Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Networking/GameServer.cs
2025-09-25 11:11:35 +03:00

4981 lines
230 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.IO;
using Barotrauma.Items.Components;
using Barotrauma.Steam;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using System.Xml.Linq;
using Barotrauma.PerkBehaviors;
namespace Barotrauma.Networking
{
sealed class GameServer : NetworkMember
{
public override bool IsServer => true;
public override bool IsClient => false;
public override Voting Voting { get; }
public string ServerName
{
get { return ServerSettings.ServerName; }
set
{
if (string.IsNullOrEmpty(value)) { return; }
ServerSettings.ServerName = value;
}
}
public bool SubmarineSwitchLoad = false;
private readonly List<Client> connectedClients = new List<Client>();
/// <summary>
/// For keeping track of disconnected clients in case they reconnect shortly after.
/// </summary>
private readonly List<Client> clientsAttemptingToReconnectSoon = new List<Client>();
//keeps track of players who've previously been playing on the server
//so kick votes persist during the session and the server can let the clients know what name this client used previously
private readonly List<PreviousPlayer> previousPlayers = new List<PreviousPlayer>();
private int roundStartSeed;
//is the server running
private bool started;
private ServerPeer serverPeer;
public ServerPeer ServerPeer { get { return serverPeer; } }
private DateTime refreshMasterTimer;
private readonly TimeSpan refreshMasterInterval = new TimeSpan(0, 0, 60);
private bool registeredToSteamMaster;
private DateTime roundStartTime;
private bool wasReadyToStartAutomatically;
private bool autoRestartTimerRunning;
public float EndRoundTimer { get; private set; }
public float EndRoundDelay { get; private set; }
public float EndRoundTimeRemaining => EndRoundTimer > 0 ? EndRoundDelay - EndRoundTimer : 0;
private const int PvpAutoBalanceCountdown = 10;
private static float pvpAutoBalanceCountdownRemaining = -1;
private int Team1Count => GetPlayingClients().Count(static c => c.TeamID == CharacterTeamType.Team1);
private int Team2Count => GetPlayingClients().Count(static c => c.TeamID == CharacterTeamType.Team2);
/// <summary>
/// Chat messages that get sent to the owner of the server when the owner is determined
/// </summary>
private static readonly Queue<ChatMessage> pendingMessagesToOwner = new Queue<ChatMessage>();
public VoipServer VoipServer
{
get;
private set;
}
private bool initiatedStartGame;
private CoroutineHandle startGameCoroutine;
private readonly ServerEntityEventManager entityEventManager;
public FileSender FileSender { get; private set; }
public ModSender ModSender { get; private set; }
private TraitorManager traitorManager;
public TraitorManager TraitorManager
{
get
{
traitorManager ??= new TraitorManager(this);
return traitorManager;
}
}
#if DEBUG
public void PrintSenderTransters()
{
foreach (var transfer in FileSender.ActiveTransfers)
{
DebugConsole.NewMessage(transfer.FileName + " " + transfer.Progress.ToString());
}
}
#endif
public override IReadOnlyList<Client> ConnectedClients
{
get
{
return connectedClients;
}
}
public ServerEntityEventManager EntityEventManager
{
get { return entityEventManager; }
}
public int Port => ServerSettings?.Port ?? 0;
//only used when connected to steam
public int QueryPort => ServerSettings?.QueryPort ?? 0;
public NetworkConnection OwnerConnection { get; private set; }
private readonly Option<int> ownerKey;
private readonly Option<P2PEndpoint> ownerEndpoint;
public void ClearRecentlyDisconnectedClients()
{
lock (clientsAttemptingToReconnectSoon)
{
clientsAttemptingToReconnectSoon.Clear();
}
}
public bool FindAndRemoveRecentlyDisconnectedConnection(NetworkConnection conn)
{
lock (clientsAttemptingToReconnectSoon)
{
Client found = null;
foreach (var client in clientsAttemptingToReconnectSoon)
{
if (conn.AddressMatches(client.Connection))
{
found = client;
break;
}
}
if (found is not null)
{
clientsAttemptingToReconnectSoon.Remove(found);
