74f32d14d4
commit 2ad9b5de40f128e8413f1ad5f568a4bc006d0971 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 20:11:41 2019 +0200 v0.8.9.3 commit 2d64da9d1e0d10f9ccb08d6e3fbc45d69fcda368 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 18:08:10 2019 +0200 Randomize the races and the heads in the net lobby. TODO: remember the previous heads and check that the next in line is unique (not exactly the same as the current). commit 09f74ab37692291ca070bac5dbc53eef395fb1cf Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 16:30:16 2019 +0200 AI characters can give treatment to characters who aren't unconscious, fixed AI characters attempting to treat dead characters. Closes #1083 commit a8fea2450cf4ef0b80a8fc809aee339bc39b28c6 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 16:28:23 2019 +0200 Fixed horizontal docking ports failing to find the hull prefab commit dd5a7a4f09195ecfeb82605e1e73ea22607694e7 Author: ezjamsen <ezjames.fi@gmail.com> Date: Wed Feb 6 16:02:52 2019 +0200 halved the hitpoints for baby moloch commit 92ae260558ece991560d83819168ef51d5267a66 Merge: 75fe087d7 8f451825e Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:44:08 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 75fe087d7263b46611fb0aad5c91c616e22ad41b Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:43:12 2019 +0200 Update the ai block in the moloch boss config file. commit caf11944294dfe66b5d302888baecbfddad7293a Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:42:42 2019 +0200 Remove the lowercase version of the moloch boss config file. commit b422feece1e620c427fa62d41c2b847b6b8837e9 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:41:40 2019 +0200 Fix molochbaby character name in the config file. commit 913762516dd17921c185de2cb912333f2e5230dd Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:41:22 2019 +0200 Include the baby moloch files in the project. commit 8f451825e95b415b1262f984d83828c379d36ea2 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 15:36:50 2019 +0200 Added molochbaby to the project file commit 2078307f255f432c19fcbbc0b690acf5655f3c99 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:33:08 2019 +0200 Disable creating humanoids in the wizard for now, because it can go wrong in so many ways. commit 55a931795ac5f60699033c4ff484a9a2d0ae9b7e Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 15:32:18 2019 +0200 Unfreeze when adjusting the joint scale, because the limbs are not otherwise updated to the joint positions. commit 2c92373ccbf331c545c830c9780f450b116f0359 Author: Iiro Enges <iiro@fakefish.fi> Date: Wed Feb 6 15:28:22 2019 +0200 Tinted baby moloch to differentiate from the adult version (for testing purposes) commit f05be351cdf8a6073702e988ed1861f665399048 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 15:26:52 2019 +0200 Fixed automatic temperature control setting turbine output above 100 if the power consumption is higher than what the reactor can generate. Caused "failed to write an event for the entity" errors in MP when the server tried to write the targetTurbineOutput using WriteRangedSingle with a maximum value of 100. Closes #1085 commit 7b737ebbea41fd5b7825a6c6373e578c1b1c91fd Author: ezjamsen <ezjames.fi@gmail.com> Date: Wed Feb 6 15:15:59 2019 +0200 Baby moloch, doo doo doo doo doo doo commit f5d13649915ba761bbc6fe78370c607905e2d5f8 Author: ezjamsen <ezjames.fi@gmail.com> Date: Wed Feb 6 15:15:04 2019 +0200 Small fixes and tweaks to gun performance dependent on skill of user. commit 4bf61738c6da08d771dedf1c96160cc76e0b4dd7 Author: ezjamsen <ezjames.fi@gmail.com> Date: Wed Feb 6 15:14:11 2019 +0200 New staggered swarm medium difficulty event commit 3e593f46850987ba074d9b26d59d08eeeddd1d70 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 15:05:43 2019 +0200 Removed incorrect item name/description instructions fron EnglishVanilla.xml. Correct instructions are at the beginning of the file. commit ce33a523e440a5b5037b84ca96bebf1f977e0aa8 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 15:00:48 2019 +0200 Attempt to fix "attempted to move pull joint extremely far" errors (#895). I think they were (at least for the most part) caused by characters switching to simple physics mode and then moving a significant distance, and when the character switched back to normal animation, the pull joints were still somewhere far away and lerping them to the position of the collider failed (because the lerped position triggers the error). commit c8212e3eff6d9272c9d38b833743b0f33b3611a2 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 13:54:15 2019 +0200 Fixed nullref exception when teleporting from a sub to ruins or vice versa. Closes #1037 commit 0d812394944eb05be4291be7b56593cc4def6d0f Author: Daniel Asteljoki <daniel.asteljoki@gmail.com> Date: Wed Feb 6 13:34:58 2019 +0200 Made regular ruin walls much more durable (500 -> 5000) commit c9a4d9d6f6c9c767ecd8cf34f917db9da852f4bf Author: Daniel Asteljoki <daniel.asteljoki@gmail.com> Date: Wed Feb 6 13:34:26 2019 +0200 Rebalanced Humpback battery grid, added toggles for using backup power commit 47617a6d54f933714dffeca5fa311776e9d0523c Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 13:17:57 2019 +0200 Remove the lowercase variant of moloch's config file from the source control. commit 640662835684464e4a66b106b1958e5a9fde8a0c Merge: 80e91f96b 7861d00a6 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 13:10:00 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 80e91f96bf5f1e9f89c5a6e4695292298a802b06 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 13:09:37 2019 +0200 Fix a null reference exception. commit 91b16aaa7aacc658cb36325ea85944802166ef53 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 13:09:26 2019 +0200 Instead of having a bad sight, make the Hammerhead deaf. Add "provocative" priority tag, remove "sonar". Make slightly less aggressive towards weaker. commit a383c136f6f6915163e98c472ec7ba7f575ea479 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 13:02:00 2019 +0200 Add "provocative" tag on Moloch and Mudraptor targeting priorities. Tweak moloch priorities a bit. commit 7861d00a609f2555a19f510d72591bd0330f607e Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 