266 lines
8.0 KiB
C#
266 lines
8.0 KiB
C#
using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma.Networking
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{
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public enum ClientPacketHeader
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{
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UPDATE_LOBBY, //update state in lobby
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UPDATE_INGAME, //update state ingame
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SERVER_SETTINGS, //change server settings
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CAMPAIGN_SETUP_INFO,
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FILE_REQUEST, //request a (submarine) file from the server
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VOICE,
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PING_RESPONSE,
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RESPONSE_STARTGAME, //tell the server whether you're ready to start
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SERVER_COMMAND, //tell the server to end a round or kick/ban someone (special permissions required)
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EVENTMANAGER_RESPONSE,
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REQUEST_STARTGAMEFINALIZE, //tell the server you're ready to finalize round initialization
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UPDATE_CHARACTERINFO,
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ERROR, //tell the server that an error occurred
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CREW, //hiring UI
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MEDICAL, //medical clinic
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TRANSFER_MONEY, // wallet transfers
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REWARD_DISTRIBUTION, // wallet reward distribution
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READY_CHECK,
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READY_TO_SPAWN,
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LUA_NET_MESSAGE
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}
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enum ClientNetObject
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{
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END_OF_MESSAGE, //self-explanatory
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SYNC_IDS, //ids of the last changes the client knows about
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CHAT_MESSAGE, //also self-explanatory
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VOTE, //you get the idea
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CHARACTER_INPUT,
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ENTITY_STATE,
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SPECTATING_POS
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}
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enum ClientNetError
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{
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MISSING_EVENT, //client was expecting a previous event
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MISSING_ENTITY //client can't find an entity of a certain ID
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}
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public enum ServerPacketHeader
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{
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AUTH_RESPONSE, //tell the player if they require a password to log in
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AUTH_FAILURE, //the server won't authorize player yet, however connection is still alive
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UPDATE_LOBBY, //update state in lobby (votes and chat messages)
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UPDATE_INGAME, //update state ingame (character input and chat messages)
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PERMISSIONS, //tell the client which special permissions they have (if any)
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ACHIEVEMENT, //give the client a steam achievement
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CHEATS_ENABLED, //tell the clients whether cheats are on or off
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CAMPAIGN_SETUP_INFO,
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FILE_TRANSFER,
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VOICE,
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PING_REQUEST, //ping the client
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CLIENT_PINGS, //tell the client the pings of all other clients
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QUERY_STARTGAME, //ask the clients whether they're ready to start
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STARTGAME, //start a new round
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STARTGAMEFINALIZE, //finalize round initialization
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ENDGAME,
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TRAITOR_MESSAGE,
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MISSION,
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EVENTACTION,
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CREW, //anything related to managing bots in multiplayer
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MEDICAL, //medical clinic
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MONEY,
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READY_CHECK, //start, end and update a ready check
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LUA_NET_MESSAGE
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}
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enum ServerNetObject
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{
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END_OF_MESSAGE,
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SYNC_IDS,
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CHAT_MESSAGE,
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VOTE,
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CLIENT_LIST,
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ENTITY_POSITION,
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ENTITY_EVENT,
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ENTITY_EVENT_INITIAL
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}
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enum TraitorMessageType
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{
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Server,
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ServerMessageBox,
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Objective,
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Console
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}
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enum VoteType
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{
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Unknown,
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Sub,
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Mode,
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EndRound,
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Kick,
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StartRound,
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PurchaseAndSwitchSub,
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PurchaseSub,
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SwitchSub,
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TransferMoney
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}
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public enum ReadyCheckState
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{
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Start,
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Update,
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End
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}
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enum DisconnectReason
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{
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//do not attempt reconnecting with these reasons
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Unknown,
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Disconnected,
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Banned,
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Kicked,
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ServerShutdown,
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ServerCrashed,
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ServerFull,
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AuthenticationRequired,
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SteamAuthenticationFailed,
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SessionTaken,
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TooManyFailedLogins,
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InvalidName,
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NameTaken,
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InvalidVersion,
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SteamP2PError,
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//attempt reconnecting with these reasons
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Timeout,
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ExcessiveDesyncOldEvent,
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ExcessiveDesyncRemovedEvent,
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SyncTimeout,
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SteamP2PTimeOut
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}
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abstract partial class NetworkMember
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{
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public UInt16 LastClientListUpdateID
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{
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get;
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set;
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}
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public abstract bool IsServer { get; }
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public abstract bool IsClient { get; }
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public abstract void CreateEntityEvent(INetSerializable entity, NetEntityEvent.IData extraData = null);
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public abstract Voting Voting { get; }
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protected DateTime updateTimer;
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public bool ShowNetStats;
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public float SimulatedRandomLatency, SimulatedMinimumLatency;
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public float SimulatedLoss;
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public float SimulatedDuplicatesChance;
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public KarmaManager KarmaManager
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{
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get;
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private set;
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} = new KarmaManager();
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public bool GameStarted { get; protected set; }
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public abstract IReadOnlyList<Client> ConnectedClients { get; }
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public RespawnManager RespawnManager { get; protected set; }
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public ServerSettings ServerSettings { get; protected set; }
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public TimeSpan UpdateInterval => new TimeSpan(0, 0, 0, 0, MathHelper.Clamp(1000 / ServerSettings.TickRate, 1, 500));
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public bool CanUseRadio(Character sender)
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{
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if (sender == null) { return false; }
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var radio = sender.Inventory.AllItems.FirstOrDefault(i => i.GetComponent<WifiComponent>() != null);
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if (radio == null || !sender.HasEquippedItem(radio)) { return false; }
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var radioComponent = radio.GetComponent<WifiComponent>();
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if (radioComponent == null) { return false; }
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return radioComponent.HasRequiredContainedItems(sender, addMessage: false);
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}
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public void AddChatMessage(string message, ChatMessageType type, string senderName = "", Client senderClient = null, Character senderCharacter = null, PlayerConnectionChangeType changeType = PlayerConnectionChangeType.None, Color? textColor = null)
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{
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AddChatMessage(ChatMessage.Create(senderName, message, type, senderCharacter, senderClient, changeType: changeType, textColor: textColor));
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}
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public virtual void AddChatMessage(ChatMessage message)
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{
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if (string.IsNullOrEmpty(message.Text)) { return; }
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if (message.Sender != null && !message.Sender.IsDead)
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{
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message.Sender.ShowSpeechBubble(2.0f, message.Color);
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}
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}
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public static string ClientLogName(Client client, string name = null)
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{
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if (client == null) { return name; }
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string retVal = "‖";
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if (client.Karma < 40.0f)
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{
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retVal += "color:#ff9900;";
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}
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retVal += "metadata:" + (client.AccountId.TryUnwrap(out var accountId) ? accountId.ToString() : client.SessionId.ToString())
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+ "‖" + (name ?? client.Name).Replace("‖", "") + "‖end‖";
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return retVal;
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}
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public abstract void KickPlayer(string kickedName, string reason);
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public abstract void BanPlayer(string kickedName, string reason, TimeSpan? duration = null);
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public abstract void UnbanPlayer(string playerName);
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public abstract void UnbanPlayer(Endpoint endpoint);
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/// <summary>
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/// Check if the two version are compatible (= if they can play together in multiplayer).
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/// </summary>
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public static bool IsCompatible(Version myVersion, Version remoteVersion)
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{
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//major.minor.build.revision
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//revision number is ignored, other values have to match
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return
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myVersion.Major == remoteVersion.Major &&
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myVersion.Minor == remoteVersion.Minor &&
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myVersion.Build == remoteVersion.Build;
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}
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}
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}
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