779 lines
29 KiB
C#
779 lines
29 KiB
C#
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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 Lidgren.Network;
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using Microsoft.Xna.Framework;
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namespace Subsurface.Networking
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{
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class GameServer : NetworkMember
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{
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public List<Client> connectedClients = new List<Client>();
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private NetServer server;
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private NetPeerConfiguration config;
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private TimeSpan SparseUpdateInterval = new TimeSpan(0, 0, 0, 1);
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private DateTime sparseUpdateTimer;
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private Client myClient;
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public GameServer(string name, int port)
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{
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var endRoundButton = new GUIButton(new Rectangle(Game1.GraphicsWidth - 290, 20, 150, 25), "End round", Alignment.TopLeft, GUI.style, inGameHUD);
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endRoundButton.OnClicked = EndButtonHit;
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this.name = name;
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config = new NetPeerConfiguration("subsurface");
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config.Port = port;
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config.EnableUPnP = true;
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config.MaximumConnections = 10;
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config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
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try
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{
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server = new NetServer(config);
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server.Start();
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// attempt to forward port
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server.UPnP.ForwardPort(port, "subsurface");
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Couldn't start the server", e);
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}
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updateInterval = new TimeSpan(0, 0, 0, 0, 30);
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DebugConsole.NewMessage("Server started", Color.Green);
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}
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public override void Update()
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{
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//if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.K))
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//{
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// SendRandomData();
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//}
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if (gameStarted) inGameHUD.Update((float)Physics.step);
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NetIncomingMessage inc = server.ReadMessage();
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if (inc != null)
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{
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try
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{
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ReadMessage(inc);
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}
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catch
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{
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}
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}
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// if 30ms has passed
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if (updateTimer < DateTime.Now)
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{
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if (server.ConnectionsCount > 0)
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{
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if (sparseUpdateTimer < DateTime.Now) SparseUpdate();
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SendNetworkEvents();
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}
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updateTimer = DateTime.Now + updateInterval;
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}
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}
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private void SparseUpdate()
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{
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foreach (Character c in Character.CharacterList)
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{
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bool isClient = false;
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foreach (Client client in connectedClients)
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{
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if (client.character != c) continue;
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isClient = true;
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break;
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}
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if (!isClient)
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{
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c.LargeUpdateTimer = 0;
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new NetworkEvent(c.ID, false);
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}
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}
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if (gameStarted) new NetworkEvent(Submarine.Loaded.ID, false);
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sparseUpdateTimer = DateTime.Now + SparseUpdateInterval;
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}
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private void ReadMessage(NetIncomingMessage inc)
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{
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NetOutgoingMessage outmsg;
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switch (inc.MessageType)
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{
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case NetIncomingMessageType.ConnectionApproval:
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if (inc.ReadByte() != (byte)PacketTypes.Login) break;
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DebugConsole.NewMessage("New player has joined the server", Color.White);