12:53:37 2019 +0200 Attempt to fix/diagnose "collection was modified; enumeration operation may not execute" exceptions when using the fixhulls command (see #1011). Haven't been able to reproduce this issue. commit 1d1321c60e8815b3beaffb81bfb9c5f5c2528297 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 12:52:29 2019 +0200 Add "provocative" tag that can be used as a red flag for the monsters. Add the tag on the diving scooter. Also add an ai target with sound ranges. commit 8530f4c9e4b1c444687cadbf615a9ade0440262b Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 12:50:43 2019 +0200 Propulsion can now make sound that attracts the enemies. The sound is on when the propulsion is active. commit 291f12676e5148da1a83d4dd72071381c1ae73e3 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 12:49:39 2019 +0200 If a target item is held by a character, attack the character instead. commit 2aeaa9eaa51f3ed3db71f7853efef37bf5998838 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 12:46:27 2019 +0200 Allow to define min and max sound ranges. commit 3bf5d2383cbcc33fa862a79c06756e6d9f20a753 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 12:42:57 2019 +0200 Adjust the ai debug info. commit 369355ffef340875335c0d81d9a2c9a4bfac898b Author: EdusFF <pitkanen.eetu@gmail.com> Date: Wed Feb 6 12:40:30 2019 +0200 ContextualTutorial Update cleanup commit 101387adc1308ad87e3134ab2960d3032f725735 Author: EdusFF <pitkanen.eetu@gmail.com> Date: Wed Feb 6 12:34:07 2019 +0200 Formatting commit cc44eff21d57d93e4b0a67249af2135e5782e3c3 Merge: 9a338a2d4 33d1cd1be Author: EdusFF <pitkanen.eetu@gmail.com> Date: Wed Feb 6 12:31:54 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 9a338a2d440ff12426171fe9c3121efb934b6803 Author: EdusFF <pitkanen.eetu@gmail.com> Date: Wed Feb 6 12:31:50 2019 +0200 Modified: ContextualTutorial dismissal logic to use buttons instead of the press any key logic commit 33d1cd1beb61862a91bce16ebeb5090a8969cf1b Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 12:07:21 2019 +0200 Fixed spectate button staying disabled if starting a round fails (due to a missing sub file for example). Closes #1066 commit 8935825146203725759463278e7776a42d84a6a0 Merge: 2cdc96214 9fd3de63b Author: EdusFF <pitkanen.eetu@gmail.com> Date: Wed Feb 6 11:45:06 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 2cdc96214e2285bfa83a566ed8bc2aed4156c31d Author: EdusFF <pitkanen.eetu@gmail.com> Date: Wed Feb 6 11:44:56 2019 +0200 Added: Saving of the download size to the Workshop.Item, allows displaying the file size for non-downloaded content in SteamWorshopScreen. Closes #1052 commit 9fd3de63bc08e06a924bf5ec8a8b2938a647282f Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 11:34:38 2019 +0200 Watchmen cannot be dragged or grabbed, fixed watchmen imploding continuously if they end up outside. Closes #1072 commit eb3fca43d77e79f04e0ae80daac53b7e2c1e37f7 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 11:14:06 2019 +0200 Fixed server not sending PowerContainer events until the charge of the PowerContainer has changed by more then 100% (i.e. never). Closes #1068 commit 5b3b71bab75489714f72ce55621f6da7d5ec8d94 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 10:59:09 2019 +0200 Prevent locations from being generated too close to each other. Closes #1048 commit b032b36a50b60432f565cab0178de749585562ad Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Wed Feb 6 10:48:43 2019 +0200 Fixed a couple of errors in the translation instructions in EnglishVanilla.xml commit a31b2f257ef863f2cdd1504a3a15356f95262225 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Wed Feb 6 09:34:11 2019 +0200 Show inventory icons in the sprite editor. commit fb7a69d6179824dde0a44d27ce5143a1a25d0147 Author: Roni Kovaniemi <roni.kovaniemi@gmail.com> Date: Wed Feb 6 02:18:44 2019 +0200 Improved background smoke texture commit 888e86a0e7d6e6a70feb2b87ea16cee17adcfd76 Author: Juan Pablo Arce <juanjp600@users.noreply.github.com> Date: Tue Feb 5 11:36:06 2019 -0300 whoops strikes again commit 67e94c6bb9e59b20bc1b9f3cb796780d1c2141f7 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Tue Feb 5 16:32:45 2019 +0200 Adjust the min and max values for the sight range and add a todo note. commit ad0becdf175a66c963b2cbea5259b435c250ffa6 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Tue Feb 5 16:31:47 2019 +0200 Refactor the sound range calculation. It was way off. commit adc0aa96be5426dbb845e4138acab87c44c935ba Author: itchyOwl <lauri.harkanen@gmail.com> Date: Tue Feb 5 16:31:18 2019 +0200 Improve the ai target debug info. commit 9230ba0865896d5740898993ab3389659a4cbb4a Author: Juan Pablo Arce <juanjp600@users.noreply.github.com> Date: Tue Feb 5 10:53:51 2019 -0300 Attempted audio buffer queue fix commit dfbc61628de37a60acbaa208934957a9d892eb99 Author: Eetu <pitkanen.eetu@gmail.com> Date: Tue Feb 5 15:18:34 2019 +0200 Fixed: Rubber ducks not floating like a good duck should commit 8b8523dad99b5c1db271ac13e48975487a7c7c99 Merge: 509c67594 c0156c3d3 Author: Eetu <pitkanen.eetu@gmail.com> Date: Tue Feb 5 14:34:59 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 509c6759484750d44a154a7f1703f92d0d6e1692 Author: Eetu <pitkanen.eetu@gmail.com> Date: Tue Feb 5 14:34:53 2019 +0200 Fixed: Holdable items retaining their pushing ability even when the user is stunned or unconscious. Closes #1061 commit c0156c3d350b64309c8068f437ddd57765f0b911 Author: itchyOwl <lauri.harkanen@gmail.com> Date: Tue Feb 5 13:46:32 2019 +0200 If no limb is selected, select the limb with the most critical affliction. Re-evaluate when new affliction is received. Sort afflictions so that dmg/sec is prioritized. Implements the feature request #1033. commit 4a056c6e9b78f3d6f43574b1b9ff5493d36565b0 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Tue Feb 5 13:25:57 2019 +0200 Fixed order messages not being visible in single player if the character issuing the order has no headset. Closes #1030 commit 357b14fb4f4b1a56a04d192c17a2ce8e0ab7405e Author: ezjamsen <ezjames.fi@gmail.com> Date: Tue Feb 5 12:52:40 2019 +0200 new load tips commit 1f158760e1ed79968f10647c0a2931d2c603281e Author: ezjamsen <ezjames.fi@gmail.com> Date: Tue Feb 5 12:52:20 2019 +0200 minor formatting tweak to xml commit c53438151043174e18fbfe979ac3b3b862d24255 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Tue Feb 5 12:48:47 2019 +0200 Stop Steam auth session of a client when they disconnect. Probably fixes servers reporting incorrect player counts (#1049)? commit 2073b170e4fdd5cedd998ff9d01f37842995194b Merge: 9914631c7 9b912a7bf Author: Eetu <pitkanen.eetu@gmail.com> Date: Tue Feb 5 12:43:05 2019 +0200 Merge branch 'dev' of https://github.com/Regalis11/Barotrauma into dev commit 9914631c7eb30c02913cd4ed44f7b7827169ad83 Author: Eetu <pitkanen.eetu@gmail.com> Date: Tue Feb 5 12:42:53 2019 +0200 Fixed: Fabricator allowing new items to be created when the output is not empty, resulting in wasted materials. commit 9b912a7bf16bd121bbe8b7eae20f4a253a9e1eba Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Tue Feb 5 12:33:00 2019 +0200 Fixed LOS effect not working on ruins when looking at them from inside a sub commit aeaf190c6d3b45d4d12654926acbe223dc4f5888 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Tue Feb 5 11:57:17 2019 +0200 Pressing the radio chat hotkey doesn't deselect the chatbox. Closes #1044
2712 lines
111 KiB
C#
2712 lines
111 KiB
C#
using Barotrauma.Items.Components;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using RestSharp;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using System.IO.Compression;
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using System.IO;
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using Barotrauma.Steam;
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namespace Barotrauma.Networking
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{
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partial class GameServer : NetworkMember
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{
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private List<Client> connectedClients = new List<Client>();
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//for keeping track of disconnected clients in case the reconnect shortly after
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private List<Client> disconnectedClients = new List<Client>();
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private int roundStartSeed;
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//is the server running
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private bool started;
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private NetServer server;
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private DateTime refreshMasterTimer;
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private DateTime roundStartTime;
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private RestClient restClient;
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private bool masterServerResponded;
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private IRestResponse masterServerResponse;
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private bool initiatedStartGame;
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private CoroutineHandle startGameCoroutine;
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public TraitorManager TraitorManager;
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private ServerEntityEventManager entityEventManager;
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private FileSender fileSender;
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public override List<Client> ConnectedClients
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{
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get
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{
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return connectedClients;
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}
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}
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public ServerEntityEventManager EntityEventManager
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{
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get { return entityEventManager; }
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}
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public TimeSpan UpdateInterval
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{
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get { return updateInterval; }
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}
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public bool HasPassword
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{
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get { return !string.IsNullOrEmpty(password); }
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}
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//only used when connected to steam
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public int QueryPort
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{
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get;
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set;
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}
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public WhiteList WhiteList
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{
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get { return whitelist; }
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}
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public GameServer(string name, int port, int queryPort = 0, bool isPublic = false, string password = "", bool attemptUPnP = false, int maxPlayers = 10)
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{
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name = name.Replace(":", "");
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name = name.Replace(";", "");
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this.name = name;
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this.isPublic = isPublic;
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this.maxPlayers = maxPlayers;
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this.password = "";
