignID = inc.ReadByte();
|
|
c.LastRecvCampaignUpdate = inc.ReadUInt16();
|
|
bool characterDiscarded = inc.ReadBoolean();
|
|
|
|
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign campaign)
|
|
{
|
|
if (characterDiscarded)
|
|
{
|
|
campaign.DiscardClientCharacterData(c);
|
|
}
|
|
//the client has a campaign save for another campaign
|
|
//(the server started a new campaign and the client isn't aware of it yet?)
|
|
if (campaign.CampaignID != campaignID)
|
|
{
|
|
c.LastRecvCampaignSave = 0;
|
|
c.LastRecvCampaignUpdate = 0;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case ClientNetObject.CHAT_MESSAGE:
|
|
ChatMessage.ServerRead(inc, c);
|
|
break;
|
|
case ClientNetObject.VOTE:
|
|
Voting.ServerRead(inc, c);
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
//don't read further messages if the client has been disconnected (kicked due to spam for example)
|
|
if (!connectedClients.Contains(c)) break;
|
|
}
|
|
}
|
|
|
|
private void ClientReadIngame(NetIncomingMessage inc)
|
|
{
|
|
Client c = ConnectedClients.Find(x => x.Connection == inc.SenderConnection);
|
|
if (c == null)
|
|
{
|
|
inc.SenderConnection.Disconnect("You're not a connected client.");
|
|
return;
|
|
}
|
|
|
|
if (gameStarted)
|
|
{
|
|
if (!c.InGame)
|
|
{
|
|
//check if midround syncing is needed due to missed unique events
|
|
entityEventManager.InitClientMidRoundSync(c);
|
|
c.InGame = true;
|
|
}
|
|
}
|
|
|
|
ClientNetObject objHeader;
|
|
while ((objHeader = (ClientNetObject)inc.ReadByte()) != ClientNetObject.END_OF_MESSAGE)
|
|
{
|
|
switch (objHeader)
|
|
{
|
|
case ClientNetObject.SYNC_IDS:
|
|
//TODO: might want to use a clever class for this
|
|
|
|
UInt16 lastRecvChatMsgID = inc.ReadUInt16();
|
|
UInt16 lastRecvEntityEventID = inc.ReadUInt16();
|
|
|
|
//last msgs we've created/sent, the client IDs should never be higher than these
|
|
UInt16 lastEntityEventID = entityEventManager.Events.Count == 0 ? (UInt16)0 : entityEventManager.Events.Last().ID;
|
|
|
|
if (c.NeedsMidRoundSync)
|
|
{
|
|
//received all the old events -> client in sync, we can switch to normal behavior
|
|
if (lastRecvEntityEventID >= c.UnreceivedEntityEventCount - 1 ||
|
|
c.UnreceivedEntityEventCount == 0)
|
|
{
|
|
c.NeedsMidRoundSync = false;
|
|
lastRecvEntityEventID = (UInt16)(c.FirstNewEventID - 1);
|
|
c.LastRecvEntityEventID = lastRecvEntityEventID;
|
|
}
|
|
else
|
|
{
|
|
lastEntityEventID = (UInt16)(c.UnreceivedEntityEventCount - 1);
|
|
}
|
|
}
|
|
|
|
if (NetIdUtils.IdMoreRecent(lastRecvChatMsgID, c.LastRecvChatMsgID) && //more recent than the last ID received by the client
|
|
!NetIdUtils.IdMoreRecent(lastRecvChatMsgID, c.LastChatMsgQueueID)) //NOT more recent than the latest existing ID
|
|
{
|
|
c.LastRecvChatMsgID = lastRecvChatMsgID;
|
|
}
|
|
else if (lastRecvChatMsgID != c.LastRecvChatMsgID && GameSettings.VerboseLogging)
|
|
{
|
|
DebugConsole.ThrowError(
|
|
"Invalid lastRecvChatMsgID " + lastRecvChatMsgID +
|
|
" (previous: " + c.LastChatMsgQueueID + ", latest: "+c.LastChatMsgQueueID+")");
|
|
}
|
|
|
|
if (NetIdUtils.IdMoreRecent(lastRecvEntityEventID, c.LastRecvEntityEventID) &&
|
|
!NetIdUtils.IdMoreRecent(lastRecvEntityEventID, lastEntityEventID))
|
|
{
|
|
c.LastRecvEntityEventID = lastRecvEntityEventID;
|
|
}
|
|
else if (lastRecvEntityEventID != c.LastRecvEntityEventID && GameSettings.VerboseLogging)
|
|
{
|
|
DebugConsole.ThrowError(
|
|
"Invalid lastRecvEntityEventID " + lastRecvEntityEventID +
|
|
" (previous: " + c.LastRecvEntityEventID + ", latest: " + lastEntityEventID + ")");
|
|
}
|
|
break;
|
|
case ClientNetObject.CHAT_MESSAGE:
|
|
ChatMessage.ServerRead(inc, c);
|
|
break;
|
|
case ClientNetObject.CHARACTER_INPUT:
|
|
if (c.Character != null)
|
|
{
|
|
c.Character.ServerRead(objHeader, inc, c);
|
|
}
|
|
break;
|
|
case ClientNetObject.ENTITY_STATE:
|
|
entityEventManager.Read(inc, c);
|
|
break;
|
|
case ClientNetObject.VOTE:
|
|
Voting.ServerRead(inc, c);
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
//don't read further messages if the client has been disconnected (kicked due to spam for example)
|
|
if (!connectedClients.Contains(c)) break;
|
|
}
|
|
}
|
|
|
|
private void ClientReadServerCommand(NetIncomingMessage inc)
|
|
{
|
|
Client sender = ConnectedClients.Find(x => x.Connection == inc.SenderConnection);
|
|
if (sender == null)
|
|
{
|
|
inc.SenderConnection.Disconnect("You're not a connected client.");
|
|
return;
|
|
}
|
|
|
|
ClientPermissions command = ClientPermissions.None;
|
|
try
|
|
{
|
|
command = (ClientPermissions)inc.ReadUInt16();
|
|
}
|
|
|
|
catch
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!sender.HasPermission(command))
|
|
{
|
|
Log("Client \"" + sender.Name + "\" sent a server command \"" + command + "\". Permission denied.", ServerLog.MessageType.ServerMessage);
|
|
return;
|
|
}
|
|
|
|
switch (command)
|
|
{
|
|
case ClientPermissions.Kick:
|
|
string kickedName = inc.ReadString().ToLowerInvariant();
|
|
string kickReason = inc.ReadString();
|
|
var kickedClient = connectedClients.Find(cl => cl != sender && cl.Name.ToLowerInvariant() == kickedName);
|
|
if (kickedClient != null)
|
|
{
|
|
Log("Client \"" + sender.Name + "\" kicked \"" + kickedClient.Name + "\".", ServerLog.MessageType.ServerMessage);
|
|
KickClient(kickedClient, string.IsNullOrEmpty(kickReason) ? "Kicked by " + sender.Name : kickReason);
|
|
}
|
|
break;
|
|
case ClientPermissions.Ban:
|
|
string bannedName = inc.ReadString().ToLowerInvariant();
|
|
string banReason = inc.ReadString();
|
|
bool range = inc.ReadBoolean();
|
|
double durationSeconds = inc.ReadDouble();
|
|
|
|
var bannedClient = connectedClients.Find(cl => cl != sender && cl.Name.ToLowerInvariant() == bannedName);
|
|
if (bannedClient != null)
|
|
{
|
|
Log("Client \"" + sender.Name + "\" banned \"" + bannedClient.Name + "\".", ServerLog.MessageType.ServerMessage);
|
|
if (durationSeconds > 0)
|
|
{
|
|
BanClient(bannedClient, string.IsNullOrEmpty(banReason) ? "Banned by " + sender.Name : banReason, range, TimeSpan.FromSeconds(durationSeconds));
|
|
}
|
|
else
|
|
{
|
|
BanClient(bannedClient, string.IsNullOrEmpty(banReason) ? "Banned by " + sender.Name : banReason, range);
|
|
}
|
|
}
|
|
break;
|
|
case ClientPermissions.Unban:
|
|
string unbannedName = inc.ReadString().ToLowerInvariant();
|
|
string unbannedIP = inc.ReadString();
|
|
|
|
UnbanPlayer(unbannedIP, unbannedIP);
|
|
break;
|
|
case ClientPermissions.EndRound:
|
|
if (gameStarted)
|
|
{
|
|
Log("Client \"" + sender.Name + "\" ended the round.", ServerLog.MessageType.ServerMessage);
|
|
EndGame();
|
|
}
|
|
break;
|
|
case ClientPermissions.SelectSub:
|
|
UInt16 subIndex = inc.ReadUInt16();
|
|
var subList = GameMain.NetLobbyScreen.GetSubList();
|
|
if (subIndex >= subList.Count)
|
|
{
|
|
DebugConsole.NewMessage("Client \"" + sender.Name + "\" attempted to select a sub, index out of bounds (" + subIndex + ")", Color.Red);
|
|
}
|
|
else
|
|
{
|
|
GameMain.NetLobbyScreen.SelectedSub = subList[subIndex];
|
|
}
|
|
break;
|
|
case ClientPermissions.SelectMode:
|
|
UInt16 modeIndex = inc.ReadUInt16();
|
|
var modeList = GameMain.NetLobbyScreen.SelectedModeIndex = modeIndex;
|
|
break;
|
|
case ClientPermissions.ManageCampaign:
|
|
MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign;
|
|
if (campaign != null)
|
|
{
|
|
campaign.ServerRead(inc, sender);
|
|
}
|
|
break;
|
|
case ClientPermissions.ConsoleCommands:
|
|
string consoleCommand = inc.ReadString();