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Client existingClient = connectedClients.Find(c=> c.Connection == inc.SenderConnection);
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if (existingClient==null)
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{
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string version = "", packageName="", packageHash="", name = "";
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try
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{
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version = inc.ReadString();
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packageName = inc.ReadString();
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packageHash = inc.ReadString();
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name = inc.ReadString();
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}
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catch
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{
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inc.SenderConnection.Deny("Connection error - server failed to read your ConnectionApproval message");
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break;
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}
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if (version != Game1.Version.ToString())
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{
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inc.SenderConnection.Deny("Subsurface version " + Game1.Version + " required to connect to the server (Your version: " + version + ")");
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break;
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}
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else if (packageName != Game1.SelectedPackage.Name)
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{
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inc.SenderConnection.Deny("Your content package ("+packageName+") doesn't match the server's version (" + Game1.SelectedPackage.Name + ")");
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break;
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}
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else if (packageHash != Game1.SelectedPackage.MD5hash.Hash)
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{
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inc.SenderConnection.Deny("Your content package (MD5: " + packageHash + ") doesn't match the server's version (MD5: " + Game1.SelectedPackage.MD5hash.Hash + ")");
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break;
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}
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else if (connectedClients.Find(c => c.name.ToLower() == name.ToLower())!=null)
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{
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inc.SenderConnection.Deny("The name ''" + name + "'' is already in use. Please choose another name.");
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break;
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}
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int id = 1;
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while (connectedClients.Find(c=>c.ID==id)!=null)
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{
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id++;
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}
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Client newClient = new Client(name, id);
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newClient.Connection = inc.SenderConnection;
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newClient.version = version;
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connectedClients.Add(newClient);
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inc.SenderConnection.Approve();
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}
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else
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{
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inc.SenderConnection.Deny();
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}
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//Character ch = new Character("Content/Characters/Human/human.xml");
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break;
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case NetIncomingMessageType.StatusChanged:
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Debug.WriteLine(inc.SenderConnection + " status changed. " + (NetConnectionStatus)inc.SenderConnection.Status);
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if (inc.SenderConnection.Status == NetConnectionStatus.Connected)
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{
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Client sender = connectedClients.Find(x => x.Connection == inc.SenderConnection);
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if (sender == null) break;
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if (sender.version != Game1.Version.ToString())
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{
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DisconnectClient(sender, sender.name+" was unable to connect to the server (nonmatching game version)",
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"Subsurface version " + Game1.Version + " required to connect to the server (Your version: " + sender.version + ")");
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}
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else if (connectedClients.Find(x => x.name == sender.name && x != sender)!=null)
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{
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DisconnectClient(sender, sender.name + " was unable to connect to the server (name already in use)",
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"The name ''"+sender.name+"'' is already in use. Please choose another name.");
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}
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else
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{
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AssignJobs();
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Game1.NetLobbyScreen.AddPlayer(sender);
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// Notify the client that they have logged in
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outmsg = server.CreateMessage();
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outmsg.Write((byte)PacketTypes.LoggedIn);
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outmsg.Write(sender.ID);
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outmsg.Write(gameStarted);
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//notify the client about other clients already logged in