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if (password != null && password.Length > 0)
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{
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SetPassword(password);
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}
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NetPeerConfiguration = new NetPeerConfiguration("barotrauma");
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#if CLIENT
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netStats = new NetStats();
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#endif
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NetPeerConfiguration.Port = port;
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Port = port;
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QueryPort = queryPort;
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if (attemptUPnP)
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{
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NetPeerConfiguration.EnableUPnP = true;
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}
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NetPeerConfiguration.MaximumConnections = maxPlayers * 2; //double the lidgren connections for unauthenticated players
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NetPeerConfiguration.DisableMessageType(NetIncomingMessageType.DebugMessage |
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NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt |
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NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error |
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NetIncomingMessageType.UnconnectedData);
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NetPeerConfiguration.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
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ServerLog = new ServerLog(name);
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InitProjSpecific();
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entityEventManager = new ServerEntityEventManager(this);
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whitelist = new WhiteList();
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banList = new BanList();
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LoadSettings();
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PermissionPreset.LoadAll(PermissionPresetFile);
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LoadClientPermissions();
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CoroutineManager.StartCoroutine(StartServer(isPublic));
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}
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public void SetPassword(string password)
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{
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this.password = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(password)));
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}
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private IEnumerable<object> StartServer(bool isPublic)
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{
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bool error = false;
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try
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{
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Log("Starting the server...", ServerLog.MessageType.ServerMessage);
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server = new NetServer(NetPeerConfiguration);
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NetPeer = server;
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fileSender = new FileSender(this);
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fileSender.OnEnded += FileTransferChanged;
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fileSender.OnStarted += FileTransferChanged;
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server.Start();
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}
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catch (Exception e)
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{
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Log("Error while starting the server (" + e.Message + ")", ServerLog.MessageType.Error);
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System.Net.Sockets.SocketException socketException = e as System.Net.Sockets.SocketException;
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#if CLIENT
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if (socketException != null && socketException.SocketErrorCode == System.Net.Sockets.SocketError.AddressAlreadyInUse)
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{
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new GUIMessageBox(TextManager.Get("ServerInitFailed"), TextManager.Get("ServerInitFailedAddressAlreadyInUse").Replace("[errormsg]", e.Message));
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}
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else
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{
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new GUIMessageBox(TextManager.Get("ServerInitFailed"), e.Message);
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}
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#endif
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error = true;
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}
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if (error)
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{
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if (server != null) server.Shutdown("Error while starting the server");
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#if CLIENT
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GameMain.NetworkMember = null;
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#elif SERVER
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Environment.Exit(-1);
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#endif
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yield return CoroutineStatus.Success;