|
|
Vector2 clientCursorPos = new Vector2(inc.ReadSingle(), inc.ReadSingle());
|
|
DebugConsole.ExecuteClientCommand(sender, clientCursorPos, consoleCommand);
|
|
break;
|
|
}
|
|
|
|
inc.ReadPadBits();
|
|
}
|
|
|
|
|
|
private void ClientWrite(Client c)
|
|
{
|
|
if (gameStarted && c.InGame)
|
|
{
|
|
ClientWriteIngame(c);
|
|
}
|
|
else
|
|
{
|
|
//if 30 seconds have passed since the round started and the client isn't ingame yet,
|
|
//consider the client's character disconnected (causing it to die if the client does not join soon)
|
|
if (gameStarted && c.Character != null && (DateTime.Now - roundStartTime).Seconds > 30.0f)
|
|
{
|
|
c.Character.ClientDisconnected = true;
|
|
}
|
|
|
|
ClientWriteLobby(c);
|
|
|
|
MultiPlayerCampaign campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
|
|
if (campaign != null && NetIdUtils.IdMoreRecent(campaign.LastSaveID, c.LastRecvCampaignSave))
|
|
{
|
|
if (!fileSender.ActiveTransfers.Any(t => t.Connection == c.Connection && t.FileType == FileTransferType.CampaignSave))
|
|
{
|
|
fileSender.StartTransfer(c.Connection, FileTransferType.CampaignSave, GameMain.GameSession.SavePath);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Write info that the client needs when joining the server
|
|
/// </summary>
|
|
private void ClientWriteInitial(Client c, NetBuffer outmsg)
|
|
{
|
|
if (GameSettings.VerboseLogging)
|
|
{
|
|
DebugConsole.NewMessage("Sending initial lobby update", Color.Gray);
|
|
}
|
|
|
|
outmsg.Write(c.ID);
|
|
|
|
var subList = GameMain.NetLobbyScreen.GetSubList();
|
|
outmsg.Write((UInt16)subList.Count);
|
|
for (int i = 0; i < subList.Count; i++)
|
|
{
|
|
outmsg.Write(subList[i].Name);
|
|
outmsg.Write(subList[i].MD5Hash.ToString());
|
|
}
|
|
|
|
outmsg.Write(GameStarted);
|
|
outmsg.Write(AllowSpectating);
|
|
|
|
WritePermissions(outmsg, c);
|
|
}
|
|
|
|
private const int COMPRESSION_THRESHOLD = 500;
|
|
public void CompressOutgoingMessage(NetOutgoingMessage outmsg)
|
|
{
|
|
if (outmsg.LengthBytes > COMPRESSION_THRESHOLD)
|
|
{
|
|
byte[] data = outmsg.Data;
|
|
using (MemoryStream stream = new MemoryStream())
|
|
{
|
|
stream.Write(data, 0, outmsg.LengthBytes);
|
|
stream.Position = 0;
|
|
using (MemoryStream compressed = new MemoryStream())
|
|
{
|
|
using (DeflateStream deflate = new DeflateStream(compressed, CompressionLevel.Fastest, false))
|
|
{
|
|
stream.CopyTo(deflate);
|
|
}
|
|
|
|
byte[] newData = compressed.ToArray();
|
|
|
|
outmsg.Data = newData;
|
|
outmsg.LengthBytes = newData.Length;
|
|
outmsg.Position = outmsg.LengthBits;
|
|
}
|
|
}
|
|
outmsg.Write((byte)1); //is compressed
|
|
}
|
|
else
|
|
{
|
|
outmsg.WritePadBits(); outmsg.Write((byte)0); //isn't compressed
|
|
}
|
|
}
|
|
|
|
private void ClientWriteIngame(Client c)
|
|
{
|
|
//don't send position updates to characters who are still midround syncing
|
|
//characters or items spawned mid-round don't necessarily exist at the client's end yet
|
|
if (!c.NeedsMidRoundSync)
|
|
{
|
|
foreach (Character character in Character.CharacterList)
|
|
{
|
|
if (!character.Enabled) continue;
|
|
if (c.Character != null &&
|
|
Vector2.DistanceSquared(character.WorldPosition, c.Character.WorldPosition) >=
|
|
NetConfig.DisableCharacterDistSqr)
|
|
{
|
|
continue;
|
|
}
|
|
if (!c.PendingPositionUpdates.Contains(character)) c.PendingPositionUpdates.Enqueue(character);
|
|
}
|
|
|
|
foreach (Submarine sub in Submarine.Loaded)
|
|
{
|
|
//if docked to a sub with a smaller ID, don't send an update
|
|
// (= update is only sent for the docked sub that has the smallest ID, doesn't matter if it's the main sub or a shuttle)
|
|
if (sub.DockedTo.Any(s => s.ID < sub.ID)) continue;
|
|
if (!c.PendingPositionUpdates.Contains(sub)) c.PendingPositionUpdates.Enqueue(sub);
|
|
}
|
|
|
|
foreach (Item item in Item.ItemList)
|
|
{
|
|
if (!item.NeedsPositionUpdate) continue;
|
|
if (!c.PendingPositionUpdates.Contains(item)) c.PendingPositionUpdates.Enqueue(item);
|
|
}
|
|
}
|
|
|
|
NetOutgoingMessage outmsg = server.CreateMessage();
|
|
outmsg.Write((byte)ServerPacketHeader.UPDATE_INGAME);
|
|
|
|
outmsg.Write((float)NetTime.Now);
|
|
|
|
outmsg.Write((byte)ServerNetObject.SYNC_IDS);
|
|
outmsg.Write(c.LastSentChatMsgID); //send this to client so they know which chat messages weren't received by the server
|
|
outmsg.Write(c.LastSentEntityEventID);
|
|
|
|
entityEventManager.Write(c, outmsg);
|
|
|
|
WriteChatMessages(outmsg, c);
|
|
|
|
//write as many position updates as the message can fit (only after midround syncing is done)
|
|
while (!c.NeedsMidRoundSync &&
|
|
outmsg.LengthBytes < NetPeerConfiguration.MaximumTransmissionUnit - 20 &&
|
|
c.PendingPositionUpdates.Count > 0)
|
|
{
|
|
var entity = c.PendingPositionUpdates.Dequeue();
|
|
if (entity == null || entity.Removed) continue;
|
|
|
|
outmsg.Write((byte)ServerNetObject.ENTITY_POSITION);
|
|
if (entity is Item)
|
|
{
|
|
((Item)entity).ServerWritePosition(outmsg, c);
|
|
}
|
|
else
|
|
{
|
|
((IServerSerializable)entity).ServerWrite(outmsg, c);
|
|
}
|
|
outmsg.WritePadBits();
|
|
}
|
|
|
|
outmsg.Write((byte)ServerNetObject.END_OF_MESSAGE);
|
|
|
|
if (outmsg.LengthBytes > NetPeerConfiguration.MaximumTransmissionUnit)
|
|
{
|
|
DebugConsole.ThrowError("Maximum packet size exceeded (" + outmsg.LengthBytes + " > " + NetPeerConfiguration.MaximumTransmissionUnit + ")");
|
|
}
|
|
|
|
CompressOutgoingMessage(outmsg);
|
|
|
|
server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.Unreliable);
|
|
}
|
|
|
|
private void ClientWriteLobby(Client c)
|
|
{
|
|
bool isInitialUpdate = false;
|
|
|
|
NetOutgoingMessage outmsg = server.CreateMessage();
|
|
outmsg.Write((byte)ServerPacketHeader.UPDATE_LOBBY);
|
|
|
|
outmsg.Write((byte)ServerNetObject.SYNC_IDS);
|
|
|
|
if (NetIdUtils.IdMoreRecent(GameMain.NetLobbyScreen.LastUpdateID, c.LastRecvGeneralUpdate))
|
|
{
|
|
outmsg.Write(true);
|
|
outmsg.WritePadBits();
|
|
|
|
outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
|
|
outmsg.Write(GameMain.NetLobbyScreen.GetServerName());
|
|
outmsg.Write(GameMain.NetLobbyScreen.ServerMessageText);
|
|
|
|
outmsg.Write(c.LastRecvGeneralUpdate < 1);
|
|
if (c.LastRecvGeneralUpdate < 1)
|
|
{
|
|
isInitialUpdate = true;
|
|
ClientWriteInitial(c, outmsg);
|
|
}
|
|
outmsg.Write(GameMain.NetLobbyScreen.SelectedSub.Name);
|
|
outmsg.Write(GameMain.NetLobbyScreen.SelectedSub.MD5Hash.ToString());
|
|
outmsg.Write(GameMain.NetLobbyScreen.UsingShuttle);
|
|
outmsg.Write(GameMain.NetLobbyScreen.SelectedShuttle.Name);
|
|
outmsg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.ToString());
|
|
|
|
outmsg.Write(Voting.AllowSubVoting);
|
|
outmsg.Write(Voting.AllowModeVoting);
|
|
|
|
outmsg.Write(AllowSpectating);
|
|
|
|
outmsg.WriteRangedInteger(0, 2, (int)TraitorsEnabled);
|
|
|
|
outmsg.WriteRangedInteger(0, Enum.GetValues(typeof(MissionType)).Length - 1, (GameMain.NetLobbyScreen.MissionTypeIndex));
|
|
|
|
outmsg.Write((byte)GameMain.NetLobbyScreen.SelectedModeIndex);
|
|
outmsg.Write(GameMain.NetLobbyScreen.LevelSeed);
|
|
outmsg.Write(selectedLevelDifficulty);
|
|
|
|
outmsg.Write((byte)BotCount);
|
|
outmsg.Write(BotSpawnMode == BotSpawnMode.Fill);
|
|
|
|
outmsg.Write(AutoRestart);
|
|
if (autoRestart)
|
|
{
|
|
outmsg.Write(AutoRestartTimer);
|
|
}
|
|
|
|
outmsg.Write((byte)connectedClients.Count);
|
|
foreach (Client client in connectedClients)
|
|
{
|
|
outmsg.Write(client.ID);
|
|
outmsg.Write(client.Name);
|
|