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outmsg.Write((myClient == null) ? connectedClients.Count - 1 : connectedClients.Count);
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foreach (Client c in connectedClients)
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{
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if (c.Connection == inc.SenderConnection) continue;
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outmsg.Write(c.name);
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outmsg.Write(c.ID);
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}
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if (myClient != null) outmsg.Write(myClient.name);
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server.SendMessage(outmsg, inc.SenderConnection, NetDeliveryMethod.ReliableUnordered, 0);
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//notify other clients about the new client
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outmsg = server.CreateMessage();
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outmsg.Write((byte)PacketTypes.PlayerJoined);
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outmsg.Write(sender.name);
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outmsg.Write(sender.ID);
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//send the message to everyone except the client who just logged in
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SendMessage(outmsg, NetDeliveryMethod.ReliableUnordered, inc.SenderConnection);
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AddChatMessage(sender.name + " has joined the server", ChatMessageType.Server);
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UpdateNetLobby(null);
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}
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}
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else if (inc.SenderConnection.Status == NetConnectionStatus.Disconnected)
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{
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DisconnectClient(inc.SenderConnection);
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}
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break;
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case NetIncomingMessageType.Data:
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switch (inc.ReadByte())
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{
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case (byte)PacketTypes.NetworkEvent:
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if (!gameStarted) break;
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if (!NetworkEvent.ReadData(inc)) break;
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outmsg = server.CreateMessage();
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outmsg.Write(inc);
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List<NetConnection> recipients = new List<NetConnection>();
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foreach (Client client in connectedClients)
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{
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if (client.Connection == inc.SenderConnection) continue;
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if (!client.inGame) continue;
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recipients.Add(client.Connection);
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}
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if (recipients.Count == 0) break;
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server.SendMessage(outmsg, recipients, inc.DeliveryMethod, 0);
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break;
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case (byte)PacketTypes.Chatmessage:
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ChatMessageType messageType = (ChatMessageType)inc.ReadByte();
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string message = inc.ReadString();
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SendChatMessage(message, messageType);
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break;
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case (byte)PacketTypes.PlayerLeft:
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DisconnectClient(inc.SenderConnection);
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break;
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case (byte)PacketTypes.CharacterInfo:
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ReadCharacterData(inc);
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break;
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}
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break;
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case NetIncomingMessageType.WarningMessage:
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Debug.WriteLine(inc.ReadString());
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break;
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}
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}
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private void SendMessage(NetOutgoingMessage msg, NetDeliveryMethod deliveryMethod, NetConnection excludedConnection)
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{
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List<NetConnection> recipients = new List<NetConnection>();
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foreach (Client client in connectedClients)
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{
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if (client.Connection != excludedConnection) recipients.Add(client.Connection);
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}
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if (recipients.Count == 0) return;
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server.SendMessage(msg, recipients, deliveryMethod, 0);
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}
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private void SendNetworkEvents()
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{
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if (NetworkEvent.events.Count == 0) return;
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//System.Diagnostics.Debug.WriteLine("*************************");
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foreach (NetworkEvent networkEvent in NetworkEvent.events)
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{
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//System.Diagnostics.Debug.WriteLine("networkevent "+networkEvent.ID);
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NetOutgoingMessage message = server.CreateMessage();
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message.Write((byte)PacketTypes.NetworkEvent);
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//if (!networkEvent.IsClient) continue;
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networkEvent.FillData(message);
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if (server.ConnectionsCount>0)