return true;
}
}
return false;
}
public GameServer(
string name,
int port,
int queryPort,
bool isPublic,
string password,
bool attemptUPnP,
int maxPlayers,
Option<int> ownerKey,
Option<P2PEndpoint> ownerEndpoint)
{
if (name.Length > NetConfig.ServerNameMaxLength)
{
name = name.Substring(0, NetConfig.ServerNameMaxLength);
}
LastClientListUpdateID = 0;
ServerSettings = new ServerSettings(this, name, port, queryPort, maxPlayers, isPublic, attemptUPnP);
KarmaManager.SelectPreset(ServerSettings.KarmaPreset);
ServerSettings.SetPassword(password);
ServerSettings.SaveSettings();
Voting = new Voting();
this.ownerKey = ownerKey;
this.ownerEndpoint = ownerEndpoint;
entityEventManager = new ServerEntityEventManager(this);
}
public void StartServer(bool registerToServerList)
{
Log("Starting the server...", ServerLog.MessageType.ServerMessage);
var callbacks = new ServerPeer.Callbacks(
ReadDataMessage,
OnClientDisconnect,
OnInitializationComplete,
GameMain.Instance.CloseServer,
OnOwnerDetermined);
if (ownerEndpoint.TryUnwrap(out var endpoint))
{
Log("Using P2P networking.", ServerLog.MessageType.ServerMessage);
serverPeer = new P2PServerPeer(endpoint, ownerKey.Fallback(0), ServerSettings, callbacks);
}
else
{
Log("Using Lidgren networking. Manual port forwarding may be required. If players cannot connect to the server, you may want to use the in-game hosting menu (which uses Steamworks and EOS networking and does not require port forwarding).", ServerLog.MessageType.ServerMessage);
serverPeer = new LidgrenServerPeer(ownerKey, ServerSettings, callbacks);
if (registerToServerList)
{
try
{
registeredToSteamMaster = SteamManager.CreateServer(this, ServerSettings.IsPublic);
}
catch (Exception e)
{
DebugConsole.NewMessage($"Steam registering skipped due to error (and probably more of it was printed above): {e.Message}");
}
Eos.EosSessionManager.UpdateOwnedSession(Option.None, ServerSettings);
}
}
FileSender = new FileSender(serverPeer, MsgConstants.MTU);
FileSender.OnEnded += FileTransferChanged;
FileSender.OnStarted += FileTransferChanged;
if (ServerSettings.AllowModDownloads) { ModSender = new ModSender(); }
serverPeer.Start();
VoipServer = new VoipServer(serverPeer);
Log("Server started", ServerLog.MessageType.ServerMessage);
GameMain.NetLobbyScreen.Select();
GameMain.NetLobbyScreen.RandomizeSettings();
if (!string.IsNullOrEmpty(ServerSettings.SelectedSubmarine))
{
SubmarineInfo sub = SubmarineInfo.SavedSubmarines.FirstOrDefault(s => s.Name == ServerSettings.SelectedSubmarine);
if (sub != null) { GameMain.NetLobbyScreen.SelectedSub = sub; }
}
if (!string.IsNullOrEmpty(ServerSettings.SelectedShuttle))
{
SubmarineInfo shuttle = SubmarineInfo.SavedSubmarines.FirstOrDefault(s => s.Name == ServerSettings.SelectedShuttle);
if (shuttle != null) { GameMain.NetLobbyScreen.SelectedShuttle = shuttle; }
}
started = true;
GameAnalyticsManager.AddDesignEvent("GameServer:Start");
}
/// <summary>
/// Creates a message that gets sent to the server owner once the connection is initialized. Can be used to for example notify the owner of problems during initialization
/// </summary>
public static void AddPendingMessageToOwner(string message, ChatMessageType messageType)
{
pendingMessagesToOwner.Enqueue(ChatMessage.Create(string.Empty, message, messageType, sender: null));
}
private void OnOwnerDetermined(NetworkConnection connection)
{
OwnerConnection = connection;
var ownerClient = ConnectedClients.Find(c => c.Connection == connection);
if (ownerClient == null)
{
DebugConsole.ThrowError("Owner client not found! Can't set permissions");
return;
}
ownerClient.SetPermissions(ClientPermissions.All, DebugConsole.Commands);
UpdateClientPermissions(ownerClient);
}
public void NotifyCrash()
{
var tempList = ConnectedClients.Where(c => c.Connection != OwnerConnection).ToList();
foreach (var c in tempList)
{
DisconnectClient(c.Connection, PeerDisconnectPacket.WithReason(DisconnectReason.ServerCrashed));
}
if (OwnerConnection != null)
{
var conn = OwnerConnection; OwnerConnection = null;