outmsg.Write(client.Character == null || !gameStarted ? (ushort)0 : client.Character.ID);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
outmsg.Write(false);
|
|
outmsg.WritePadBits();
|
|
}
|
|
|
|
var campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
|
|
if (campaign != null)
|
|
{
|
|
if (NetIdUtils.IdMoreRecent(campaign.LastUpdateID, c.LastRecvCampaignUpdate))
|
|
{
|
|
outmsg.Write(true);
|
|
outmsg.WritePadBits();
|
|
campaign.ServerWrite(outmsg, c);
|
|
}
|
|
else
|
|
{
|
|
outmsg.Write(false);
|
|
outmsg.WritePadBits();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
outmsg.Write(false);
|
|
outmsg.WritePadBits();
|
|
}
|
|
|
|
outmsg.Write(c.LastSentChatMsgID); //send this to client so they know which chat messages weren't received by the server
|
|
|
|
WriteChatMessages(outmsg, c);
|
|
|
|
outmsg.Write((byte)ServerNetObject.END_OF_MESSAGE);
|
|
|
|
CompressOutgoingMessage(outmsg);
|
|
|
|
if (isInitialUpdate)
|
|
{
|
|
//the initial update may be very large if the host has a large number
|
|
//of submarine files, so the message may have to be fragmented
|
|
|
|
//unreliable messages don't play nicely with fragmenting, so we'll send the message reliably
|
|
server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.ReliableUnordered);
|
|
|
|
//and assume the message was received, so we don't have to keep resending
|
|
//these large initial messages until the client acknowledges receiving them
|
|
c.LastRecvGeneralUpdate++;
|
|
|
|
SendVoteStatus(new List<Client>() { c });
|
|
}
|
|
else
|
|
{
|
|
if (outmsg.LengthBytes > NetPeerConfiguration.MaximumTransmissionUnit)
|
|
{
|
|
DebugConsole.ThrowError("Maximum packet size exceeded (" + outmsg.LengthBytes + " > " + NetPeerConfiguration.MaximumTransmissionUnit + ")");
|
|
}
|
|
|
|
server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.Unreliable);
|
|
}
|
|
}
|
|
|
|
private void WriteChatMessages(NetOutgoingMessage outmsg, Client c)
|
|
{
|
|
c.ChatMsgQueue.RemoveAll(cMsg => !NetIdUtils.IdMoreRecent(cMsg.NetStateID, c.LastRecvChatMsgID));
|
|
for (int i = 0; i < c.ChatMsgQueue.Count && i < ChatMessage.MaxMessagesPerPacket; i++)
|
|
{
|
|
if (outmsg.LengthBytes + c.ChatMsgQueue[i].EstimateLengthBytesServer(c) > NetPeerConfiguration.MaximumTransmissionUnit - 5)
|
|
{
|
|
//not enough room in this packet
|
|
return;
|
|
}
|
|
c.ChatMsgQueue[i].ServerWrite(outmsg, c);
|
|
}
|
|
}
|
|
|
|
public bool StartGame()
|
|
{
|
|
Submarine selectedSub = null;
|
|
Submarine selectedShuttle = GameMain.NetLobbyScreen.SelectedShuttle;
|
|
bool usingShuttle = GameMain.NetLobbyScreen.UsingShuttle;
|
|
|
|
if (Voting.AllowSubVoting)
|
|
{
|
|
selectedSub = Voting.HighestVoted<Submarine>(VoteType.Sub, connectedClients);
|
|
if (selectedSub == null) selectedSub = GameMain.NetLobbyScreen.SelectedSub;
|
|
}
|
|
else
|
|
{
|
|
selectedSub = GameMain.NetLobbyScreen.SelectedSub;
|
|
}
|
|
|
|
if (selectedSub == null)
|
|
{
|
|
#if CLIENT
|
|
GameMain.NetLobbyScreen.SubList.Flash();
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
if (selectedShuttle == null)
|
|
{
|
|
#if CLIENT
|
|
GameMain.NetLobbyScreen.ShuttleList.Flash();
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
GameModePreset selectedMode = Voting.HighestVoted<GameModePreset>(VoteType.Mode, connectedClients);
|
|
if (selectedMode == null) selectedMode = GameMain.NetLobbyScreen.SelectedMode;
|
|
|
|
if (selectedMode == null)
|
|
{
|
|
#if CLIENT
|
|
GameMain.NetLobbyScreen.ModeList.Flash();
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
initiatedStartGame = true;
|
|
CoroutineManager.StartCoroutine(InitiateStartGame(selectedSub, selectedShuttle, usingShuttle, selectedMode), "InitiateStartGame");
|
|
|
|
return true;
|
|
}
|
|
|
|
private IEnumerable<object> InitiateStartGame(Submarine selectedSub, Submarine selectedShuttle, bool usingShuttle, GameModePreset selectedMode)
|
|
{
|
|
initiatedStartGame = true;
|
|
GameMain.NetLobbyScreen.StartButtonEnabled = false;
|
|
|
|
if (connectedClients.Any())
|
|
{
|
|
NetOutgoingMessage msg = server.CreateMessage();
|
|
msg.Write((byte)ServerPacketHeader.QUERY_STARTGAME);
|
|
|
|
msg.Write(selectedSub.Name);
|
|
msg.Write(selectedSub.MD5Hash.Hash);
|
|
|
|
msg.Write(usingShuttle);
|
|
msg.Write(selectedShuttle.Name);
|
|
msg.Write(selectedShuttle.MD5Hash.Hash);
|
|
|
|
connectedClients.ForEach(c => c.ReadyToStart = false);
|
|
|
|
CompressOutgoingMessage(msg);
|
|
|
|
server.SendMessage(msg, connectedClients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
|
|
|
|
//give the clients a few seconds to request missing sub/shuttle files before starting the round
|
|
float waitForResponseTimer = 5.0f;
|
|
while (connectedClients.Any(c => !c.ReadyToStart) && waitForResponseTimer > 0.0f)
|
|
{
|
|
waitForResponseTimer -= CoroutineManager.UnscaledDeltaTime;
|
|
yield return CoroutineStatus.Running;
|
|
}
|
|
|
|
if (fileSender.ActiveTransfers.Count > 0)
|
|
{
|
|
#if CLIENT
|
|
var msgBox = new GUIMessageBox("", TextManager.Get("WaitForFileTransfers"), new string[] { TextManager.Get("StartNow") });
|
|
msgBox.Buttons[0].OnClicked += msgBox.Close;
|
|
#endif
|
|
|
|
float waitForTransfersTimer = 20.0f;
|
|
while (fileSender.ActiveTransfers.Count > 0 && waitForTransfersTimer > 0.0f)
|
|
{
|
|
waitForTransfersTimer -= CoroutineManager.UnscaledDeltaTime;
|
|
|
|
#if CLIENT
|
|
//message box close, break and start the round immediately
|
|
if (!GUIMessageBox.MessageBoxes.Contains(msgBox))
|
|
{
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
yield return CoroutineStatus.Running;
|
|
}
|
|
}
|
|
}
|
|
|
|
startGameCoroutine = GameMain.Instance.ShowLoading(StartGame(selectedSub, selectedShuttle, usingShuttle, selectedMode), false);
|
|
|
|
yield return CoroutineStatus.Success;
|
|
}
|
|
|
|
private IEnumerable<object> StartGame(Submarine selectedSub, Submarine selectedShuttle, bool usingShuttle, GameModePreset selectedMode)
|
|
{
|
|
entityEventManager.Clear();
|
|
|
|
GameMain.NetLobbyScreen.StartButtonEnabled = false;
|
|
|
|
#if CLIENT
|
|
GUIMessageBox.CloseAll();
|
|
#endif
|
|
|
|
roundStartSeed = DateTime.Now.Millisecond;
|
|
Rand.SetSyncedSeed(roundStartSeed);
|
|
|
|
int teamCount = 1;
|
|
byte hostTeam = 1;
|
|
|
|
MultiPlayerCampaign campaign = GameMain.NetLobbyScreen.SelectedMode == GameMain.GameSession?.GameMode.Preset ?
|
|
GameMain.GameSession?.GameMode as MultiPlayerCampaign : null;
|
|
|
|
//don't instantiate a new gamesession if we're playing a campaign
|
|
if (campaign == null || GameMain.GameSession == null)
|
|
{
|
|
GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, (MissionType)GameMain.NetLobbyScreen.MissionTypeIndex);
|
|
}
|
|
|
|
if (GameMain.GameSession.GameMode.Mission != null &&
|
|
GameMain.GameSession.GameMode.Mission.AssignTeamIDs(connectedClients, out hostTeam))
|
|
{
|
|
teamCount = 2;
|
|
}
|
|
else
|
|
{
|
|
connectedClients.ForEach(c => c.TeamID = hostTeam);
|
|
}
|
|
|
|
if (campaign != null)
|
|
{
|
|
#if CLIENT
|
|
if (GameMain.GameSession?.CrewManager != null) GameMain.GameSession.CrewManager.Reset();
|
|
#endif
|
|
GameMain.GameSession.StartRound(campaign.Map.SelectedConnection.Level,
|
|
reloadSub: true,
|
|
loadSecondSub: teamCount > 1,
|
|
mirrorLevel: campaign.Map.CurrentLocation != campaign.Map.SelectedConnection.Locations[0]);
|
|
|
|
campaign.AssignPlayerCharacterInfos(connectedClients, CharacterInfo != null);
|
|
//give the host their preferred job if case the campaign didn't assign a job (no character created yet?)