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{
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server.SendMessage(message, server.Connections,
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(networkEvent.IsImportant) ? NetDeliveryMethod.Unreliable : NetDeliveryMethod.ReliableUnordered, 0);
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}
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}
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NetworkEvent.events.Clear();
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}
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public bool StartGame(GUIButton button, object obj)
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{
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int seed = DateTime.Now.Millisecond;
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Rand.SetSyncedSeed(seed);
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Submarine selectedMap = Game1.NetLobbyScreen.SelectedMap as Submarine;
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//selectedMap.Load();
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Game1.GameSession = new GameSession(selectedMap, "", Game1.NetLobbyScreen.SelectedMode);
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Game1.GameSession.StartShift(Game1.NetLobbyScreen.GameDuration, Game1.NetLobbyScreen.LevelSeed);
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//EventManager.SelectEvent(Game1.netLobbyScreen.SelectedEvent);
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List<CharacterInfo> characterInfos = new List<CharacterInfo>();
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foreach (Client client in connectedClients)
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{
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client.inGame = true;
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WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human);
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if (client.characterInfo==null)
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{
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client.characterInfo = new CharacterInfo(Character.HumanConfigFile, client.name);
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}
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characterInfos.Add(client.characterInfo);
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//client.character = new Character(client.characterInfo, (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition, true);
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}
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WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos);
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for (int i = 0; i < connectedClients.Count; i++ )
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{
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connectedClients[i].character = new Character(
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connectedClients[i].characterInfo, assignedWayPoints[i], true);
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connectedClients[i].character.GiveJobItems(assignedWayPoints[i]);
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}
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//todo: fix
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if (myClient != null)
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{
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WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human);
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CharacterInfo ch = new CharacterInfo(Character.HumanConfigFile, myClient.name);
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myClient.character = new Character(ch, (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition);
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}
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//foreach (Client client in connectedClients)
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//{
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NetOutgoingMessage msg = server.CreateMessage();
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msg.Write((byte)PacketTypes.StartGame);
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msg.Write(seed);
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msg.Write(Game1.NetLobbyScreen.LevelSeed);
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msg.Write(Game1.NetLobbyScreen.SelectedMap.Name);
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msg.Write(Game1.NetLobbyScreen.SelectedMap.Hash.Hash);
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msg.Write(Game1.NetLobbyScreen.GameDuration.TotalMinutes);
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//WriteCharacterData(msg, client.name, client.character);
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msg.Write((myClient == null) ? connectedClients.Count : connectedClients.Count+1);
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foreach (Client client in connectedClients)
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{
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//if (otherClient == client) continue;
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msg.Write(client.ID);
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WriteCharacterData(msg, client.name, client.character);
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}
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if (myClient!=null)
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{
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WriteCharacterData(msg, myClient.name, myClient.character);
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}
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SendMessage(msg, NetDeliveryMethod.ReliableUnordered, null);
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//}
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gameStarted = true;
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Game1.GameScreen.Cam.TargetPos = Vector2.Zero;
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Game1.GameScreen.Select();
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return true;
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}
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private bool EndButtonHit(GUIButton button, object obj)
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{
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Game1.GameSession.gameMode.End("Server admin has ended the round");
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return true;
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}
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public void EndGame(string endMessage)
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{
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Submarine.Unload();
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gameStarted = false;
