Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Networking/GameServer.cs
T
Joonas Rikkonen 74086415fc 1ec6577...e08c5e7
commit e08c5e722fdff38d408428d138919bb8ea90321b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Tue Feb 5 11:13:25 2019 +0200

    Changed default radio chat keybind to T. OemTilde works as an apostrophe on some keyboard layouts, making it difficult to type in chat messages without deselecting the chatbox. Closes #1044

commit e0ca9ffebe06b3f711b28a3ccfd486d84c47f9b0
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Tue Feb 5 11:03:14 2019 +0200

    Fixed content package compatibility check. Closes #1059

commit f54bc180e8aef383cf9c893cd44c103840c066ac
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Tue Feb 5 10:48:03 2019 +0200

    Remove the spacing from the crew selection listbox and disable focusing from the background. An alternative fix for #1039.

commit d037815054ecc8269b0af3297700d2b98e1e5bc5
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Tue Feb 5 10:40:52 2019 +0200

    Enforce vsync during the splash screen. Should fix the crashes due to insufficient memory mentioned in #1060. Does not fix the issue on releasing the used video resources.

commit 90f1d8fe168356ba3c797c0c58fadea2aff57458
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Mon Feb 4 23:05:54 2019 +0200

    small updates to subs

commit 56dbdf6ea6e8e14035f943eb232eed7aa250f8f6
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Mon Feb 4 23:05:26 2019 +0200

    adjusted default deterioration values on prefabs

commit eaa4818cb63d52e1af519c8ca5c4f01f20143cb2
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 21:59:03 2019 +0200

    Fixed servers occasionally starting the round multiple times when automatically starting the game via autorestart or clients being ready. Happened because "initiatedStartGame" (which prevents starting the round again) was not set until the InitiateStartGame coroutine is run for the first time, causing the automatic restart logic to run one extra time. Closes #1056

commit afd83b6ef40333a95e5eeec400d5f981cbdb1889
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 21:36:35 2019 +0200

    Fixed some typos in affliction & mission descriptions. Closes #1057

commit feb97628582a9a22f0660a8ab2798f8e03fe8fc9
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 18:29:40 2019 +0200

    Fixes to Level.TryGetInterestingPosition. Should fix monsters spawning very close to the sub in some levels (see #1054).
    - Ignore outposts when determining which positions are far enough from the sub.
    - If no position far enough from the sub is found, use the furthest one instead of choosing randomly.

commit 62e5d7b229f334a5cf15cedf22e6795f18d637b9
Merge: 6ffc90da6 73f3dd060
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Mon Feb 4 18:03:44 2019 +0200

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

commit 6ffc90da69d9a5db146435054fdbb2cb18d855be
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Mon Feb 4 18:03:26 2019 +0200

    Allow to focus on the crew selection listbox to enable scrolling when the mouse cursor is not over a content element, but is inside the listbox. Another option would be to remove the spacing from the listbox. Fixes #1039.

commit 73f3dd060ef208199941cb74a72dcda6a7c15f41
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 18:00:57 2019 +0200

    Fixed compiler error in GameServer.ClientWriteIngame

commit 131263490c7093dd526a84757f4edd096a213a74
Merge: 637668488 9753e46a5
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 17:55:39 2019 +0200

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

commit 637668488b27954afa0a8485eeaa3b23cf9461c5
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 17:55:01 2019 +0200

    Changed character culling logic a bit. The characters need to be 22,000 units away from the players to be disabled, and won't be re-enabled until they're within 20,000 units. Using 20,000 as the threshold for both caused characters to be constantly toggled on/off when they're around the maximum distance, which caused ContactManager to constantly have to update contacts.

commit 9753e46a5694b7b3c2bd0c4c006e2c1856c6eddb
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Mon Feb 4 17:54:35 2019 +0200

    Add a debug command for adding more money in the compaign mode.

commit f8a7179d6f8cb7c834b91b942722b1ae05417316
Author: itchyOwl <lauri.harkanen@gmail.com>
Date:   Mon Feb 4 17:53:03 2019 +0200

    Always disallow zooming when the cursor is over a gui element.

commit eefd956c50650be906acbd10662e24507e48cb83
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Feb 4 17:47:18 2019 +0200

    Don't display outpost markers on the sonar (the ending and starting positions of the level are displayed, no need to show an additional marker on the "outpost submarine").