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}
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if (NetPeerConfiguration.EnableUPnP)
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{
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InitUPnP();
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//DateTime upnpTimeout = DateTime.Now + new TimeSpan(0,0,5);
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while (DiscoveringUPnP())// && upnpTimeout>DateTime.Now)
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{
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yield return null;
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}
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FinishUPnP();
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}
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if (SteamManager.USE_STEAM)
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{
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SteamManager.CreateServer(this, isPublic);
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}
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if (isPublic && !GameMain.Config.UseSteamMatchmaking)
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{
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CoroutineManager.StartCoroutine(RegisterToMasterServer());
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}
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updateInterval = new TimeSpan(0, 0, 0, 0, 150);
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Log("Server started", ServerLog.MessageType.ServerMessage);
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GameMain.NetLobbyScreen.Select();
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GameMain.NetLobbyScreen.RandomizeSettings();
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started = true;
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GameAnalyticsManager.AddDesignEvent("GameServer:Start");
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yield return CoroutineStatus.Success;
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}
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private IEnumerable<object> RegisterToMasterServer()
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{
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if (restClient == null)
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{
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restClient = new RestClient(NetConfig.MasterServerUrl);
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}
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var request = new RestRequest("masterserver3.php", Method.GET);
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request.AddParameter("action", "addserver");
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request.AddParameter("servername", name);
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request.AddParameter("serverport", Port);
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request.AddParameter("currplayers", connectedClients.Count);
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request.AddParameter("maxplayers", maxPlayers);
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request.AddParameter("password", string.IsNullOrWhiteSpace(password) ? 0 : 1);
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request.AddParameter("version", GameMain.Version.ToString());
|
|
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);
|
|
|
|
if (client.SteamID > 0) { SteamManager.StopAuthSession(client.SteamID); }
|
|
|
|
client.Connection.Disconnect(targetmsg);
|
|
connectedClients.Remove(client);
|
|
|
|
#if CLIENT
|
|
GameMain.NetLobbyScreen.RemovePlayer(client.Name);
|
|
Voting.UpdateVoteTexts(connectedClients, VoteType.Sub);
|
|
Voting.UpdateVoteTexts(connectedClients, VoteType.Mode);
|
|
#endif
|
|
|
|
UpdateVoteStatus();
|
|
|
|
SendChatMessage(msg, ChatMessageType.Server);
|
|
|
|
UpdateCrewFrame();
|
|
|
|
refreshMasterTimer = DateTime.Now;
|
|
}
|
|
|
|
private void UpdateCrewFrame()
|
|
{
|
|
foreach (Client c in connectedClients)
|
|
{
|
|
if (c.Character == null || !c.InGame) continue;
|
|
}
|
|
}
|
|
|
|
public void SendDirectChatMessage(string txt, Client recipient)
|
|
{
|
|
ChatMessage msg = ChatMessage.Create("", txt, ChatMessageType.Server, null);
|
|
SendDirectChatMessage(msg, recipient);
|
|
}
|
|
|
|
public void SendConsoleMessage(string txt, Client recipient)
|
|
{
|
|
ChatMessage msg = ChatMessage.Create("", txt, ChatMessageType.Console, null);
|
|
SendDirectChatMessage(msg, recipient);
|
|
}
|
|
|
|
public void SendDirectChatMessage(ChatMessage msg, Client recipient)
|
|
{
|
|
msg.NetStateID = recipient.ChatMsgQueue.Count > 0 ?
|
|
(ushort)(recipient.ChatMsgQueue.Last().NetStateID + 1) :
|
|
(ushort)(recipient.LastRecvChatMsgID + 1);
|
|
|
|
recipient.ChatMsgQueue.Add(msg);
|
|
recipient.LastChatMsgQueueID = msg.NetStateID;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add the message to the chatbox and pass it to all clients who can receive it
|
|
/// </summary>
|
|
public void SendChatMessage(string message, ChatMessageType? type = null, Client senderClient = null, Character senderCharacter = null)
|
|
{
|
|
string senderName = "";
|
|
|
|
Client targetClient = null;
|
|
|
|
if (type == null)
|
|
{
|
|
string command = ChatMessage.GetChatMessageCommand(message, out string tempStr);
|
|
switch (command.ToLowerInvariant())
|
|
{
|
|
case "r":
|
|
case "radio":
|
|
type = ChatMessageType.Radio;
|
|
break;
|
|
case "d":
|
|
case "dead":
|
|
type = ChatMessageType.Dead;
|
|
break;
|
|
default:
|
|
if (command != "")
|
|
{
|
|
if (command == name.ToLowerInvariant())
|
|
{
|
|
//a private message to the host
|
|
}
|
|
else
|
|
{
|
|
targetClient = connectedClients.Find(c =>
|
|
command == c.Name.ToLowerInvariant() ||
|
|
(c.Character != null && command == c.Character.Name.ToLowerInvariant()));
|
|
|
|
if (targetClient == null)
|
|
{
|
|
if (senderClient != null)
|
|
{
|
|
var chatMsg = ChatMessage.Create(
|
|
"", "Player \"" + command + "\" not found!",
|
|
ChatMessageType.Error, null);
|
|
|
|
chatMsg.NetStateID = senderClient.ChatMsgQueue.Count > 0 ?