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if (connectedClients.Count>0)
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{
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NetOutgoingMessage msg = server.CreateMessage();
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msg.Write((byte)PacketTypes.EndGame);
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msg.Write(endMessage);
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if (server.ConnectionsCount > 0)
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{
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server.SendMessage(msg, server.Connections, NetDeliveryMethod.ReliableOrdered, 0);
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}
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foreach (Client client in connectedClients)
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{
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client.character = null;
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client.inGame = false;
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}
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}
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Game1.NetLobbyScreen.Select();
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DebugConsole.ThrowError(endMessage);
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}
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private void DisconnectClient(NetConnection senderConnection)
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{
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Client client = connectedClients.Find(x => x.Connection == senderConnection);
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if (client != null) DisconnectClient(client);
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}
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private void DisconnectClient(Client client, string msg = "", string targetmsg = "")
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{
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if (client == null) return;
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if (gameStarted && client.character != null) client.character.Kill(true);
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if (msg == "") msg = client.name + " has left the server";
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if (targetmsg == "") targetmsg = "You have left the server";
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NetOutgoingMessage outmsg = server.CreateMessage();
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outmsg.Write((byte)PacketTypes.KickedOut);
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outmsg.Write(targetmsg);
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server.SendMessage(outmsg, client.Connection, NetDeliveryMethod.ReliableUnordered, 0);
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connectedClients.Remove(client);
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outmsg = server.CreateMessage();
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outmsg.Write((byte)PacketTypes.PlayerLeft);
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outmsg.Write(client.ID);
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outmsg.Write(msg);
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Game1.NetLobbyScreen.RemovePlayer(client);
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if (server.Connections.Count > 0)
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{
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server.SendMessage(outmsg, server.Connections, NetDeliveryMethod.ReliableUnordered, 0);
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}
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AddChatMessage(msg, ChatMessageType.Server);
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}
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public void KickPlayer(string playerName)
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{
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playerName = playerName.ToLower();
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foreach (Client c in connectedClients)
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{
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if (c.name.ToLower() == playerName) KickClient(c);
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break;
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}
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}
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private void KickClient(Client client)
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{
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if (client == null) return;
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DisconnectClient(client, client.name + " has been kicked from the server", "You have been kicked from the server");
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}
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public void NewTraitor(Client traitor, Client target)
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{
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NetOutgoingMessage msg = server.CreateMessage();
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msg.Write((byte)PacketTypes.Traitor);
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msg.Write(target.name);
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if (server.Connections.Count > 0)
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{
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server.SendMessage(msg, traitor.Connection, NetDeliveryMethod.ReliableUnordered, 0);
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}
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}
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public bool UpdateNetLobby(object obj)
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{
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NetOutgoingMessage msg = server.CreateMessage();
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msg.Write((byte)PacketTypes.UpdateNetLobby);
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Game1.NetLobbyScreen.WriteData(msg);
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if (server.Connections.Count > 0)
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{
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server.SendMessage(msg, server.Connections, NetDeliveryMethod.ReliableUnordered, 0);
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}
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return true;
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}
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public override void SendChatMessage(string message, ChatMessageType type = ChatMessageType.Server)
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{
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AddChatMessage(message, type);
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if (server.Connections.Count == 0) return;