DisconnectClient(conn, PeerDisconnectPacket.WithReason(DisconnectReason.ServerCrashed));
}
Thread.Sleep(500);
}
private void OnInitializationComplete(NetworkConnection connection, string clientName)
{
clientName = Client.SanitizeName(clientName);
Client newClient = new Client(clientName, GetNewClientSessionId());
newClient.InitClientSync();
newClient.Connection = connection;
newClient.Connection.Status = NetworkConnectionStatus.Connected;
newClient.AccountInfo = connection.AccountInfo;
newClient.Language = connection.Language;
connectedClients.Add(newClient);
var previousPlayer = previousPlayers.Find(p => p.MatchesClient(newClient));
if (previousPlayer != null)
{
newClient.Karma = previousPlayer.Karma;
newClient.KarmaKickCount = previousPlayer.KarmaKickCount;
foreach (Client c in previousPlayer.KickVoters)
{
if (!connectedClients.Contains(c)) { continue; }
newClient.AddKickVote(c);
}
}
LastClientListUpdateID++;
if (newClient.Connection == OwnerConnection && OwnerConnection != null)
{
newClient.GivePermission(ClientPermissions.All);
foreach (var command in DebugConsole.Commands)
{
newClient.PermittedConsoleCommands.Add(command);
}
SendConsoleMessage("Granted all permissions to " + newClient.Name + ".", newClient);
}
SendChatMessage($"ServerMessage.JoinedServer~[client]={ClientLogName(newClient)}", ChatMessageType.Server, changeType: PlayerConnectionChangeType.Joined);
ServerSettings.ServerDetailsChanged = true;
if (previousPlayer != null && previousPlayer.Name != newClient.Name)
{
string prevNameSanitized = previousPlayer.Name.Replace("‖", "");
SendChatMessage($"ServerMessage.PreviousClientName~[client]={ClientLogName(newClient)}~[previousname]={prevNameSanitized}", ChatMessageType.Server);
previousPlayer.Name = newClient.Name;
}
if (!ServerSettings.ServerMessageText.IsNullOrEmpty())
{
SendDirectChatMessage((TextManager.Get("servermotd") + '\n' + ServerSettings.ServerMessageText).Value, newClient, ChatMessageType.Server);
}
var savedPermissions = ServerSettings.ClientPermissions.Find(scp =>
scp.AddressOrAccountId.TryGet(out AccountId accountId)
? newClient.AccountId.ValueEquals(accountId)
: newClient.Connection.Endpoint.Address == scp.AddressOrAccountId);
if (savedPermissions != null)
{
newClient.SetPermissions(savedPermissions.Permissions, savedPermissions.PermittedCommands);
}
else
{
var defaultPerms = PermissionPreset.List.Find(p => p.Identifier == "None");
if (defaultPerms != null)
{
newClient.SetPermissions(defaultPerms.Permissions, defaultPerms.PermittedCommands);
}
else
{
newClient.SetPermissions(ClientPermissions.None, Enumerable.Empty<DebugConsole.Command>());
}
}
UpdateClientPermissions(newClient);
//notify the client of everyone else's permissions
foreach (Client otherClient in connectedClients)
{
if (otherClient == newClient) { continue; }
CoroutineManager.StartCoroutine(SendClientPermissionsAfterClientListSynced(newClient, otherClient));
}
}
private void OnClientDisconnect(NetworkConnection connection, PeerDisconnectPacket peerDisconnectPacket)
{
Client connectedClient = connectedClients.Find(c => c.Connection == connection);
DisconnectClient(connectedClient, peerDisconnectPacket);
}
public void Update(float deltaTime)
{
dosProtection.Update(deltaTime);
if (!started) { return; }
if (ChildServerRelay.HasShutDown)
{
GameMain.Instance.CloseServer();
return;
}
FileSender.Update(deltaTime);
KarmaManager.UpdateClients(ConnectedClients, deltaTime);
UpdatePing();
if (ServerSettings.VoiceChatEnabled)
{
VoipServer.SendToClients(connectedClients);
foreach (var c in connectedClients)
{
c.VoipServerDecoder.DebugUpdate(deltaTime);
}
}
if (GameStarted)
{
RespawnManager?.Update(deltaTime);
entityEventManager.Update(connectedClients);
bool permadeathMode = ServerSettings.RespawnMode == RespawnMode.Permadeath;
//go through the characters backwards to give rejoining clients control of the latest created character
for (int i = Character.CharacterList.Count - 1; i >= 0; i--)
{
Character character = Character.CharacterList[i];