|
|
if (characterInfo != null && characterInfo.Job == null)
|
|
{
|
|
characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GameMain.GameSession.StartRound(GameMain.NetLobbyScreen.LevelSeed, selectedLevelDifficulty, teamCount > 1);
|
|
//always give the host their #1 preferred job when not playing campaign mode
|
|
if (characterInfo != null) characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]);
|
|
}
|
|
|
|
Log("Starting a new round...", ServerLog.MessageType.ServerMessage);
|
|
Log("Submarine: " + selectedSub.Name, ServerLog.MessageType.ServerMessage);
|
|
Log("Game mode: " + selectedMode.Name, ServerLog.MessageType.ServerMessage);
|
|
Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, ServerLog.MessageType.ServerMessage);
|
|
|
|
bool missionAllowRespawn = campaign == null &&
|
|
(!(GameMain.GameSession.GameMode is MissionMode) ||
|
|
((MissionMode)GameMain.GameSession.GameMode).Mission.AllowRespawn);
|
|
|
|
if (AllowRespawn && missionAllowRespawn) respawnManager = new RespawnManager(this, usingShuttle ? selectedShuttle : null);
|
|
|
|
//assign jobs and spawnpoints separately for each team
|
|
for (int teamID = 1; teamID <= teamCount; teamID++)
|
|
{
|
|
//find the clients in this team
|
|
List<Client> teamClients = teamCount == 1 ? new List<Client>(connectedClients) : connectedClients.FindAll(c => c.TeamID == teamID);
|
|
if (AllowSpectating)
|
|
{
|
|
teamClients.RemoveAll(c => c.SpectateOnly);
|
|
}
|
|
|
|
if (!teamClients.Any() && teamID > 1) continue;
|
|
|
|
AssignJobs(teamClients, teamID == hostTeam);
|
|
|
|
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
|
|
foreach (Client client in teamClients)
|
|
{
|
|
client.NeedsMidRoundSync = false;
|
|
|
|
client.PendingPositionUpdates.Clear();
|
|
client.EntityEventLastSent.Clear();
|
|
client.LastSentEntityEventID = 0;
|
|
client.LastRecvEntityEventID = 0;
|
|
client.UnreceivedEntityEventCount = 0;
|
|
|
|
if (client.CharacterInfo == null)
|
|
{
|
|
client.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, client.Name);
|
|
}
|
|
characterInfos.Add(client.CharacterInfo);
|
|
if (client.CharacterInfo.Job == null || client.CharacterInfo.Job.Prefab != client.AssignedJob)
|
|
{
|
|
client.CharacterInfo.Job = new Job(client.AssignedJob);
|
|
}
|
|
}
|
|
|
|
//host's character
|
|
if (characterInfo != null && hostTeam == teamID)
|
|
{
|
|
characterInfos.Add(characterInfo);
|
|
characterInfo.TeamID = hostTeam;
|
|
}
|
|
|
|
List<CharacterInfo> bots = new List<CharacterInfo>();
|
|
int botsToSpawn = BotSpawnMode == BotSpawnMode.Fill ? BotCount - characterInfos.Count : BotCount;
|
|
for (int i = 0; i < botsToSpawn; i++)
|
|
{
|
|
var botInfo = new CharacterInfo(Character.HumanConfigFile);
|
|
characterInfos.Add(botInfo);
|
|
bots.Add(botInfo);
|
|
}
|
|
AssignBotJobs(bots, teamID);
|
|
|
|
if (characterInfo != null && hostTeam == teamID)
|
|
{
|
|
characterInfos.Remove(characterInfo);
|
|
characterInfos.Add(characterInfo);
|
|
}
|
|
|
|
WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[teamID - 1]);
|
|
for (int i = 0; i < teamClients.Count; i++)
|
|
{
|
|
Character spawnedCharacter = Character.Create(teamClients[i].CharacterInfo, assignedWayPoints[i].WorldPosition, teamClients[i].CharacterInfo.Name, true, false);
|
|
spawnedCharacter.AnimController.Frozen = true;
|
|
spawnedCharacter.TeamID = (byte)teamID;
|
|
var characterData = campaign?.GetClientCharacterData(teamClients[i]);
|
|
if (characterData == null)
|
|
{
|
|
spawnedCharacter.GiveJobItems(assignedWayPoints[i]);
|
|
}
|
|
else
|
|
{
|
|
characterData.SpawnInventoryItems(spawnedCharacter.Info, spawnedCharacter.Inventory);
|
|
}
|
|
|
|
teamClients[i].Character = spawnedCharacter;
|
|
spawnedCharacter.OwnerClientIP = teamClients[i].Connection.RemoteEndPoint.Address.ToString();
|
|
spawnedCharacter.OwnerClientName = teamClients[i].Name;
|
|
|
|
#if CLIENT
|
|
GameMain.GameSession.CrewManager.AddCharacter(spawnedCharacter);
|
|
#endif
|
|
}
|
|
|
|
for (int i = teamClients.Count; i < teamClients.Count + bots.Count; i++)
|
|
{
|
|
Character spawnedCharacter = Character.Create(characterInfos[i], assignedWayPoints[i].WorldPosition, characterInfos[i].Name, false, true);
|
|
spawnedCharacter.TeamID = (byte)teamID;
|
|
spawnedCharacter.GiveJobItems(assignedWayPoints[i]);
|
|
#if CLIENT
|
|
GameMain.GameSession.CrewManager.AddCharacter(spawnedCharacter);
|
|
#endif
|
|
}
|
|
|
|
#if CLIENT
|
|
if (characterInfo != null && hostTeam == teamID)
|
|
{
|
|
myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, characterInfo.Name, false, false);
|
|
myCharacter.TeamID = (byte)teamID;
|
|
|
|
var characterData = campaign?.GetHostCharacterData();
|
|
if (characterData == null)
|
|
{
|
|
myCharacter.GiveJobItems(assignedWayPoints.Last());
|
|
}
|
|
else
|
|
{
|
|
characterData.SpawnInventoryItems(myCharacter.Info, myCharacter.Inventory);
|
|
}
|
|
|
|
GameMain.GameSession.CrewManager.AddCharacter(myCharacter);
|
|
Character.Controlled = myCharacter;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
foreach (Submarine sub in Submarine.MainSubs)
|
|
{
|
|
if (sub == null) continue;
|
|
|
|
List<PurchasedItem> spawnList = new List<PurchasedItem>();
|
|
foreach (KeyValuePair<ItemPrefab, int> kvp in extraCargo)
|
|
{
|
|
spawnList.Add(new PurchasedItem(kvp.Key, kvp.Value));
|
|
}
|
|
|
|
CargoManager.CreateItems(spawnList);
|
|
}
|
|
|
|
TraitorManager = null;
|
|
if (TraitorsEnabled == YesNoMaybe.Yes ||
|
|
(TraitorsEnabled == YesNoMaybe.Maybe && Rand.Range(0.0f, 1.0f) < 0.5f))
|
|
{
|
|
List<Character> characters = new List<Character>();
|
|
foreach (Client client in ConnectedClients)
|
|
{
|
|
if (client.Character != null) characters.Add(client.Character);
|
|
}
|
|
if (Character != null) characters.Add(Character);
|
|
|
|
int max = Math.Max(TraitorUseRatio ? (int)Math.Round(characters.Count * TraitorRatio, 1) : 1, 1);
|
|
int traitorCount = Rand.Int(max + 1);
|
|
TraitorManager = new TraitorManager(this, traitorCount);
|
|
|
|
if (TraitorManager.TraitorList.Count > 0)
|
|
{
|
|
for (int i = 0; i < TraitorManager.TraitorList.Count; i++)
|
|
{
|
|
Log(TraitorManager.TraitorList[i].Character.Name + " is the traitor and the target is " + TraitorManager.TraitorList[i].TargetCharacter.Name, ServerLog.MessageType.ServerMessage);
|
|
}
|
|
}
|
|
}
|
|
|
|
GameAnalyticsManager.AddDesignEvent("Traitors:" + (TraitorManager == null ? "Disabled" : "Enabled"));
|
|
|
|
SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.GameMode.Preset, connectedClients);
|
|
|
|
yield return CoroutineStatus.Running;
|
|
|
|
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
|
|
GameMain.GameScreen.Select();
|
|
|
|
AddChatMessage("Press TAB to chat. Use \"r;\" to talk through the radio.", ChatMessageType.Server);
|
|
|
|
GameMain.NetLobbyScreen.StartButtonEnabled = true;
|
|
|
|
gameStarted = true;
|
|
initiatedStartGame = false;
|
|
|
|
roundStartTime = DateTime.Now;
|
|
|
|
yield return CoroutineStatus.Success;
|
|
}
|
|
|
|
private void SendStartMessage(int seed, Submarine selectedSub, GameModePreset selectedMode, List<Client> clients)
|
|
{
|
|
foreach (Client client in clients)
|
|
{
|
|
SendStartMessage(seed, selectedSub, selectedMode, client);
|
|
}
|
|
}
|
|
|
|
private void SendStartMessage(int seed, Submarine selectedSub, GameModePreset selectedMode, Client client)
|
|
{
|
|
NetOutgoingMessage msg = server.CreateMessage();
|
|
msg.Write((byte)ServerPacketHeader.STARTGAME);
|
|
|
|
msg.Write(seed);
|
|
msg.Write(GameMain.GameSession.Level.Seed);
|
|
msg.Write(selectedLevelDifficulty);
|
|
|
|
msg.Write((byte)GameMain.Config.LosMode);
|
|
|
|
msg.Write((byte)GameMain.NetLobbyScreen.MissionTypeIndex);
|
|
|
|
msg.Write(selectedSub.Name);
|
|
msg.Write(selectedSub.MD5Hash.Hash);
|
|
msg.Write(GameMain.NetLobbyScreen.UsingShuttle);
|
|
msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.Name);
|
|
msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.Hash);
|
|
|
|
msg.Write(selectedMode.Identifier);
|
|
msg.Write((short)(GameMain.GameSession.GameMode?.Mission == null ?