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NetOutgoingMessage msg = server.CreateMessage();
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msg.Write((byte)PacketTypes.Chatmessage);
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msg.Write((byte)type);
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msg.Write(message);
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if (type==ChatMessageType.Dead)
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{
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List<NetConnection> recipients = new List<NetConnection>();
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foreach (Client c in connectedClients)
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{
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if (c.character != null && c.character.IsDead) recipients.Add(c.Connection);
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}
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if (recipients.Count>0)
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{
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server.SendMessage(msg, recipients, NetDeliveryMethod.ReliableUnordered, 0);
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}
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}
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else
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{
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server.SendMessage(msg, server.Connections, NetDeliveryMethod.ReliableUnordered, 0);
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}
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}
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private void ReadCharacterData(NetIncomingMessage message)
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|
{
|
|
string name = "";
|
|
Gender gender = Gender.Male;
|
|
int headSpriteId = 0;
|
|
|
|
try
|
|
{
|
|
name = message.ReadString();
|
|
gender = message.ReadBoolean() ? Gender.Male : Gender.Female;
|
|
headSpriteId = message.ReadInt32();
|
|
}
|
|
catch
|
|
{
|
|
name = "";
|
|
gender = Gender.Male;
|
|
headSpriteId = 0;
|
|
}
|
|
|
|
|
|
List<JobPrefab> jobPreferences = new List<JobPrefab>();
|
|
int count = message.ReadInt32();
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
string jobName = message.ReadString();
|
|
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
|
|
if (jobPrefab != null) jobPreferences.Add(jobPrefab);
|
|
}
|
|
|
|
foreach (Client c in connectedClients)
|
|
{
|
|
if (c.Connection != message.SenderConnection) continue;
|
|
|
|
c.characterInfo = new CharacterInfo(Character.HumanConfigFile, name, gender);
|
|
c.characterInfo.HeadSpriteId = headSpriteId;
|
|
c.jobPreferences = jobPreferences;
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void WriteCharacterData(NetOutgoingMessage message, string name, Character character)
|
|
{
|
|
message.Write(name);
|
|
message.Write(character.ID);
|
|
message.Write(character.Info.Gender == Gender.Female);
|
|
message.Write(character.Inventory.ID);
|
|
|
|
message.Write(character.Info.HeadSpriteId);
|
|
|
|
message.Write(character.SimPosition.X);
|
|
message.Write(character.SimPosition.Y);
|
|
|
|
message.Write(character.Info.Job.Name);
|
|
}
|
|
|
|
private void AssignJobs()
|
|
{
|
|
List<Client> unassigned = new List<Client>(connectedClients);
|
|
|
|
int[] assignedClientCount = new int[JobPrefab.List.Count];
|
|
|
|
//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[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;
|
|
for (int i = 0; i < JobPrefab.List.Count; i++)
|
|
{
|
|
if (unassigned.Count == 0) break;
|
|
if (JobPrefab.List[i].MinNumber < 1 || assignedClientCount[i] >= JobPrefab.List[i].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.List[i], true);
|
|
|
|
assignedClient.assignedJob = JobPrefab.List[i];
|
|
|
|
assignedClientCount[i]++;
|
|
unassigned.Remove(assignedClient);
|
|
|
|
//the job still needs more crew members, set unassignedJobsFound to true to keep the while loop running
|
|
if (assignedClientCount[i] < JobPrefab.List[i].MinNumber) unassignedJobsFound = true;
|
|
}
|
|
}
|
|
|
|
for (int preferenceIndex = 0; preferenceIndex < 3; preferenceIndex++)
|
|
{
|
|
for (int i = unassigned.Count - 1; i >= 0; i--)
|
|
{
|
|
int jobIndex = JobPrefab.List.FindIndex(jp => jp == unassigned[i].jobPreferences[preferenceIndex]);
|
|
|
|
//if there's enough crew members assigned to the job already, continue
|
|
if (assignedClientCount[jobIndex] >= JobPrefab.List[jobIndex].MaxNumber) continue;
|
|
|
|
unassigned[i].assignedJob = JobPrefab.List[jobIndex];
|
|
|
|
assignedClientCount[jobIndex]++;
|
|
unassigned.RemoveAt(i);
|
|
}
|
|
}
|
|
|
|
UpdateNetLobby(null);
|
|
|
|
}
|
|
|
|
private Client FindClientWithJobPreference(List<Client> clients, JobPrefab job, bool forceAssign = false)
|
|
{
|
|
int bestPreference = 0;
|
|
Client preferredClient = null;
|
|
foreach (Client c in clients)
|
|
{
|
|
int index = c.jobPreferences.FindIndex(jp => jp == job);
|
|
if (preferredClient == null || index < bestPreference)
|
|
{
|
|
bestPreference = index;
|
|
preferredClient = c;
|
|
}
|
|
}
|
|
|
|
//none of the clients wants the job
|
|
if (forceAssign && preferredClient == null)
|
|
{
|
|
preferredClient = clients[Rand.Int(clients.Count)];
|
|
}
|
|
|
|
return preferredClient;
|
|
}
|
|
|
|
/// <summary>
|
|
/// sends some random data to the clients
|
|
/// use for debugging purposes
|
|
/// </summary>
|
|
public void SendRandomData()
|
|
{
|
|
NetOutgoingMessage msg = server.CreateMessage();
|
|
switch (Rand.Int(5))
|
|
{
|
|
case 0:
|
|
msg.Write((byte)PacketTypes.NetworkEvent);
|
|
msg.Write((byte)Enum.GetNames(typeof(NetworkEventType)).Length);
|
|
msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
|
|
break;
|
|
case 1:
|
|
msg.Write((byte)PacketTypes.NetworkEvent);
|
|
msg.Write((byte)NetworkEventType.UpdateComponent);
|
|
msg.Write((int)Item.itemList[Rand.Int(Item.itemList.Count)].ID);
|
|
msg.Write(Rand.Int(8));
|
|
break;
|
|
case 2:
|
|
msg.Write((byte)Enum.GetNames(typeof(PacketTypes)).Length);
|
|
break;
|
|
case 3:
|
|
msg.Write((byte)PacketTypes.UpdateNetLobby);
|
|
break;
|
|
}
|
|
|
|
int bitCount = Rand.Int(100);
|
|
for (int i = 0; i < bitCount; i++)
|
|
{
|
|
msg.Write((Rand.Int(2) == 0) ? true : false);
|
|
}
|
|
SendMessage(msg, (Rand.Int(2) == 0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable, null);
|
|
|
|
}
|
|
|
|
public override void Disconnect()
|
|
{
|
|
server.Shutdown("");
|
|
}
|
|
}
|
|
|
|
class Client
|
|
{
|
|
public string name;
|
|
public int ID;
|
|
|
|
public Character character;
|
|
public CharacterInfo characterInfo;
|
|
public NetConnection Connection { get; set; }
|
|
public string version;
|
|
public bool inGame;
|
|
|
|
public List<JobPrefab> jobPreferences;
|
|
public JobPrefab assignedJob;
|
|
|
|
public Client(string name, int ID)
|
|
{
|
|
this.name = name;
|
|
this.ID = ID;
|
|
|
|
jobPreferences = new List<JobPrefab>(JobPrefab.List.GetRange(0,3));
|
|
}
|
|
}
|
|
}
|