Networking functionality is fully disabled now. I think it's time to start rewriting everything. OH BOY
781 lines
26 KiB
C#
781 lines
26 KiB
C#
using System;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using FarseerPhysics;
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using System.IO;
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using System.Linq;
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using System.Text;
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using Barotrauma.Items.Components;
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using System.ComponentModel;
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namespace Barotrauma.Networking
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{
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class GameClient : NetworkMember
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{
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private NetClient client;
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private GUIMessageBox reconnectBox;
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private GUIButton endRoundButton;
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private GUITickBox endVoteTickBox;
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private ClientPermissions permissions;
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private bool connected;
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private byte myID;
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private List<Client> otherClients;
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private string serverIP;
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public byte ID
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{
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get { return myID; }
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}
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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 otherClients;
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}
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}
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public GameClient(string newName)
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{
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endVoteTickBox = new GUITickBox(new Rectangle(GameMain.GraphicsWidth - 170, 20, 20, 20), "End round", Alignment.TopLeft, inGameHUD);
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endVoteTickBox.OnSelected = ToggleEndRoundVote;
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endVoteTickBox.Visible = false;
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endRoundButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 170 - 170, 20, 150, 20), "End round", Alignment.TopLeft, GUI.Style, inGameHUD);
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endRoundButton.OnClicked = (btn, userdata) =>
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{
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if (!permissions.HasFlag(ClientPermissions.EndRound)) return false;
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//TODO: tell server that client requested round end
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return true;
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};
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endRoundButton.Visible = false;
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newName = newName.Replace(":", "");
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newName = newName.Replace(";", "");
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GameMain.DebugDraw = false;
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Hull.EditFire = false;
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Hull.EditWater = false;
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name = newName;
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characterInfo = new CharacterInfo(Character.HumanConfigFile, name);
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characterInfo.Job = null;
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otherClients = new List<Client>();
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GameMain.NetLobbyScreen = new NetLobbyScreen();
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}
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public void ConnectToServer(string hostIP, string password = "")
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{
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string[] address = hostIP.Split(':');
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if (address.Length==1)
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{
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serverIP = hostIP;
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Port = NetConfig.DefaultPort;
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}
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else
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{
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serverIP = address[0];
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if (!int.TryParse(address[1], out Port))
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{
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DebugConsole.ThrowError("Invalid port: "+address[1]+"!");
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Port = NetConfig.DefaultPort;
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}
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}
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myCharacter = Character.Controlled;
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// Create new instance of configs. Parameter is "application Id". It has to be same on client and server.
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NetPeerConfiguration config = new NetPeerConfiguration("barotrauma");
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#if DEBUG
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config.SimulatedLoss = 0.05f;
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config.SimulatedDuplicatesChance = 0.05f;
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config.SimulatedMinimumLatency = 0.1f;
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config.SimulatedRandomLatency = 0.2f;
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#endif
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config.DisableMessageType(NetIncomingMessageType.DebugMessage | NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt
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| NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error);
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client = new NetClient(config);
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netPeer = client;
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client.Start();
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NetOutgoingMessage outmsg = client.CreateMessage();
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System.Net.IPEndPoint IPEndPoint = null;
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try
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{
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IPEndPoint = new System.Net.IPEndPoint(NetUtility.Resolve(serverIP), Port);
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}
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catch
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{
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new GUIMessageBox("Could not connect to server", "Failed to resolve address ''"+serverIP+":"+Port+"''. Please make sure you have entered a valid IP address.");
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return;
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}
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// Connect client, to ip previously requested from user
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try
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{
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client.Connect(IPEndPoint, outmsg);