|
|
-1 : MissionPrefab.List.IndexOf(GameMain.GameSession.GameMode.Mission.Prefab)));
|
|
|
|
MultiPlayerCampaign campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
|
|
|
|
bool missionAllowRespawn = campaign == null &&
|
|
(!(GameMain.GameSession.GameMode is MissionMode) ||
|
|
((MissionMode)GameMain.GameSession.GameMode).Mission.AllowRespawn);
|
|
|
|
msg.Write(AllowRespawn && missionAllowRespawn);
|
|
msg.Write(Submarine.MainSubs[1] != null); //loadSecondSub
|
|
|
|
msg.Write(AllowDisguises);
|
|
|
|
Traitor traitor = null;
|
|
if (TraitorManager != null && TraitorManager.TraitorList.Count > 0)
|
|
traitor = TraitorManager.TraitorList.Find(t => t.Character == client.Character);
|
|
if (traitor != null)
|
|
{
|
|
msg.Write(true);
|
|
msg.Write(traitor.TargetCharacter.Name);
|
|
}
|
|
else
|
|
{
|
|
msg.Write(false);
|
|
}
|
|
|
|
//monster spawn settings
|
|
List<string> monsterNames = monsterEnabled.Keys.ToList();
|
|
foreach (string s in monsterNames)
|
|
{
|
|
msg.Write(monsterEnabled[s]);
|
|
}
|
|
msg.WritePadBits();
|
|
|
|
CompressOutgoingMessage(msg);
|
|
|
|
server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
|
|
}
|
|
|
|
public void EndGame()
|
|
{
|
|
if (!gameStarted) return;
|
|
|
|
string endMessage = "The round has ended." + '\n';
|
|
|
|
if (TraitorManager != null)
|
|
{
|
|
endMessage += TraitorManager.GetEndMessage();
|
|
}
|
|
|
|
Mission mission = GameMain.GameSession.Mission;
|
|
GameMain.GameSession.GameMode.End(endMessage);
|
|
|
|
if (autoRestart)
|
|
{
|
|
AutoRestartTimer = AutoRestartInterval;
|
|
//send a netlobby update to get the clients' autorestart timers up to date
|
|
GameMain.NetLobbyScreen.LastUpdateID++;
|
|
}
|
|
|
|
if (SaveServerLogs) ServerLog.Save();
|
|
|
|
Character.Controlled = null;
|
|
|
|
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
|
|
#if CLIENT
|
|
myCharacter = null;
|
|
GameMain.LightManager.LosEnabled = false;
|
|
#endif
|
|
|
|
entityEventManager.Clear();
|
|
foreach (Client c in connectedClients)
|
|
{
|
|
c.EntityEventLastSent.Clear();
|
|
c.PendingPositionUpdates.Clear();
|
|
}
|
|
|
|
#if DEBUG
|
|
messageCount.Clear();
|
|
#endif
|
|
|
|
respawnManager = null;
|
|
gameStarted = false;
|
|
|
|
if (connectedClients.Count > 0)
|
|
{
|
|
NetOutgoingMessage msg = server.CreateMessage();
|
|
msg.Write((byte)ServerPacketHeader.ENDGAME);
|
|
msg.Write(endMessage);
|
|
msg.Write(mission != null && mission.Completed);
|
|
|
|
CompressOutgoingMessage(msg);
|
|
if (server.ConnectionsCount > 0)
|
|
{
|
|
server.SendMessage(msg, server.Connections, NetDeliveryMethod.ReliableOrdered, 0);
|
|
}
|
|
|
|
foreach (Client client in connectedClients)
|
|
{
|
|
client.Character = null;
|
|
client.HasSpawned = false;
|
|
client.InGame = false;
|
|
}
|
|
}
|
|
|
|
CoroutineManager.StartCoroutine(EndCinematic(), "EndCinematic");
|
|
|
|
GameMain.NetLobbyScreen.RandomizeSettings();
|
|
}
|
|
|
|
public IEnumerable<object> EndCinematic()
|
|
{
|
|
float endPreviewLength = 10.0f;
|
|
|
|
var cinematic = new RoundEndCinematic(Submarine.MainSub, GameMain.GameScreen.Cam, endPreviewLength);
|
|
|
|
do
|
|
{
|
|
yield return CoroutineStatus.Running;
|
|
} while (cinematic.Running);
|
|
|
|
Submarine.Unload();
|
|
entityEventManager.Clear();
|
|
|
|
GameMain.NetLobbyScreen.Select();
|
|
|
|
yield return CoroutineStatus.Success;
|
|
}
|
|
|
|
public override void KickPlayer(string playerName, string reason)
|
|
{
|
|
playerName = playerName.ToLowerInvariant();
|
|
|
|
Client client = connectedClients.Find(c =>
|
|
c.Name.ToLowerInvariant() == playerName ||
|
|
(c.Character != null && c.Character.Name.ToLowerInvariant() == playerName));
|
|
|
|
KickClient(client, reason);
|
|
}
|
|
|
|
public void KickClient(NetConnection conn, string reason)
|
|
{
|
|
Client client = connectedClients.Find(c => c.Connection == conn);
|
|
KickClient(client, reason);
|
|
}
|
|
|
|
public void KickClient(Client client, string reason)
|
|
{
|
|
if (client == null) return;
|
|
|
|
string msg = DisconnectReason.Kicked.ToString();
|
|
if (!string.IsNullOrWhiteSpace(reason)) msg += ";\nReason: " + reason;
|
|
DisconnectClient(client, client.Name + " has been kicked from the server.", msg);
|
|
}
|
|
|
|
public override void BanPlayer(string playerName, string reason, bool range = false, TimeSpan? duration = null)
|
|
{
|
|
playerName = playerName.ToLowerInvariant();
|
|
|
|
Client client = connectedClients.Find(c =>
|
|
c.Name.ToLowerInvariant() == playerName ||
|
|
(c.Character != null && c.Character.Name.ToLowerInvariant() == playerName));
|
|
|
|
if (client == null)
|
|
{
|
|
DebugConsole.ThrowError("Client \"" + playerName + "\" not found.");
|
|
return;
|
|
}
|
|
|
|
BanClient(client, reason, range, duration);
|
|
}
|
|
|
|
public override void UnbanPlayer(string playerName, string playerIP)
|
|
{
|
|
playerName = playerName.ToLowerInvariant();
|
|
if (!string.IsNullOrEmpty(playerIP))
|
|
{
|
|
banList.UnbanIP(playerIP);
|
|
}
|
|
else if (!string.IsNullOrEmpty(playerName))
|
|
{
|
|
banList.UnbanPlayer(playerName);
|
|
}
|
|
}
|
|
|
|
public void BanClient(Client client, string reason, bool range = false, TimeSpan? duration = null)
|
|
{
|
|
if (client == null) return;
|
|
|
|
string msg = DisconnectReason.Banned.ToString();
|
|
if (!string.IsNullOrWhiteSpace(reason)) msg += ";\nReason: " + reason;
|
|
DisconnectClient(client, client.Name + " has been banned from the server.", msg);
|
|
|
|
if (client.SteamID == 0 || range)
|
|
{
|
|
string ip = client.Connection.RemoteEndPoint.Address.ToString();
|
|
if (range) { ip = banList.ToRange(ip); }
|
|
banList.BanPlayer(client.Name, ip, reason, duration);
|
|
}
|
|
if (client.SteamID > 0)
|
|
{
|
|
banList.BanPlayer(client.Name, client.SteamID, reason, duration);
|
|
}
|
|
}
|
|
|
|
public void DisconnectClient(NetConnection senderConnection, string msg = "", string targetmsg = "")
|
|
{
|
|
Client client = connectedClients.Find(x => x.Connection == senderConnection);
|
|
if (client == null) return;
|
|
|
|
DisconnectClient(client, msg, targetmsg);
|
|
}
|
|
|
|
public void DisconnectClient(Client client, string msg = "", string targetmsg = "")
|
|
{
|
|
if (client == null) return;
|
|
|
|
if (gameStarted && client.Character != null)
|
|
{
|
|
client.Character.ClientDisconnected = true;
|
|
client.Character.ClearInputs();
|
|
}
|
|
|
|
client.Character = null;
|
|
client.HasSpawned = false;
|
|
client.InGame = false;
|
|
|
|
if (string.IsNullOrWhiteSpace(msg)) msg = client.Name + " has left the server";
|
|
if (string.IsNullOrWhiteSpace(targetmsg)) targetmsg = "You have left the server";
|
|
|
|
Log(msg, ServerLog.MessageType.ServerMessage);
|
|
|
|
if (client.SteamID > 0) { SteamManager.StopAuthSession(client.SteamID); }
|
|
|
|
client.Connection.Disconnect(targetmsg);
|
|
connectedClients.Remove(client);
|
|
|
|
#if CLIENT
|
|
GameMain.NetLobbyScreen.RemovePlayer(client.Name);
|
|
Voting.UpdateVoteTexts(connectedClients, VoteType.Sub);
|
|
Voting.UpdateVoteTexts(connectedClients, VoteType.Mode);
|
|
#endif
|
|
|
|
UpdateVoteStatus();
|
|
|
|
SendChatMessage(msg, ChatMessageType.Server);
|
|
|
|
UpdateCrewFrame();
|
|
|
|
refreshMasterTimer = DateTime.Now;
|
|
}
|
|
|
|
private void UpdateCrewFrame()
|
|
{
|
|
foreach (Client c in connectedClients)
|
|
{
|
|
if (c.Character == null || !c.InGame) continue;
|
|
}
|
|
}
|
|
|
|
public void SendDirectChatMessage(string txt, Client recipient)
|
|
{
|
|
ChatMessage msg = ChatMessage.Create("", txt, ChatMessageType.Server, null);
|
|
SendDirectChatMessage(msg, recipient);
|
|
}
|
|
|
|
public void SendConsoleMessage(string txt, Client recipient)
|
|
{
|
|
ChatMessage msg = ChatMessage.Create("", txt, ChatMessageType.Console, null);
|
|
SendDirectChatMessage(msg, recipient);
|
|
}
|
|
|
|
public void SendDirectChatMessage(ChatMessage msg, Client recipient)
|
|
{
|
|
msg.NetStateID = recipient.ChatMsgQueue.Count > 0 ?