commit c7883bafc634e0ac2603bc96a87433da0c3481df
Author: ezjamsen <ezjames.fi@gmail.com>
Date:   Mon Feb 4 17:21:50 2019 +0200

    removed references to medical syringes
2019-03-18 21:12:02 +02:00

2710 lines
111 KiB
C#

using Barotrauma.Items.Components;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using RestSharp;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.IO.Compression;
using System.IO;
using Barotrauma.Steam;
namespace Barotrauma.Networking
{
partial class GameServer : NetworkMember
{
private List<Client> connectedClients = new List<Client>();
//for keeping track of disconnected clients in case the reconnect shortly after
private List<Client> disconnectedClients = new List<Client>();
private int roundStartSeed;
//is the server running
private bool started;
private NetServer server;
private DateTime refreshMasterTimer;
private DateTime roundStartTime;
private RestClient restClient;
private bool masterServerResponded;
private IRestResponse masterServerResponse;
private bool initiatedStartGame;
private CoroutineHandle startGameCoroutine;
public TraitorManager TraitorManager;
private ServerEntityEventManager entityEventManager;
private FileSender fileSender;
public override List<Client> ConnectedClients
{
get
{
return connectedClients;
}
}
public ServerEntityEventManager EntityEventManager
{
get { return entityEventManager; }
}
public TimeSpan UpdateInterval
{
get { return updateInterval; }
}
public bool HasPassword
{
get { return !string.IsNullOrEmpty(password); }
}
//only used when connected to steam
public int QueryPort
{
get;
set;
}
public WhiteList WhiteList
{
get { return whitelist; }
}
public GameServer(string name, int port, int queryPort = 0, bool isPublic = false, string password = "", bool attemptUPnP = false, int maxPlayers = 10)
{
name = name.Replace(":", "");
name = name.Replace(";", "");
this.name = name;
this.isPublic = isPublic;
this.maxPlayers = maxPlayers;
this.password = "";
if (password != null && password.Length > 0)
{
SetPassword(password);
}
NetPeerConfiguration = new NetPeerConfiguration("barotrauma");
#if CLIENT
netStats = new NetStats();
#endif
NetPeerConfiguration.Port = port;
Port = port;
QueryPort = queryPort;
if (attemptUPnP)
{
NetPeerConfiguration.EnableUPnP = true;
}
NetPeerConfiguration.MaximumConnections = maxPlayers * 2; //double the lidgren connections for unauthenticated players
NetPeerConfiguration.DisableMessageType(NetIncomingMessageType.DebugMessage |
NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt |
NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error |
NetIncomingMessageType.UnconnectedData);
NetPeerConfiguration.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
ServerLog = new ServerLog(name);
InitProjSpecific();
entityEventManager = new ServerEntityEventManager(this);
whitelist = new WhiteList();
banList = new BanList();
LoadSettings();
PermissionPreset.LoadAll(PermissionPresetFile);
LoadClientPermissions();
CoroutineManager.StartCoroutine(StartServer(isPublic));
}
public void SetPassword(string password)
{
this.password = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(password)));
}
private IEnumerable<object> StartServer(bool isPublic)
{
bool error = false;
try
{
Log("Starting the server...", ServerLog.MessageType.ServerMessage);
server = new NetServer(NetPeerConfiguration);
NetPeer = server;
fileSender = new FileSender(this);
fileSender.OnEnded += FileTransferChanged;
fileSender.OnStarted += FileTransferChanged;
server.Start();
}
catch (Exception e)
{
Log("Error while starting the server (" + e.Message + ")", ServerLog.MessageType.Error);
System.Net.Sockets.SocketException socketException = e as System.Net.Sockets.SocketException;
#if CLIENT
if (socketException != null && socketException.SocketErrorCode == System.Net.Sockets.SocketError.AddressAlreadyInUse)
{
new GUIMessageBox(TextManager.Get("ServerInitFailed"), TextManager.Get("ServerInitFailedAddressAlreadyInUse").Replace("[errormsg]", e.Message));
}
else
{
new GUIMessageBox(TextManager.Get("ServerInitFailed"), e.Message);
}
#endif
error = true;
}
if (error)
{
if (server != null) server.Shutdown("Error while starting the server");
#if CLIENT
GameMain.NetworkMember = null;