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Couldn't connect to "+hostIP+". Error message: "+e.Message);
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Disconnect();
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GameMain.ServerListScreen.Select();
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return;
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}
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updateInterval = new TimeSpan(0, 0, 0, 0, 150);
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if (reconnectBox==null)
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{
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reconnectBox = new GUIMessageBox("CONNECTING", "Connecting to " + serverIP, new string[] { "Cancel" });
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reconnectBox.Buttons[0].OnClicked += CancelConnect;
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reconnectBox.Buttons[0].OnClicked += reconnectBox.Close;
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}
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String sendPw = "";
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if (password.Length>0)
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{
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sendPw = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(password)));
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}
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CoroutineManager.StartCoroutine(WaitForStartingInfo(sendPw));
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// Start the timer
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//update.Start();
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}
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private bool RetryConnection(GUIButton button, object obj)
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{
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if (client != null) client.Shutdown("Disconnecting");
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ConnectToServer(serverIP);
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return true;
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}
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private bool SelectMainMenu(GUIButton button, object obj)
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{
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Disconnect();
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GameMain.NetworkMember = null;
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GameMain.MainMenuScreen.Select();
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GameMain.MainMenuScreen.SelectTab(MainMenuScreen.Tab.LoadGame);
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return true;
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}
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private bool connectCanceled;
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private bool CancelConnect(GUIButton button, object obj)
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{
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connectCanceled = true;
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return true;
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}
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// Before main looping starts, we loop here and wait for approval message
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private IEnumerable<object> WaitForStartingInfo(string password)
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{
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connectCanceled = false;
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// When this is set to true, we are approved and ready to go
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bool CanStart = false;
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DateTime timeOut = DateTime.Now + new TimeSpan(0,0,20);
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// Loop until we are approved
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while (!CanStart && !connectCanceled)
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{
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int seconds = DateTime.Now.Second;
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string connectingText = "Connecting to " + serverIP;
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for (int i = 0; i < 1 + (seconds % 3); i++ )
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{
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connectingText += ".";
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}
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reconnectBox.Text = connectingText;
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yield return CoroutineStatus.Running;
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if (DateTime.Now > timeOut) break;
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NetIncomingMessage inc;
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// If new messages arrived
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if ((inc = client.ReadMessage()) == null) continue;
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try
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{
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//TODO: read message data
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Error while connecting to server", e);
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break;
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}
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}
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if (reconnectBox != null)
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{
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reconnectBox.Close(null, null);
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reconnectBox = null;
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}
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if (connectCanceled) yield return CoroutineStatus.Success;
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if (client.ConnectionStatus != NetConnectionStatus.Connected)
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{
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var reconnect = new GUIMessageBox("CONNECTION FAILED", "Failed to connect to server.", new string[] { "Retry", "Cancel" });
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DebugConsole.NewMessage("Failed to connect to server - connection status: "+client.ConnectionStatus.ToString(), Color.Orange);
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reconnect.Buttons[0].OnClicked += RetryConnection;
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reconnect.Buttons[0].OnClicked += reconnect.Close;
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reconnect.Buttons[1].OnClicked += SelectMainMenu;
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reconnect.Buttons[1].OnClicked += reconnect.Close;
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}
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else
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{
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if (Screen.Selected != GameMain.GameScreen)
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{
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List<Submarine> subList = GameMain.NetLobbyScreen.GetSubList();
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GameMain.NetLobbyScreen = new NetLobbyScreen();
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GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.SubList, subList);
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GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.ShuttleList.ListBox, subList);
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GameMain.NetLobbyScreen.Select();
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}
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connected = true;
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}