|
|
(ushort)(recipient.ChatMsgQueue.Last().NetStateID + 1) :
|
|
(ushort)(recipient.LastRecvChatMsgID + 1);
|
|
|
|
recipient.ChatMsgQueue.Add(msg);
|
|
recipient.LastChatMsgQueueID = msg.NetStateID;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add the message to the chatbox and pass it to all clients who can receive it
|
|
/// </summary>
|
|
public void SendChatMessage(string message, ChatMessageType? type = null, Client senderClient = null, Character senderCharacter = null)
|
|
{
|
|
string senderName = "";
|
|
|
|
Client targetClient = null;
|
|
|
|
if (type == null)
|
|
{
|
|
string command = ChatMessage.GetChatMessageCommand(message, out string tempStr);
|
|
switch (command.ToLowerInvariant())
|
|
{
|
|
case "r":
|
|
case "radio":
|
|
type = ChatMessageType.Radio;
|
|
break;
|
|
case "d":
|
|
case "dead":
|
|
type = ChatMessageType.Dead;
|
|
break;
|
|
default:
|
|
if (command != "")
|
|
{
|
|
if (command == name.ToLowerInvariant())
|
|
{
|
|
//a private message to the host
|
|
}
|
|
else
|
|
{
|
|
targetClient = connectedClients.Find(c =>
|
|
command == c.Name.ToLowerInvariant() ||
|
|
(c.Character != null && command == c.Character.Name.ToLowerInvariant()));
|
|
|
|
if (targetClient == null)
|
|
{
|
|
if (senderClient != null)
|
|
{
|
|
var chatMsg = ChatMessage.Create(
|
|
"", "Player \"" + command + "\" not found!",
|
|
ChatMessageType.Error, null);
|
|
|
|
chatMsg.NetStateID = senderClient.ChatMsgQueue.Count > 0 ?
|
|
(ushort)(senderClient.ChatMsgQueue.Last().NetStateID + 1) :
|
|
(ushort)(senderClient.LastRecvChatMsgID + 1);
|
|
|
|
senderClient.ChatMsgQueue.Add(chatMsg);
|
|
senderClient.LastChatMsgQueueID = chatMsg.NetStateID;
|
|
}
|
|
else
|
|
{
|
|
AddChatMessage("Player \"" + command + "\" not found!", ChatMessageType.Error);
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
type = ChatMessageType.Private;
|
|
}
|
|
else
|
|
{
|
|
type = ChatMessageType.Default;
|
|
}
|
|
break;
|
|
}
|
|
|
|
message = tempStr;
|
|
}
|
|
|
|
if (gameStarted)
|
|
{
|
|
if (senderClient == null)
|
|
{
|
|
//msg sent by the server
|
|
if (senderCharacter == null)
|
|
{
|
|
if (Character.Controlled != null && Character.Controlled.SpeechImpediment < 100.0f)
|
|
{
|
|
senderCharacter = Character.Controlled;
|
|
senderName = Character.Controlled == null ? name : Character.Controlled.Name;
|
|
}
|
|
else
|
|
{
|
|
senderCharacter = myCharacter;
|
|
senderName = myCharacter == null ? name : myCharacter.Name;
|
|
}
|
|
}
|
|
else //msg sent by an AI character
|
|
{
|
|
senderName = senderCharacter.Name;
|
|
}
|
|
}
|
|
else //msg sent by a client
|
|
{
|
|
senderCharacter = senderClient.Character;
|
|
senderName = senderCharacter == null ? senderClient.Name : senderCharacter.Name;
|
|
|
|
//sender doesn't have a character or the character can't speak -> only ChatMessageType.Dead allowed
|
|
if (senderCharacter == null || senderCharacter.IsDead || senderCharacter.SpeechImpediment >= 100.0f)
|
|
{
|
|
type = ChatMessageType.Dead;
|
|
}
|
|
else if (type == ChatMessageType.Private)
|
|
{
|
|
//sender has an alive character, sending private messages not allowed
|
|
return;
|
|
}
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (senderClient == null)
|
|
{
|
|
//msg sent by the server
|
|
if (senderCharacter == null)
|
|
{
|
|
senderName = name;
|
|
}
|
|
else //sent by an AI character, not allowed when the game is not running
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else //msg sent by a client
|
|
{
|
|
//game not started -> clients can only send normal and private chatmessages
|
|
if (type != ChatMessageType.Private) type = ChatMessageType.Default;
|
|
senderName = senderClient.Name;
|
|
}
|
|
}
|
|
|
|
//check if the client is allowed to send the message
|
|
WifiComponent senderRadio = null;
|
|
switch (type)
|
|
{
|
|
case ChatMessageType.Radio:
|
|
case ChatMessageType.Order:
|
|
if (senderCharacter == null) return;
|
|
|
|
//return if senderCharacter doesn't have a working radio
|
|
var radio = senderCharacter.Inventory?.Items.FirstOrDefault(i => i != null && i.GetComponent<WifiComponent>() != null);
|
|
if (radio == null || !senderCharacter.HasEquippedItem(radio)) return;
|
|
|
|
senderRadio = radio.GetComponent<WifiComponent>();
|
|
if (!senderRadio.CanTransmit()) return;
|
|
break;
|
|
case ChatMessageType.Dead:
|
|
//character still alive and capable of speaking -> dead chat not allowed
|
|
if (senderClient != null && senderCharacter != null && !senderCharacter.IsDead && senderCharacter.SpeechImpediment < 100.0f)
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (type == ChatMessageType.Server)
|
|
{
|
|
senderName = null;
|
|
senderCharacter = null;
|
|
}
|
|
else if (type == ChatMessageType.Radio)
|
|
{
|
|
//send to chat-linked wifi components
|
|
senderRadio.TransmitSignal(0, message, senderRadio.Item, senderCharacter, false);
|
|
}
|
|
|
|
//check which clients can receive the message and apply distance effects
|
|
foreach (Client client in ConnectedClients)
|
|
{
|
|
string modifiedMessage = message;
|
|
|
|
switch (type)
|
|
{
|
|
case ChatMessageType.Default:
|
|
case ChatMessageType.Radio:
|
|
case ChatMessageType.Order:
|
|
if (senderCharacter != null &&
|
|
client.Character != null && !client.Character.IsDead)
|
|
{
|
|
modifiedMessage = ChatMessage.ApplyDistanceEffect(message, (ChatMessageType)type, senderCharacter, client.Character);
|
|
|
|
//too far to hear the msg -> don't send
|
|
if (string.IsNullOrWhiteSpace(modifiedMessage)) continue;
|
|
}
|
|
break;
|
|
case ChatMessageType.Dead:
|
|
//character still alive -> don't send
|
|
if (client != senderClient && client.Character != null && !client.Character.IsDead) continue;
|
|
break;
|
|
case ChatMessageType.Private:
|
|
//private msg sent to someone else than this client -> don't send
|
|
if (client != targetClient && client != senderClient) continue;
|
|
break;
|
|
}
|
|
|
|
var chatMsg = ChatMessage.Create(
|
|
senderName,
|
|
modifiedMessage,
|
|
(ChatMessageType)type,
|
|
senderCharacter);
|
|
|
|
SendDirectChatMessage(chatMsg, client);
|
|
}
|
|
|
|
if (type.Value != ChatMessageType.MessageBox)
|
|
{
|
|
string myReceivedMessage = message;
|
|
if (gameStarted && myCharacter != null && senderCharacter != null)
|
|
{
|
|
myReceivedMessage = ChatMessage.ApplyDistanceEffect(message, (ChatMessageType)type, senderCharacter, myCharacter);
|
|
}
|
|
|
|
if (!string.IsNullOrWhiteSpace(myReceivedMessage) &&
|
|
(targetClient == null || senderClient == null))
|
|
{
|
|
AddChatMessage(myReceivedMessage, (ChatMessageType)type, senderName, senderCharacter);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SendOrderChatMessage(OrderChatMessage message)
|
|
{
|
|
if (message.Sender == null || message.Sender.SpeechImpediment >= 100.0f) return;
|
|
ChatMessageType messageType = ChatMessage.CanUseRadio(message.Sender) ? ChatMessageType.Radio : ChatMessageType.Default;
|
|
|
|
//check which clients can receive the message and apply distance effects
|
|
foreach (Client client in ConnectedClients)
|
|
{
|
|
string modifiedMessage = message.Text;
|
|
|
|
if (message.Sender != null &&
|
|
client.Character != null && !client.Character.IsDead)
|
|
{
|
|
modifiedMessage = ChatMessage.ApplyDistanceEffect(message.Text, messageType, message.Sender, client.Character);
|
|
|
|
//too far to hear the msg -> don't send
|
|
if (string.IsNullOrWhiteSpace(modifiedMessage)) continue;
|
|
}
|
|
|
|
SendDirectChatMessage(message, client);
|
|
}
|
|
|
|
string myReceivedMessage = message.Text;
|
|
if (gameStarted && myCharacter != null)
|
|
{
|
|
myReceivedMessage = ChatMessage.ApplyDistanceEffect(message.Text, messageType, message.Sender, myCharacter);
|
|
}
|
|
|
|
if (!string.IsNullOrWhiteSpace(myReceivedMessage))
|
|
{
|
|
AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, myReceivedMessage, message.TargetEntity, message.TargetCharacter, message.Sender));
|
|
}
|
|
}
|
|
|
|
