Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/Source/Networking/Voting.cs
T
Joonas Rikkonen 80ab27df22 c2e39cc...409d4d9
commit 409d4d96ead69028a164274637d23e350acb73fb
Merge: 95169f539 26e89c63d
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:27 2019 +0200

    Merge branch 'dev' of github.com:Regalis11/Barotrauma into dev

commit 95169f53937f9a7e168a884171eaa21ae7f08023
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:11 2019 +0200

    Modified: ServerMessage structure to allow _ ; in player & submarine names

commit 26e89c63dc8da771aea9f09978a630a6cff60a6f
Merge: b7646d06d fb0b821bc
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:42:44 2019 +0200

    Merge branch 'kuraiookami-logicExpantion' into dev

    # Conflicts:
    #       Barotrauma/BarotraumaShared/SharedContent.projitems

commit fb0b821bc97891cdeec8f2c740a12119696393ea
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:41:21 2019 +0200

    Use invariant culture when parsing floats or converting them to strings in signal components

commit f0c8afba934b41358cf5d59a22b87caf33f98a61
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:00:44 2019 +0200

    Update new signal components to use identifiers & added names and descriptions to the text file, use invariant culture in equalscomponent, memorycomponent doesn't require the signals to be floats

commit 674d9ec804fc4770b602d4b09240b08cafc8ccec
Merge: 3ea33fb54 242e2429f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 12:01:27 2019 +0200

    Merge branch 'logicExpantion' of https://github.com/kuraiookami/Barotrauma into kuraiookami-logicExpantion

    # Conflicts:
    #       Barotrauma/BarotraumaShared/BarotraumaShared.projitems
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Power/PowerContainer.cs
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Signal/AdderComponent.cs

commit b7646d06d53fb05227276e6286d0e15da5dc9080
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:37:33 2019 +0200

    Re-enabled multiplayer campaign

commit cf7258f6410a5995c881ec6e95eb9def5cd90ad4
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:28:48 2019 +0200

    Fixed item interfaces getting repositioned every frame when the editing HUD is open. Closes #1212

commit e8906239c779cf71de694bc65c81058e5cae16ef
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:12:05 2019 +0200

    Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device. Closes #1262

commit a30f47fbe47fde4fccb0453c1773a76d730d226b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 10 19:04:59 2019 +0200

    Disable audio instead of crashing if no audio device is found. Closes #1214

commit 242e2429fd2c3ed199ac26b55e2cbdc8636e73f9
Author: Darkwolf <Darkwolf0101@gmail.com>
Date:   Mon Jan 21 21:26:57 2019 -0600

    Expansion of Barotrauma's logic system.

    Changed:
    - AdderComponent and children can clamp their output
    - Powercontainer signals for charge,charge% and charge rate

    Added:
    - ColorComponent: Dynamic signals for light set_color inputs
    - MemoryComponent: Stores and sends a signal that is edge latched
    - DivideComponent: Standard division
    - MultiplyComponent: Standard multiplication
    - SubtractComponent: Standard subtraction
    - XorComponent: Exclusive or
    - EqualsComponent: Equals comparison
    - GreaterComponent: Greater than comparison
2019-03-18 22:50:18 +02:00

136 lines
4.9 KiB
C#

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