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yield return CoroutineStatus.Success;
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}
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public override void Update(float deltaTime)
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{
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#if DEBUG
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if (PlayerInput.GetKeyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.P)) return;
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#endif
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base.Update(deltaTime);
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if (!connected) return;
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if (reconnectBox!=null)
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{
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reconnectBox.Close(null,null);
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reconnectBox = null;
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}
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try
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{
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CheckServerMessages();
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}
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catch (Exception e)
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{
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#if DEBUG
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DebugConsole.ThrowError("Error while receiving message from server", e);
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#endif
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}
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if (gameStarted && respawnManager != null)
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{
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respawnManager.Update(deltaTime);
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}
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if (updateTimer > DateTime.Now) return;
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if (myCharacter != null)
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{
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if (myCharacter.IsDead)
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{
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//Character.Controlled = null;
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//GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
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}
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else if (gameStarted)
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{
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}
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}
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// Update current time
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updateTimer = DateTime.Now + updateInterval;
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}
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private CoroutineHandle startGameCoroutine;
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/// <summary>
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/// Check for new incoming messages from server
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/// </summary>
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private void CheckServerMessages()
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{
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// Create new incoming message holder
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NetIncomingMessage inc;
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if (startGameCoroutine != null && CoroutineManager.IsCoroutineRunning(startGameCoroutine)) return;
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while ((inc = client.ReadMessage()) != null)
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{
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//TODO: read message data
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}
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}
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private IEnumerable<object> StartGame(NetIncomingMessage inc)
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{
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if (Character != null) Character.Remove();
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endVoteTickBox.Selected = false;
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int seed = inc.ReadInt32();
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string levelSeed = inc.ReadString();
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int missionTypeIndex = inc.ReadByte();
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string subName = inc.ReadString();
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string subHash = inc.ReadString();
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string shuttleName = inc.ReadString();
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string shuttleHash = inc.ReadString();
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string modeName = inc.ReadString();
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bool respawnAllowed = inc.ReadBoolean();
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GameModePreset gameMode = GameModePreset.list.Find(gm => gm.Name == modeName);
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if (gameMode == null)
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{
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DebugConsole.ThrowError("Game mode ''" + modeName + "'' not found!");
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yield return CoroutineStatus.Success;
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}
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if (!GameMain.NetLobbyScreen.TrySelectSub(subName, subHash, GameMain.NetLobbyScreen.SubList))
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{
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yield return CoroutineStatus.Success;
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}
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if (!GameMain.NetLobbyScreen.TrySelectSub(shuttleName, shuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox))
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{
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yield return CoroutineStatus.Success;
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}
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Rand.SetSyncedSeed(seed);
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//int gameModeIndex = inc.ReadInt32();
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GameMain.GameSession = new GameSession(GameMain.NetLobbyScreen.SelectedSub, "", gameMode, Mission.MissionTypes[missionTypeIndex]);
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GameMain.GameSession.StartShift(levelSeed);
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if (respawnAllowed) respawnManager = new RespawnManager(this, GameMain.NetLobbyScreen.SelectedShuttle);
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//myCharacter = ReadCharacterData(inc);
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//Character.Controlled = myCharacter;
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List<Character> crew = new List<Character>();
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byte characterCount = inc.ReadByte();
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for (int i = 0; i < characterCount; i++)
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{
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ReadCharacterData(inc);
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}
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gameStarted = true;
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endVoteTickBox.Visible = Voting.AllowEndVoting && myCharacter != null;
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GameMain.GameScreen.Select();