private void FileTransferChanged(FileSender.FileTransferOut transfer)
|
|
{
|
|
Client recipient = connectedClients.Find(c => c.Connection == transfer.Connection);
|
|
#if CLIENT
|
|
UpdateFileTransferIndicator(recipient);
|
|
#endif
|
|
}
|
|
|
|
public void SendCancelTransferMsg(FileSender.FileTransferOut transfer)
|
|
{
|
|
NetOutgoingMessage msg = server.CreateMessage();
|
|
msg.Write((byte)ServerPacketHeader.FILE_TRANSFER);
|
|
msg.Write((byte)FileTransferMessageType.Cancel);
|
|
msg.Write((byte)transfer.SequenceChannel);
|
|
CompressOutgoingMessage(msg);
|
|
server.SendMessage(msg, transfer.Connection, NetDeliveryMethod.ReliableOrdered, transfer.SequenceChannel);
|
|
}
|
|
|
|
public void UpdateVoteStatus()
|
|
{
|
|
if (server.Connections.Count == 0|| connectedClients.Count == 0) return;
|
|
|
|
Client.UpdateKickVotes(connectedClients);
|
|
|
|
var clientsToKick = connectedClients.FindAll(c => c.KickVoteCount >= connectedClients.Count * KickVoteRequiredRatio);
|
|
foreach (Client c in clientsToKick)
|
|
{
|
|
SendChatMessage(c.Name + " has been kicked from the server.", ChatMessageType.Server, null);
|
|
KickClient(c, "Kicked by vote");
|
|
BanClient(c, "Kicked by vote (auto ban)", duration: TimeSpan.FromSeconds(AutoBanTime));
|
|
}
|
|
|
|
GameMain.NetLobbyScreen.LastUpdateID++;
|
|
|
|
SendVoteStatus(connectedClients);
|
|
|
|
if (Voting.AllowEndVoting && EndVoteMax > 0 &&
|
|
(EndVoteCount / (float)EndVoteMax) >= EndVoteRequiredRatio)
|
|
{
|
|
Log("Ending round by votes (" + EndVoteCount + "/" + (EndVoteMax - EndVoteCount) + ")", ServerLog.MessageType.ServerMessage);
|
|
EndGame();
|
|
}
|
|
}
|
|
|
|
public void SendVoteStatus(List<Client> recipients)
|
|
{
|
|
NetOutgoingMessage msg = server.CreateMessage();
|
|
msg.Write((byte)ServerPacketHeader.UPDATE_LOBBY);
|
|
msg.Write((byte)ServerNetObject.VOTE);
|
|
Voting.ServerWrite(msg);
|
|
msg.Write((byte)ServerNetObject.END_OF_MESSAGE);
|
|
|
|
CompressOutgoingMessage(msg);
|
|
|
|
server.SendMessage(msg, recipients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
|
|
}
|
|
|
|
public void UpdateClientPermissions(Client client)
|
|
{
|
|
if (client.SteamID > 0)
|
|
{
|
|
clientPermissions.RemoveAll(cp => cp.SteamID == client.SteamID);
|
|
if (client.Permissions != ClientPermissions.None)
|
|
{
|
|
clientPermissions.Add(new SavedClientPermission(
|
|
client.Name,
|
|
client.SteamID,
|
|
client.Permissions,
|
|
client.PermittedConsoleCommands));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
clientPermissions.RemoveAll(cp => cp.IP == client.Connection.RemoteEndPoint.Address.ToString());
|
|
if (client.Permissions != ClientPermissions.None)
|
|
{
|
|
clientPermissions.Add(new SavedClientPermission(
|
|
client.Name,
|
|
client.Connection.RemoteEndPoint.Address.ToString(),
|
|
client.Permissions,
|
|
client.PermittedConsoleCommands));
|
|
}
|
|
}
|
|
|
|
var msg = server.CreateMessage();
|
|
msg.Write((byte)ServerPacketHeader.PERMISSIONS);
|
|
WritePermissions(msg, client);
|
|
|
|
CompressOutgoingMessage(msg);
|
|
|
|
server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
|
|
|
|
SaveClientPermissions();
|
|
}
|
|
|
|
private void WritePermissions(NetBuffer msg, Client client)
|
|
{
|
|
msg.Write((UInt16)client.Permissions);
|
|
if (client.Permissions.HasFlag(ClientPermissions.ConsoleCommands))
|
|
{
|
|
msg.Write((UInt16)client.PermittedConsoleCommands.Sum(c => c.names.Length));
|
|
foreach (DebugConsole.Command command in client.PermittedConsoleCommands)
|
|
{
|
|
foreach (string commandName in command.names)
|
|
{
|
|
msg.Write(commandName);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void GiveAchievement(Character character, string achievementIdentifier)
|
|
{
|
|
achievementIdentifier = achievementIdentifier.ToLowerInvariant();
|
|
foreach (Client client in connectedClients)
|
|
{
|
|
if (client.Character == character)
|
|
{
|
|
GiveAchievement(client, achievementIdentifier);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void GiveAchievement(Client client, string achievementIdentifier)
|
|
{
|
|
if (client.GivenAchievements.Contains(achievementIdentifier)) return;
|
|
client.GivenAchievements.Add(achievementIdentifier);
|
|
|
|
var msg = server.CreateMessage();
|
|
msg.Write((byte)ServerPacketHeader.ACHIEVEMENT);
|
|
msg.Write(achievementIdentifier);
|
|
|
|
CompressOutgoingMessage(msg);
|
|
|
|
server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
|
|
}
|
|
|
|
public void SetClientCharacter(Client client, Character newCharacter)
|
|
{
|
|
if (client == null) return;
|
|
|
|
//the client's previous character is no longer a remote player
|
|
if (client.Character != null)
|
|
{
|
|
client.Character.IsRemotePlayer = false;
|
|
client.Character.OwnerClientIP = null;
|
|
client.Character.OwnerClientName = null;
|
|
}
|
|
|
|
if (newCharacter == null)
|
|
{
|
|
if (client.Character != null) //removing control of the current character
|
|
{
|
|
CreateEntityEvent(client.Character, new object[] { NetEntityEvent.Type.Control, null });
|
|
client.Character = null;
|
|
}
|
|
}
|
|
else //taking control of a new character
|
|
{
|
|
newCharacter.ClientDisconnected = false;
|
|
newCharacter.KillDisconnectedTimer = 0.0f;
|
|
newCharacter.ResetNetState();
|
|
if (client.Character != null)
|
|
{
|
|
newCharacter.LastNetworkUpdateID = client.Character.LastNetworkUpdateID;
|
|
}
|
|
|
|
newCharacter.OwnerClientIP = client.Connection.RemoteEndPoint.Address.ToString();
|
|
newCharacter.OwnerClientName = client.Name;
|
|
newCharacter.IsRemotePlayer = true;
|
|
newCharacter.Enabled = true;
|
|
client.Character = newCharacter;
|
|
CreateEntityEvent(newCharacter, new object[] { NetEntityEvent.Type.Control, client });
|
|
}
|
|
}
|
|
|
|
private void UpdateCharacterInfo(NetIncomingMessage message, Client sender)
|
|
{
|
|
sender.SpectateOnly = message.ReadBoolean() && AllowSpectating;
|
|
if (sender.SpectateOnly)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Gender gender = Gender.Male;
|
|
Race race = Race.White;
|
|
int headSpriteId = 0;
|
|
try
|
|
{
|
|
gender = message.ReadBoolean() ? Gender.Male : Gender.Female;
|
|
race = (Race)message.ReadByte();
|
|
headSpriteId = message.ReadByte();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
//gender = Gender.Male;
|
|
//race = Race.White;
|
|
//headSpriteId = 0;
|
|
DebugConsole.Log("Received invalid characterinfo from \"" + sender.Name + "\"! { " + e.Message + " }");
|
|
}
|
|
int hairIndex = message.ReadByte();
|
|
int beardIndex = message.ReadByte();
|
|
int moustacheIndex = message.ReadByte();
|
|
int faceAttachmentIndex = message.ReadByte();
|
|
|
|
List<JobPrefab> jobPreferences = new List<JobPrefab>();
|
|
int count = message.ReadByte();
|
|
for (int i = 0; i < Math.Min(count, 3); i++)
|
|
{
|
|
string jobIdentifier = message.ReadString();
|
|
|
|
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Identifier == jobIdentifier);
|
|
if (jobPrefab != null) jobPreferences.Add(jobPrefab);
|
|
}
|
|
|
|
sender.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, sender.Name, gender)
|
|
{
|
|
Race = race,
|
|
HairIndex = hairIndex,
|
|
BeardIndex = beardIndex,
|
|
MoustacheIndex = moustacheIndex,
|
|
FaceAttachmentIndex = faceAttachmentIndex
|
|
};
|
|
sender.CharacterInfo.Head.HeadSpriteId = headSpriteId;
|
|
sender.CharacterInfo.LoadHeadAttachments();
|
|
|
|
//if the client didn't provide job preferences, we'll use the preferences that are randomly assigned in the Client constructor
|
|
Debug.Assert(sender.JobPreferences.Count > 0);
|
|
if (jobPreferences.Count > 0)
|
|
{
|
|
sender.JobPreferences = jobPreferences;
|
|
}
|
|
}
|
|
|
|
public void AssignJobs(List<Client> unassigned, bool assignHost)
|
|
{
|
|
unassigned = new List<Client>(unassigned);
|
|
|
|
Dictionary<JobPrefab, int> assignedClientCount = new Dictionary<JobPrefab, int>();
|
|
foreach (JobPrefab jp in JobPrefab.List)
|
|
{
|
|
assignedClientCount.Add(jp, 0);
|
|
}
|
|
|
|
int teamID = 0;