|
|
(ushort)(senderClient.ChatMsgQueue.Last().NetStateID + 1) :
|
|
(ushort)(senderClient.LastRecvChatMsgID + 1);
|
|
|
|
senderClient.ChatMsgQueue.Add(chatMsg);
|
|
senderClient.LastChatMsgQueueID = chatMsg.NetStateID;
|
|
}
|
|
else
|
|
{
|
|
AddChatMessage("Player \"" + command + "\" not found!", ChatMessageType.Error);
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
type = ChatMessageType.Private;
|
|
}
|
|
else
|
|
{
|
|
type = ChatMessageType.Default;
|
|
}
|
|
break;
|
|
}
|
|
|
|
message = tempStr;
|
|
}
|
|
|
|
if (gameStarted)
|
|
{
|
|
if (senderClient == null)
|
|
{
|
|
//msg sent by the server
|
|
if (senderCharacter == null)
|
|
{
|
|
if (Character.Controlled != null && Character.Controlled.SpeechImpediment < 100.0f)
|
|
{
|
|
senderCharacter = Character.Controlled;
|
|
senderName = Character.Controlled == null ? name : Character.Controlled.Name;
|
|
}
|
|
else
|
|
{
|
|
senderCharacter = myCharacter;
|
|
senderName = myCharacter == null ? name : myCharacter.Name;
|
|
}
|
|
}
|
|
else //msg sent by an AI character
|
|
{
|
|
senderName = senderCharacter.Name;
|
|
}
|
|
}
|
|
else //msg sent by a client
|
|
{
|
|
senderCharacter = senderClient.Character;
|
|
senderName = senderCharacter == null ? senderClient.Name : senderCharacter.Name;
|
|
|
|
//sender doesn't have a character or the character can't speak -> only ChatMessageType.Dead allowed
|
|
if (senderCharacter == null || senderCharacter.IsDead || senderCharacter.SpeechImpediment >= 100.0f)
|
|
{
|
|
type = ChatMessageType.Dead;
|
|
}
|
|
else if (type == ChatMessageType.Private)
|
|
{
|
|
//sender has an alive character, sending private messages not allowed
|
|
return;
|
|
}
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (senderClient == null)
|
|
{
|
|
//msg sent by the server
|
|
if (senderCharacter == null)
|
|
{
|
|
senderName = name;
|
|
}
|
|
else //sent by an AI character, not allowed when the game is not running
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else //msg sent by a client
|
|
{
|
|
//game not started -> clients can only send normal and private chatmessages
|
|
if (type != ChatMessageType.Private) type = ChatMessageType.Default;
|
|
senderName = senderClient.Name;
|
|
}
|
|
}
|
|
|
|
//check if the client is allowed to send the message
|
|
WifiComponent senderRadio = null;
|
|
switch (type)
|
|
{
|
|
case ChatMessageType.Radio:
|
|
case ChatMessageType.Order:
|
|
if (senderCharacter == null) return;
|
|
|
|
//return if senderCharacter doesn't have a working radio
|
|
var radio = senderCharacter.Inventory?.Items.FirstOrDefault(i => i != null && i.GetComponent<WifiComponent>() != null);
|
|
if (radio == null || !senderCharacter.HasEquippedItem(radio)) return;
|
|
|
|
senderRadio = radio.GetComponent<WifiComponent>();
|
|
if (!senderRadio.CanTransmit()) return;
|
|
break;
|
|
case ChatMessageType.Dead:
|
|
//character still alive and capable of speaking -> dead chat not allowed
|
|
if (senderClient != null && senderCharacter != null && !senderCharacter.IsDead && senderCharacter.SpeechImpediment < 100.0f)
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (type == ChatMessageType.Server)
|
|
{
|
|
senderName = null;
|
|
senderCharacter = null;
|
|
}
|
|
else if (type == ChatMessageType.Radio)
|
|
{
|
|
//send to chat-linked wifi components
|
|
senderRadio.TransmitSignal(0, message, senderRadio.Item, senderCharacter, false);
|
|
}
|
|
|
|
//check which clients can receive the message and apply distance effects
|
|
foreach (Client client in ConnectedClients)
|
|
{
|
|
string modifiedMessage = message;
|
|
|
|
switch (type)
|
|
{
|
|
case ChatMessageType.Default:
|
|
case ChatMessageType.Radio:
|
|
case ChatMessageType.Order:
|
|
if (senderCharacter != null &&
|
|
client.Character != null && !client.Character.IsDead)
|
|
{
|
|
modifiedMessage = ChatMessage.ApplyDistanceEffect(message, (ChatMessageType)type, senderCharacter, client.Character);
|
|
|
|
//too far to hear the msg -> don't send
|
|
if (string.IsNullOrWhiteSpace(modifiedMessage)) continue;
|
|
}
|
|
break;
|
|
case ChatMessageType.Dead:
|
|
//character still alive -> don't send
|
|
if (client != senderClient && client.Character != null && !client.Character.IsDead) continue;
|
|
break;
|
|
case ChatMessageType.Private:
|
|
//private msg sent to someone else than this client -> don't send
|
|
if (client != targetClient && client != senderClient) continue;
|
|
break;
|
|
}
|
|
|
|
var chatMsg = ChatMessage.Create(
|
|
senderName,
|
|
modifiedMessage,
|
|
(ChatMessageType)type,
|
|
senderCharacter);