#elif SERVER
Environment.Exit(-1);
#endif
yield return CoroutineStatus.Success;
}
if (NetPeerConfiguration.EnableUPnP)
{
InitUPnP();
//DateTime upnpTimeout = DateTime.Now + new TimeSpan(0,0,5);
while (DiscoveringUPnP())// && upnpTimeout>DateTime.Now)
{
yield return null;
}
FinishUPnP();
}
if (SteamManager.USE_STEAM)
{
SteamManager.CreateServer(this, isPublic);
}
if (isPublic && !GameMain.Config.UseSteamMatchmaking)
{
CoroutineManager.StartCoroutine(RegisterToMasterServer());
}
updateInterval = new TimeSpan(0, 0, 0, 0, 150);
Log("Server started", ServerLog.MessageType.ServerMessage);
GameMain.NetLobbyScreen.Select();
GameMain.NetLobbyScreen.RandomizeSettings();
started = true;
GameAnalyticsManager.AddDesignEvent("GameServer:Start");
yield return CoroutineStatus.Success;
}
private IEnumerable<object> RegisterToMasterServer()
{
if (restClient == null)
{
restClient = new RestClient(NetConfig.MasterServerUrl);
}
var request = new RestRequest("masterserver3.php", Method.GET);
request.AddParameter("action", "addserver");
request.AddParameter("servername", name);
request.AddParameter("serverport", Port);
request.AddParameter("currplayers", connectedClients.Count);
request.AddParameter("maxplayers", maxPlayers);
request.AddParameter("password", string.IsNullOrWhiteSpace(password) ? 0 : 1);
request.AddParameter("version", GameMain.Version.ToString());
if (GameMain.Config.SelectedContentPackages.Count > 0)
{
request.AddParameter("contentpackages", string.Join(",", GameMain.Config.SelectedContentPackages.Select(cp => cp.Name)));
}
masterServerResponded = false;
masterServerResponse = null;
var restRequestHandle = restClient.ExecuteAsync(request, response => MasterServerCallBack(response));
DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, 15);
while (!masterServerResponded)
{
if (DateTime.Now > timeOut)
{
restRequestHandle.Abort();
DebugConsole.NewMessage("Couldn't register to master server (request timed out)", Color.Red);
Log("Couldn't register to master server (request timed out)", ServerLog.MessageType.Error);
yield return CoroutineStatus.Success;
}
yield return CoroutineStatus.Running;
}
if (masterServerResponse.StatusCode != System.Net.HttpStatusCode.OK)
{
DebugConsole.ThrowError("Error while connecting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")");
}
else if (masterServerResponse != null && !string.IsNullOrWhiteSpace(masterServerResponse.Content))
{
DebugConsole.ThrowError("Error while connecting to master server (" + masterServerResponse.Content + ")");
}
else
{
registeredToMaster = true;
refreshMasterTimer = DateTime.Now + refreshMasterInterval;
}
yield return CoroutineStatus.Success;
}
private IEnumerable<object> RefreshMaster()
{
if (restClient == null)
{
restClient = new RestClient(NetConfig.MasterServerUrl);
}
var request = new RestRequest("masterserver3.php", Method.GET);
request.AddParameter("action", "refreshserver");
request.AddParameter("serverport", Port);
request.AddParameter("gamestarted", gameStarted ? 1 : 0);
request.AddParameter("currplayers", connectedClients.Count);
request.AddParameter("maxplayers", maxPlayers);
Log("Refreshing connection with master server...", ServerLog.MessageType.ServerMessage);
var sw = new Stopwatch();
sw.Start();
masterServerResponded = false;
masterServerResponse = null;
var restRequestHandle = restClient.ExecuteAsync(request, response => MasterServerCallBack(response));
DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, 15);
while (!masterServerResponded)
{
if (DateTime.Now > timeOut)
{
restRequestHandle.Abort();
DebugConsole.NewMessage("Couldn't connect to master server (request timed out)", Color.Red);
Log("Couldn't connect to master server (request timed out)", ServerLog.MessageType.Error);
yield return CoroutineStatus.Success;
}
yield return CoroutineStatus.Running;
}
if (masterServerResponse.Content == "Error: server not found")
{
Log("Not registered to master server, re-registering...", ServerLog.MessageType.Error);
CoroutineManager.StartCoroutine(RegisterToMasterServer());
}
else if (masterServerResponse.ErrorException != null)
{
DebugConsole.NewMessage("Error while registering to master server (" + masterServerResponse.ErrorException + ")", Color.Red);