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AddChatMessage("Press TAB to chat. Use ''r;'' to talk through the radio.", ChatMessageType.Server);
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//GameMain.GameSession.CrewManager.CreateCrewFrame(crew);
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yield return CoroutineStatus.Success;
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}
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public IEnumerable<object> EndGame(string endMessage)
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{
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if (!gameStarted) yield return CoroutineStatus.Success;
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if (GameMain.GameSession != null) GameMain.GameSession.gameMode.End(endMessage);
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//var messageBox = new GUIMessageBox("The round has ended", endMessage, 400, 300);
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gameStarted = false;
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Character.Controlled = null;
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GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
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GameMain.LightManager.LosEnabled = false;
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respawnManager = null;
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float endPreviewLength = 10.0f;
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if (Screen.Selected == GameMain.GameScreen)
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{
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var cinematic = new TransitionCinematic(Submarine.MainSub, GameMain.GameScreen.Cam, endPreviewLength);
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float secondsLeft = endPreviewLength;
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do
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{
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secondsLeft -= CoroutineManager.UnscaledDeltaTime;
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yield return CoroutineStatus.Running;
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} while (secondsLeft > 0.0f);
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}
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Submarine.Unload();
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GameMain.NetLobbyScreen.Select();
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myCharacter = null;
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foreach (Client c in otherClients)
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{
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c.Character = null;
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}
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yield return CoroutineStatus.Success;
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}
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public bool HasPermission(ClientPermissions permission)
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{
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return false;// permissions.HasFlag(permission);
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}
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public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
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{
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base.Draw(spriteBatch);
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if (!GameMain.DebugDraw) return;
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int width = 200, height = 300;
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int x = GameMain.GraphicsWidth - width, y = (int)(GameMain.GraphicsHeight * 0.3f);
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GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black * 0.7f, true);
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spriteBatch.DrawString(GUI.Font, "Network statistics:", new Vector2(x + 10, y + 10), Color.White);
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if (client.ServerConnection != null)
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{
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spriteBatch.DrawString(GUI.Font, "Ping: " + (int)(client.ServerConnection.AverageRoundtripTime * 1000.0f) + " ms", new Vector2(x + 10, y + 25), Color.White);
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y += 15;
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spriteBatch.DrawString(GUI.SmallFont, "Received bytes: " + client.Statistics.ReceivedBytes, new Vector2(x + 10, y + 45), Color.White);
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spriteBatch.DrawString(GUI.SmallFont, "Received packets: " + client.Statistics.ReceivedPackets, new Vector2(x + 10, y + 60), Color.White);
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spriteBatch.DrawString(GUI.SmallFont, "Sent bytes: " + client.Statistics.SentBytes, new Vector2(x + 10, y + 75), Color.White);
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spriteBatch.DrawString(GUI.SmallFont, "Sent packets: " + client.Statistics.SentPackets, new Vector2(x + 10, y + 90), Color.White);
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}
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else
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{
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spriteBatch.DrawString(GUI.Font, "Disconnected", new Vector2(x + 10, y + 25), Color.White);
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}
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}
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public override void Disconnect()
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{
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//TODO: tell server
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client.Shutdown("");
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GameMain.NetworkMember = null;
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}
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public override bool SelectCrewCharacter(GUIComponent component, object obj)
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{
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var characterFrame = component.Parent.Parent.FindChild("selectedcharacter");
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Character character = obj as Character;
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if (character == null) return false;
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if (character != myCharacter)
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{
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var client = GameMain.NetworkMember.ConnectedClients.Find(c => c.Character == character);
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if (client == null) return false;
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if (HasPermission(ClientPermissions.Ban))
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{
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var banButton = new GUIButton(new Rectangle(0, 0, 100, 20), "Ban", Alignment.BottomRight, GUI.Style, characterFrame);
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banButton.UserData = character.Name;
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banButton.OnClicked += GameMain.NetLobbyScreen.BanPlayer;
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}
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if (HasPermission(ClientPermissions.Kick))
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{
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var kickButton = new GUIButton(new Rectangle(0, 0, 100, 20), "Kick", Alignment.BottomLeft, GUI.Style, characterFrame);
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kickButton.UserData = character.Name;
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kickButton.OnClicked += GameMain.NetLobbyScreen.KickPlayer;
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}