|
|
|
|
SendDirectChatMessage(chatMsg, client);
|
|
}
|
|
|
|
if (type.Value != ChatMessageType.MessageBox)
|
|
{
|
|
string myReceivedMessage = message;
|
|
if (gameStarted && myCharacter != null && senderCharacter != null)
|
|
{
|
|
myReceivedMessage = ChatMessage.ApplyDistanceEffect(message, (ChatMessageType)type, senderCharacter, myCharacter);
|
|
}
|
|
|
|
if (!string.IsNullOrWhiteSpace(myReceivedMessage) &&
|
|
(targetClient == null || senderClient == null))
|
|
{
|
|
AddChatMessage(myReceivedMessage, (ChatMessageType)type, senderName, senderCharacter);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SendOrderChatMessage(OrderChatMessage message)
|
|
{
|
|
if (message.Sender == null || message.Sender.SpeechImpediment >= 100.0f) return;
|
|
ChatMessageType messageType = ChatMessage.CanUseRadio(message.Sender) ? ChatMessageType.Radio : ChatMessageType.Default;
|
|
|
|
//check which clients can receive the message and apply distance effects
|
|
foreach (Client client in ConnectedClients)
|
|
{
|
|
string modifiedMessage = message.Text;
|
|
|
|
if (message.Sender != null &&
|
|
client.Character != null && !client.Character.IsDead)
|
|
{
|
|
modifiedMessage = ChatMessage.ApplyDistanceEffect(message.Text, messageType, message.Sender, client.Character);
|
|
|
|
//too far to hear the msg -> don't send
|
|
if (string.IsNullOrWhiteSpace(modifiedMessage)) continue;
|
|
}
|
|
|
|
SendDirectChatMessage(message, client);
|
|
}
|
|
|
|
string myReceivedMessage = message.Text;
|
|
if (gameStarted && myCharacter != null)
|
|
{
|
|
myReceivedMessage = ChatMessage.ApplyDistanceEffect(message.Text, messageType, message.Sender, myCharacter);
|
|
}
|
|
|
|
if (!string.IsNullOrWhiteSpace(myReceivedMessage))
|
|
{
|
|
AddChatMessage(new OrderChatMessage(message.Order, message.OrderOption, myReceivedMessage, message.TargetEntity, message.TargetCharacter, message.Sender));
|
|
}
|
|
}
|
|
|
|
private void FileTransferChanged(FileSender.FileTransferOut transfer)
|
|
{
|
|
Client recipient = connectedClients.Find(c => c.Connection == transfer.Connection);
|
|
#if CLIENT
|
|
UpdateFileTransferIndicator(recipient);
|
|
#endif
|
|
}
|
|
|
|
public void SendCancelTransferMsg(FileSender.FileTransferOut transfer)
|
|
{
|
|
NetOutgoingMessage msg = server.CreateMessage();
|
|
msg.Write((byte)ServerPacketHeader.FILE_TRANSFER);
|
|
msg.Write((byte)FileTransferMessageType.Cancel);
|
|
msg.Write((byte)transfer.SequenceChannel);
|
|
CompressOutgoingMessage(msg);
|
|
server.SendMessage(msg, transfer.Connection, NetDeliveryMethod.ReliableOrdered, transfer.SequenceChannel);
|
|
}
|
|
|
|
public void UpdateVoteStatus()
|
|
{
|
|
if (server.Connections.Count == 0|| connectedClients.Count == 0) return;
|
|
|
|
Client.UpdateKickVotes(connectedClients);
|
|
|
|
var clientsToKick = connectedClients.FindAll(c => c.KickVoteCount >= connectedClients.Count * KickVoteRequiredRatio);
|
|
foreach (Client c in clientsToKick)
|
|
{
|
|
SendChatMessage(c.Name + " has been kicked from the server.", ChatMessageType.Server, null);
|
|
KickClient(c, "Kicked by vote");
|
|
BanClient(c, "Kicked by vote (auto ban)", duration: TimeSpan.FromSeconds(AutoBanTime));
|
|
}
|
|
|
|
GameMain.NetLobbyScreen.LastUpdateID++;
|
|
|
|
SendVoteStatus(connectedClients);
|
|
|
|
if (Voting.AllowEndVoting && EndVoteMax > 0 &&
|
|
(EndVoteCount / (float)EndVoteMax) >= EndVoteRequiredRatio)
|
|
{
|
|
Log("Ending round by votes (" + EndVoteCount + "/" + (EndVoteMax - EndVoteCount) + ")", ServerLog.MessageType.ServerMessage);
|
|
EndGame();
|
|
}
|
|
}
|
|
|
|
public void SendVoteStatus(List<Client> recipients)
|
|
{
|
|
NetOutgoingMessage msg = server.CreateMessage();
|
|
msg.Write((byte)ServerPacketHeader.UPDATE_LOBBY);
|
|
msg.Write((byte)ServerNetObject.VOTE);
|
|
Voting.ServerWrite(msg);
|
|
msg.Write((byte)ServerNetObject.END_OF_MESSAGE);
|
|
|
|
CompressOutgoingMessage(msg);
|
|
|
|
server.SendMessage(msg, recipients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
|
|
}
|
|
|
|
public void UpdateClientPermissions(Client client)
|
|
{
|
|
if (client.SteamID > 0)
|
|
{
|
|
clientPermissions.RemoveAll(cp => cp.SteamID == client.SteamID);
|
|
if (client.Permissions != ClientPermissions.None)
|
|
{
|
|
clientPermissions.Add(new SavedClientPermission(
|
|
client.Name,
|
|
client.SteamID,
|
|
client.Permissions,
|
|
client.PermittedConsoleCommands));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
clientPermissions.RemoveAll(cp => cp.IP == client.Connection.RemoteEndPoint.Address.ToString());
|
|