Log("Error while registering to master server (" + masterServerResponse.ErrorException + ")", ServerLog.MessageType.Error);
}
else if (masterServerResponse.StatusCode != System.Net.HttpStatusCode.OK)
{
DebugConsole.NewMessage("Error while reporting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")", Color.Red);
Log("Error while reporting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")", ServerLog.MessageType.Error);
}
else
{
Log("Master server responded", ServerLog.MessageType.ServerMessage);
}
System.Diagnostics.Debug.WriteLine("took " + sw.ElapsedMilliseconds + " ms");
yield return CoroutineStatus.Success;
}
private void MasterServerCallBack(IRestResponse response)
{
masterServerResponse = response;
masterServerResponded = true;
}
public override void Update(float deltaTime)
{
#if CLIENT
if (ShowNetStats) netStats.Update(deltaTime);
#endif
if (!started) return;
base.Update(deltaTime);
foreach (UnauthenticatedClient unauthClient in unauthenticatedClients)
{
unauthClient.AuthTimer -= deltaTime;
if (unauthClient.AuthTimer <= 0.0f)
{
unauthClient.Connection.Disconnect("Authentication timed out.");
Log("Disconnected unauthenticated client (authentication timed out).", ServerLog.MessageType.ServerMessage);
}
}
unauthenticatedClients.RemoveAll(uc => uc.AuthTimer <= 0.0f);
fileSender.Update(deltaTime);
if (gameStarted)
{
#if CLIENT
SetRadioButtonColor();
#endif
if (respawnManager != null) respawnManager.Update(deltaTime);
entityEventManager.Update(connectedClients);
foreach (Character character in Character.CharacterList)
{
if (character.IsDead || !character.ClientDisconnected) continue;
character.KillDisconnectedTimer += deltaTime;
character.SetStun(1.0f);
if (character.KillDisconnectedTimer > KillDisconnectedTime)
{
character.Kill(CauseOfDeathType.Disconnected, null);
continue;
}
Client owner = connectedClients.Find(c =>
c.InGame && !c.NeedsMidRoundSync &&
c.Name == character.OwnerClientName &&
c.Connection.RemoteEndPoint.Address.ToString() == character.OwnerClientIP);
if (owner != null && (!AllowSpectating || !owner.SpectateOnly))
{
SetClientCharacter(owner, character);
}
}
bool isCrewDead =
connectedClients.All(c => c.Character == null || c.Character.IsDead || c.Character.IsUnconscious) &&
(myCharacter == null || myCharacter.IsDead || myCharacter.IsUnconscious);
//restart if all characters are dead or submarine is at the end of the level
if ((autoRestart && isCrewDead)
||
(EndRoundAtLevelEnd && Submarine.MainSub != null && Submarine.MainSub.AtEndPosition && Submarine.MainSubs[1] == null))
{
if (AutoRestart && isCrewDead)
{
Log("Ending round (entire crew dead)", ServerLog.MessageType.ServerMessage);
}
else
{
Log("Ending round (submarine reached the end of the level)", ServerLog.MessageType.ServerMessage);
}
EndGame();
return;
}
}
else if (initiatedStartGame)
{
//tried to start up the game and StartGame coroutine is not running anymore
// -> something wen't wrong during startup, re-enable start button and reset AutoRestartTimer
if (startGameCoroutine != null && !CoroutineManager.IsCoroutineRunning(startGameCoroutine))
{
if (autoRestart) AutoRestartTimer = Math.Max(AutoRestartInterval, 5.0f);
GameMain.NetLobbyScreen.StartButtonEnabled = true;
GameMain.NetLobbyScreen.LastUpdateID++;
startGameCoroutine = null;
initiatedStartGame = false;
}
}
else if (Screen.Selected == GameMain.NetLobbyScreen && connectedClients.Count > 0 && !gameStarted && !initiatedStartGame)
{
if (autoRestart) AutoRestartTimer -= deltaTime;
if (autoRestart && AutoRestartTimer < 0.0f)
{
StartGame();
}
else if (StartWhenClientsReady)
{
int clientsReady = connectedClients.Count(c => c.GetVote<bool>(VoteType.StartRound));
if (clientsReady / (float)connectedClients.Count >= StartWhenClientsReadyRatio)
{
StartGame();
}
}
}
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);
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,
HeadSpriteId = headSpriteId,
HairIndex = hairIndex,
BeardIndex = beardIndex,
MoustacheIndex = moustacheIndex,
FaceAttachmentIndex = faceAttachmentIndex
};
// Need to reload the attachments because the indices may have changed
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");
}
}
}