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else if (Voting.AllowVoteKick)
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{
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var kickVoteButton = new GUIButton(new Rectangle(0, 0, 120, 20), "Vote to Kick", Alignment.BottomLeft, GUI.Style, characterFrame);
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if (GameMain.NetworkMember.ConnectedClients != null)
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{
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kickVoteButton.Enabled = !client.HasKickVoteFromID(myID);
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}
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kickVoteButton.UserData = character;
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kickVoteButton.OnClicked += VoteForKick;
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}
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}
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return true;
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}
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public bool VoteForKick(GUIButton button, object userdata)
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{
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var votedClient = otherClients.Find(c => c.Character == userdata);
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if (votedClient == null) return false;
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votedClient.AddKickVote(new Client(name, ID));
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if (votedClient == null) return false;
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Vote(VoteType.Kick, votedClient);
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button.Enabled = false;
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return true;
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}
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public void Vote(VoteType voteType, object userData)
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{
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NetOutgoingMessage msg = client.CreateMessage();
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msg.Write((byte)voteType);
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switch (voteType)
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{
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case VoteType.Sub:
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msg.Write(((Submarine)userData).Name);
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break;
|
|
case VoteType.Mode:
|
|
msg.Write(((GameModePreset)userData).Name);
|
|
break;
|
|
case VoteType.EndRound:
|
|
msg.Write((bool)userData);
|
|
break;
|
|
case VoteType.Kick:
|
|
Client votedClient = userData as Client;
|
|
if (votedClient == null) return;
|
|
|
|
msg.Write(votedClient.ID);
|
|
break;
|
|
}
|
|
|
|
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
|
|
}
|
|
|
|
public bool SpectateClicked(GUIButton button, object userData)
|
|
{
|
|
NetOutgoingMessage msg = client.CreateMessage();
|
|
|
|
|
|
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
|
|
|
|
if (button != null) button.Enabled = false;
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool ToggleEndRoundVote(GUITickBox tickBox)
|
|
{
|
|
if (!gameStarted) return false;
|
|
|
|
if (!Voting.AllowEndVoting || myCharacter==null)
|
|
{
|
|
tickBox.Visible = false;
|
|
return false;
|
|
}
|
|
|
|
Vote(VoteType.EndRound, tickBox.Selected);
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
public void SendCharacterData()
|
|
{
|
|
if (characterInfo == null) return;
|
|
|
|
NetOutgoingMessage msg = client.CreateMessage();
|
|
|
|
msg.Write(characterInfo.Name);
|
|
msg.Write(characterInfo.Gender == Gender.Male);
|
|
msg.Write((byte)characterInfo.HeadSpriteId);
|
|
|
|
var jobPreferences = GameMain.NetLobbyScreen.JobPreferences;
|
|
int count = Math.Min(jobPreferences.Count, 3);
|
|
msg.Write((byte)count);
|
|
for (int i = 0; i < count; i++ )
|
|
{
|
|
msg.Write(jobPreferences[i].Name);
|
|
}
|
|
|
|
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
|
|
}
|
|
|
|
public Character ReadCharacterData(NetIncomingMessage inc)
|
|
{
|
|
bool noInfo = inc.ReadBoolean();
|
|
ushort id = inc.ReadUInt16();
|
|
string configPath = inc.ReadString();
|
|
|
|
Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
|
|
|
|
bool enabled = inc.ReadBoolean();
|
|
|
|
Character character = null;
|
|
|
|
if (noInfo)
|
|
{
|
|
var existingEntity = Entity.FindEntityByID(id);
|
|
if (existingEntity is AICharacter && existingEntity.ID == id)
|
|
{
|
|
return (Character)existingEntity;
|
|
}
|
|
|
|
character = Character.Create(configPath, position, null, true);
|
|
character.ID = id;
|
|
}
|
|
else
|
|
{
|
|
bool hasOwner = inc.ReadBoolean();
|
|
int ownerId = -1;
|
|
if (hasOwner)
|
|
{
|
|
ownerId = inc.ReadByte();
|
|
}
|
|
|
|
string newName = inc.ReadString();
|
|
|
|
bool hasAi = inc.ReadBoolean();
|
|
bool isFemale = inc.ReadBoolean();
|
|
int headSpriteID = inc.ReadByte();
|
|
string jobName = inc.ReadString();
|
|
|
|
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
|
|
|
|
CharacterInfo ch = new CharacterInfo(configPath, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
|
|
ch.HeadSpriteId = headSpriteID;
|
|
|
|
character = Character.Create(configPath, position, ch, ownerId != myID, hasAi);
|
|
character.ID = id;
|
|
|
|
if (configPath == Character.HumanConfigFile)
|
|
{
|
|
GameMain.GameSession.CrewManager.characters.Add(character);
|
|
}
|
|
|
|
if (ownerId == myID)
|
|
{
|
|
myCharacter = character;
|
|
Character.Controlled = character;
|
|
GameMain.LightManager.LosEnabled = true;
|
|
|
|
if (endVoteTickBox != null) endVoteTickBox.Visible = Voting.AllowEndVoting;
|
|
}
|
|
else
|
|
{
|
|
var characterOwner = otherClients.Find(c => c.ID == ownerId);
|
|
if (characterOwner != null) characterOwner.Character = character;
|
|
|
|
}
|
|
}
|
|
|
|
character.Enabled = enabled;
|
|
|
|
return character;
|
|
}
|
|
|
|
public override void SendChatMessage(string message, ChatMessageType? type = null)
|
|
{
|
|
if (client.ServerConnection == null) return;
|
|
|
|
type = ChatMessageType.Default;
|
|
|
|
if (Screen.Selected == GameMain.GameScreen && (myCharacter == null || myCharacter.IsDead))
|
|
{
|
|
type = ChatMessageType.Dead;
|
|
}
|
|
else
|
|
{
|
|
string command = ChatMessage.GetChatMessageCommand(message, out message).ToLowerInvariant();
|
|
|
|
if (command=="r" || command=="radio" && CanUseRadio(Character.Controlled)) type = ChatMessageType.Radio;
|
|
}
|
|
|
|
var chatMessage = ChatMessage.Create(
|
|
gameStarted && myCharacter != null ? myCharacter.Name : name,
|
|
message, (ChatMessageType)type, gameStarted ? myCharacter : null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// sends some random data to the server (can be a networkevent or just something completely random)
|
|
/// use for debugging purposes
|
|
/// </summary>
|
|
//public void SendRandomData()
|
|
//{
|
|
// NetOutgoingMessage msg = client.CreateMessage();
|
|
// switch (Rand.Int(5))
|
|
// {
|
|
// case 0:
|
|
// msg.WriteEnum(PacketTypes.NetworkEvent);
|
|
// msg.WriteEnum(NetworkEventType.EntityUpdate);
|
|
// msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
|
|
// break;
|
|
// case 1:
|
|
// msg.WriteEnum(PacketTypes.NetworkEvent);
|
|
// msg.Write((byte)Enum.GetNames(typeof(NetworkEventType)).Length);
|
|
// msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
|
|
// break;
|
|
// case 2:
|
|
// msg.WriteEnum(PacketTypes.NetworkEvent);
|
|
// msg.WriteEnum(NetworkEventType.ComponentUpdate);
|
|
// msg.Write((int)Item.ItemList[Rand.Int(Item.ItemList.Count)].ID);
|
|
// msg.Write(Rand.Int(8));
|
|
// break;
|
|
// case 3:
|
|
// msg.Write((byte)Enum.GetNames(typeof(PacketTypes)).Length);
|
|
// break;
|
|
// }
|
|
|
|
// int bitCount = Rand.Int(100);
|
|
// for (int i = 0; i<bitCount; i++)
|
|
// {
|
|
// msg.Write(Rand.Int(2)==0);
|
|
// }
|
|
|
|
|
|
// client.SendMessage(msg, (Rand.Int(2)==0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable);
|
|
//}
|
|
|
|
}
|
|
}
|