if (client.Permissions != ClientPermissions.None)
|
|
{
|
|
clientPermissions.Add(new SavedClientPermission(
|
|
client.Name,
|
|
client.Connection.RemoteEndPoint.Address.ToString(),
|
|
client.Permissions,
|
|
client.PermittedConsoleCommands));
|
|
}
|
|
}
|
|
|
|
var msg = server.CreateMessage();
|
|
msg.Write((byte)ServerPacketHeader.PERMISSIONS);
|
|
WritePermissions(msg, client);
|
|
|
|
CompressOutgoingMessage(msg);
|
|
|
|
server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
|
|
|
|
SaveClientPermissions();
|
|
}
|
|
|
|
private void WritePermissions(NetBuffer msg, Client client)
|
|
{
|
|
msg.Write((UInt16)client.Permissions);
|
|
if (client.Permissions.HasFlag(ClientPermissions.ConsoleCommands))
|
|
{
|
|
msg.Write((UInt16)client.PermittedConsoleCommands.Sum(c => c.names.Length));
|
|
foreach (DebugConsole.Command command in client.PermittedConsoleCommands)
|
|
{
|
|
foreach (string commandName in command.names)
|
|
{
|
|
msg.Write(commandName);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public void GiveAchievement(Character character, string achievementIdentifier)
|
|
{
|
|
achievementIdentifier = achievementIdentifier.ToLowerInvariant();
|
|
foreach (Client client in connectedClients)
|
|
{
|
|
if (client.Character == character)
|
|
{
|
|
GiveAchievement(client, achievementIdentifier);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void GiveAchievement(Client client, string achievementIdentifier)
|
|
{
|
|
if (client.GivenAchievements.Contains(achievementIdentifier)) return;
|
|
client.GivenAchievements.Add(achievementIdentifier);
|
|
|
|
var msg = server.CreateMessage();
|
|
msg.Write((byte)ServerPacketHeader.ACHIEVEMENT);
|
|
msg.Write(achievementIdentifier);
|
|
|
|
CompressOutgoingMessage(msg);
|
|
|
|
server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
|
|
}
|
|
|
|
public void SetClientCharacter(Client client, Character newCharacter)
|
|
{
|
|
if (client == null) return;
|
|
|
|
//the client's previous character is no longer a remote player
|
|
if (client.Character != null)
|
|
{
|
|
client.Character.IsRemotePlayer = false;
|
|
client.Character.OwnerClientIP = null;
|
|
client.Character.OwnerClientName = null;
|
|
}
|
|
|
|
if (newCharacter == null)
|
|
{
|
|
if (client.Character != null) //removing control of the current character
|
|
{
|
|
CreateEntityEvent(client.Character, new object[] { NetEntityEvent.Type.Control, null });
|
|
client.Character = null;
|
|
}
|
|
}
|
|
else //taking control of a new character
|
|
{
|
|
newCharacter.ClientDisconnected = false;
|
|
newCharacter.KillDisconnectedTimer = 0.0f;
|
|
newCharacter.ResetNetState();
|
|
if (client.Character != null)
|
|
{
|
|
newCharacter.LastNetworkUpdateID = client.Character.LastNetworkUpdateID;
|
|
}
|
|
|
|
newCharacter.OwnerClientIP = client.Connection.RemoteEndPoint.Address.ToString();
|
|
newCharacter.OwnerClientName = client.Name;
|
|
newCharacter.IsRemotePlayer = true;
|
|
newCharacter.Enabled = true;
|
|
client.Character = newCharacter;
|
|
CreateEntityEvent(newCharacter, new object[] { NetEntityEvent.Type.Control, client });
|
|
}
|
|
}
|
|
|
|
private void UpdateCharacterInfo(NetIncomingMessage message, Client sender)
|
|
{
|
|
sender.SpectateOnly = message.ReadBoolean() && AllowSpectating;
|
|
if (sender.SpectateOnly)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Gender gender = Gender.Male;
|
|
Race race = Race.White;
|
|
int headSpriteId = 0;
|
|
try
|
|
{
|
|
gender = message.ReadBoolean() ? Gender.Male : Gender.Female;
|
|
race = (Race)message.ReadByte();
|
|
headSpriteId = message.ReadByte();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
//gender = Gender.Male;
|
|
//race = Race.White;
|
|
//headSpriteId = 0;
|
|
DebugConsole.Log("Received invalid characterinfo from \"" + sender.Name + "\"! { " + e.Message + " }");
|
|
}
|
|
int hairIndex = message.ReadByte();
|
|
int beardIndex = message.ReadByte();
|
|
int moustacheIndex = message.ReadByte();
|
|
int faceAttachmentIndex = message.ReadByte();
|
|
|
|
List<JobPrefab> jobPreferences = new List<JobPrefab>();
|
|
int count = message.ReadByte();
|
|
for (int i = 0; i < Math.Min(count, 3); i++)
|
|
{
|
|
string jobIdentifier = message.ReadString();
|
|
|
|
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Identifier == jobIdentifier);
|
|
if (jobPrefab != null) jobPreferences.Add(jobPrefab);
|
|
}
|
|
|
|
sender.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, sender.Name, gender)
|
|
{
|
|
Race = race,
|
|
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");
|
|
}
|
|
}
|
|
}
|