|
|
if (unassigned.Count > 0) teamID = unassigned[0].TeamID;
|
|
|
|
if (assignHost)
|
|
{
|
|
if (characterInfo != null)
|
|
{
|
|
assignedClientCount[characterInfo.Job.Prefab] = 1;
|
|
}
|
|
else if (myCharacter?.Info?.Job != null && !myCharacter.IsDead)
|
|
{
|
|
assignedClientCount[myCharacter.Info.Job.Prefab] = 1;
|
|
}
|
|
}
|
|
//not reassigning server host, but add to the job count if the host already has a character
|
|
else if (myCharacter?.Info?.Job != null && !myCharacter.IsDead && myCharacter.TeamID == teamID)
|
|
{
|
|
assignedClientCount[myCharacter.Info.Job.Prefab]++;
|
|
}
|
|
|
|
//if we're playing a multiplayer campaign, check which clients already have a character and a job
|
|
//(characters are persistent in campaigns)
|
|
if (GameMain.GameSession.GameMode is MultiPlayerCampaign multiplayerCampaign)
|
|
{
|
|
var campaignAssigned = multiplayerCampaign.GetAssignedJobs(connectedClients);
|
|
//remove already assigned clients from unassigned
|
|
unassigned.RemoveAll(u => campaignAssigned.ContainsKey(u));
|
|
//add up to assigned client count
|
|
foreach (KeyValuePair<Client, Job> clientJob in campaignAssigned)
|
|
{
|
|
assignedClientCount[clientJob.Value.Prefab]++;
|
|
clientJob.Key.AssignedJob = clientJob.Value.Prefab;
|
|
}
|
|
}
|
|
|
|
//count the clients who already have characters with an assigned job
|
|
foreach (Client c in connectedClients)
|
|
{
|
|
if (c.TeamID != teamID || unassigned.Contains(c)) continue;
|
|
if (c.Character?.Info?.Job != null && !c.Character.IsDead)
|
|
{
|
|
assignedClientCount[c.Character.Info.Job.Prefab]++;
|
|
}
|
|
}
|
|
|
|
//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.Count == 0) continue;
|
|
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;
|
|
|
|
foreach (JobPrefab jobPrefab in JobPrefab.List)
|
|
{
|
|
if (unassigned.Count == 0) break;
|
|
if (jobPrefab.MinNumber < 1 || assignedClientCount[jobPrefab] >= jobPrefab.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, true);
|
|
|
|
assignedClient.AssignedJob = jobPrefab;
|
|
assignedClientCount[jobPrefab]++;
|
|
unassigned.Remove(assignedClient);
|
|
|
|
//the job still needs more crew members, set unassignedJobsFound to true to keep the while loop running
|
|
if (assignedClientCount[jobPrefab] < jobPrefab.MinNumber) unassignedJobsFound = true;
|
|
}
|
|
}
|
|
|
|
//attempt to give the clients a job they have in their job preferences
|
|
for (int i = unassigned.Count - 1; i >= 0; i--)
|
|
{
|
|
foreach (JobPrefab preferredJob in unassigned[i].JobPreferences)
|
|
{
|
|
//the maximum number of players that can have this job hasn't been reached yet
|
|
// -> assign it to the client
|
|
if (assignedClientCount[preferredJob] < preferredJob.MaxNumber && unassigned[i].Karma >= preferredJob.MinKarma)
|
|
{
|
|
unassigned[i].AssignedJob = preferredJob;
|
|
assignedClientCount[preferredJob]++;
|
|
unassigned.RemoveAt(i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//give random jobs to rest of the clients
|
|
foreach (Client c in unassigned)
|
|
{
|
|
//find all jobs that are still available
|
|
var remainingJobs = JobPrefab.List.FindAll(jp => assignedClientCount[jp] < jp.MaxNumber && c.Karma >= jp.MinKarma);
|
|
|
|
//all jobs taken, give a random job
|
|
if (remainingJobs.Count == 0)
|
|
{
|
|
DebugConsole.ThrowError("Failed to assign a suitable job for \"" + c.Name + "\" (all jobs already have the maximum numbers of players). Assigning a random job...");
|
|
int jobIndex = Rand.Range(0, JobPrefab.List.Count);
|
|
int skips = 0;
|
|
while (c.Karma < JobPrefab.List[jobIndex].MinKarma)
|
|
{
|
|
jobIndex++;
|
|
skips++;
|
|
if (jobIndex >= JobPrefab.List.Count) jobIndex -= JobPrefab.List.Count;
|
|
if (skips >= JobPrefab.List.Count) break;
|
|
}
|
|
c.AssignedJob = JobPrefab.List[jobIndex];
|
|
assignedClientCount[c.AssignedJob]++;
|
|
}
|
|
else //some jobs still left, choose one of them by random
|
|
{
|
|
c.AssignedJob = remainingJobs[Rand.Range(0, remainingJobs.Count)];
|
|
assignedClientCount[c.AssignedJob]++;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void AssignBotJobs(List<CharacterInfo> bots, int teamID)
|
|
{
|
|
Dictionary<JobPrefab, int> assignedPlayerCount = new Dictionary<JobPrefab, int>();
|
|
foreach (JobPrefab jp in JobPrefab.List)
|
|
{
|
|
assignedPlayerCount.Add(jp, 0);
|
|
}
|
|
|
|
if (myCharacter?.Info?.Job != null && !myCharacter.IsDead && myCharacter.TeamID == teamID)
|
|
{
|
|
assignedPlayerCount[myCharacter.Info.Job.Prefab]++;
|
|
}
|
|
else if (characterInfo?.Job != null && characterInfo.TeamID == teamID)
|
|
{
|
|
assignedPlayerCount[characterInfo?.Job.Prefab]++;
|
|
}
|
|
|
|
//count the clients who already have characters with an assigned job
|
|
foreach (Client c in connectedClients)
|
|
{
|
|
if (c.TeamID != teamID) continue;
|
|
if (c.Character?.Info?.Job != null && !c.Character.IsDead)
|
|
{
|
|
assignedPlayerCount[c.Character.Info.Job.Prefab]++;
|
|
}
|
|
else if (c.CharacterInfo?.Job != null)
|
|
{
|
|
assignedPlayerCount[c.CharacterInfo?.Job.Prefab]++;
|
|
}
|
|
}
|
|
|
|
List<CharacterInfo> unassignedBots = new List<CharacterInfo>(bots);
|
|
foreach (CharacterInfo bot in bots)
|
|
{
|
|
foreach (JobPrefab jobPrefab in JobPrefab.List)
|
|
{
|
|
if (jobPrefab.MinNumber < 1 || assignedPlayerCount[jobPrefab] >= jobPrefab.MinNumber) continue;
|
|
bot.Job = new Job(jobPrefab);
|
|
assignedPlayerCount[jobPrefab]++;
|
|
unassignedBots.Remove(bot);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//find a suitable job for the rest of the players
|
|
foreach (CharacterInfo c in unassignedBots)
|
|
{
|
|
//find all jobs that are still available
|
|
var remainingJobs = JobPrefab.List.FindAll(jp => assignedPlayerCount[jp] < jp.MaxNumber);
|
|
//all jobs taken, give a random job
|
|
if (remainingJobs.Count == 0)
|
|
{
|
|
DebugConsole.ThrowError("Failed to assign a suitable job for bot \"" + c.Name + "\" (all jobs already have the maximum numbers of players). Assigning a random job...");
|
|
c.Job = new Job(JobPrefab.List[Rand.Range(0, JobPrefab.List.Count)]);
|
|
assignedPlayerCount[c.Job.Prefab]++;
|
|
}
|
|
else //some jobs still left, choose one of them by random
|
|
{
|
|
c.Job = new Job(remainingJobs[Rand.Range(0, remainingJobs.Count)]);
|
|
assignedPlayerCount[c.Job.Prefab]++;
|
|
}
|
|
}
|
|
}
|
|
|
|
private Client FindClientWithJobPreference(List<Client> clients, JobPrefab job, bool forceAssign = false)
|
|
{
|
|
int bestPreference = 0;
|
|
Client preferredClient = null;
|
|
foreach (Client c in clients)
|
|
{
|
|
if (c.Karma < job.MinKarma) continue;
|
|
int index = c.JobPreferences.IndexOf(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;
|
|
}
|
|
|
|
public static void Log(string line, ServerLog.MessageType messageType)
|
|
{
|
|
if (GameMain.Server == null || !GameMain.Server.SaveServerLogs) return;
|
|
|
|
GameMain.Server.ServerLog.WriteLine(line, messageType);
|
|
|
|
foreach (Client client in GameMain.Server.ConnectedClients)
|
|
{
|
|
if (!client.HasPermission(ClientPermissions.ServerLog)) continue;
|
|
//use sendername as the message type
|
|
GameMain.Server.SendDirectChatMessage(
|
|
ChatMessage.Create(messageType.ToString(), line, ChatMessageType.ServerLog, null),
|
|
client);
|
|
}
|
|
}
|
|
|
|
public override void Disconnect()
|
|
{
|
|
banList.Save();
|
|
SaveSettings();
|
|
SteamManager.CloseServer();
|
|
|
|
if (registeredToMaster)
|
|
{
|
|
if (restClient != null)
|
|
{
|
|
var request = new RestRequest("masterserver2.php", Method.GET);
|
|
request.AddParameter("action", "removeserver");
|
|
request.AddParameter("serverport", Port);
|
|
restClient.Execute(request);
|
|
restClient = null;
|
|
}
|
|
}
|
|
|
|
if (SaveServerLogs)
|
|
{
|
|
Log("Shutting down the server...", ServerLog.MessageType.ServerMessage);
|
|
ServerLog.Save();
|
|
}
|
|
|
|
GameAnalyticsManager.AddDesignEvent("GameServer:ShutDown");
|
|
server.Shutdown("The server has been shut down");
|
|
}
|
|
}
|
|
}
|