Client owner = connectedClients.Find(c => (c.Character == null || c.Character == character) && character.IsClientOwner(c));
bool spectating = owner is { SpectateOnly: true } && ServerSettings.AllowSpectating;
if (!character.ClientDisconnected && !spectating) { continue; }
bool canOwnerTakeControl =
owner != null && owner.InGame && !owner.NeedsMidRoundSync &&
(!spectating ||
(permadeathMode && (!character.IsDead || character.CauseOfDeath?.Type == CauseOfDeathType.Disconnected)));
if (!character.IsDead)
{
character.KillDisconnectedTimer += deltaTime;
character.SetStun(1.0f);
float killTime = permadeathMode ? ServerSettings.DespawnDisconnectedPermadeathTime : ServerSettings.KillDisconnectedTime;
//owner decided to spectate -> kill the character immediately,
//it's no longer needed and should not be considered the character this client is controlling
//the client can still regain control, because the character can be revived in the block below if the client rejoins as a non-spectator
if (spectating)
{
killTime = 0.0f;
}
if ((OwnerConnection == null || owner?.Connection != OwnerConnection) &&
character.KillDisconnectedTimer > killTime)
{
character.Kill(CauseOfDeathType.Disconnected, null);
continue;
}
if (canOwnerTakeControl)
{
SetClientCharacter(owner, character);
}
}
else if (canOwnerTakeControl &&
character.CauseOfDeath?.Type == CauseOfDeathType.Disconnected &&
character.CharacterHealth.VitalityDisregardingDeath > 0)
{
//create network event immediately to ensure the character is revived client-side
//before the client gains control of it (normally status events are created periodically)
character.Revive(removeAfflictions: false, createNetworkEvent: true);
SetClientCharacter(owner, character);
}
}
TraitorManager?.Update(deltaTime);
Voting.Update(deltaTime);
bool isCrewDown =
connectedClients.All(c => !c.UsingFreeCam && (c.Character == null || c.Character.IsDead || c.Character.IsIncapacitated));
bool isSomeoneIncapacitatedNotDead =
connectedClients.Any(c => !c.UsingFreeCam && c.Character is { IsDead: false, IsIncapacitated: true });
bool subAtLevelEnd = false;
if (Submarine.MainSub != null && GameMain.GameSession.GameMode is not PvPMode)
{
if (Level.Loaded?.EndOutpost != null)
{
int charactersInsideOutpost = connectedClients.Count(c =>
c.Character != null &&
!c.Character.IsDead && !c.Character.IsUnconscious &&
c.Character.Submarine == Level.Loaded.EndOutpost);
int charactersOutsideOutpost = connectedClients.Count(c =>
c.Character != null &&
!c.Character.IsDead && !c.Character.IsUnconscious &&
c.Character.Submarine != Level.Loaded.EndOutpost);
//level finished if the sub is docked to the outpost
//or very close and someone from the crew made it inside the outpost
subAtLevelEnd =
Submarine.MainSub.DockedTo.Contains(Level.Loaded.EndOutpost) ||
(Submarine.MainSub.AtEndExit && charactersInsideOutpost > 0) ||
(charactersInsideOutpost > charactersOutsideOutpost);
}
else
{
subAtLevelEnd = Submarine.MainSub.AtEndExit;
}
}
EndRoundDelay = 1.0f;
if (permadeathMode && isCrewDown)
{
if (EndRoundTimer <= 0.0f)
{
CreateEntityEvent(RespawnManager);
}
EndRoundDelay = 120.0f;
EndRoundTimer += deltaTime;
}
else if (ServerSettings.AutoRestart && isCrewDown)
{
EndRoundDelay = isSomeoneIncapacitatedNotDead ? 120.0f : 5.0f;
EndRoundTimer += deltaTime;
}
else if (subAtLevelEnd && GameMain.GameSession?.GameMode is not CampaignMode)
{
EndRoundDelay = 5.0f;
EndRoundTimer += deltaTime;
}
else if (isCrewDown &&
(RespawnManager == null || (!RespawnManager.CanRespawnAgain(CharacterTeamType.Team1) && !RespawnManager.CanRespawnAgain(CharacterTeamType.Team2))))
{
#if !DEBUG
if (EndRoundTimer <= 0.0f)
{
SendChatMessage(TextManager.GetWithVariable("CrewDeadNoRespawns", "[time]", "120").Value, ChatMessageType.Server);
}
EndRoundDelay = 120.0f;
EndRoundTimer += deltaTime;
#endif
}
else if (isCrewDown && (GameMain.GameSession?.GameMode is CampaignMode))
{
#if !DEBUG
EndRoundDelay = isSomeoneIncapacitatedNotDead ? 120.0f : 2.0f;
EndRoundTimer += deltaTime;
#endif
}
else
{
EndRoundTimer = 0.0f;
}
if (EndRoundTimer >= EndRoundDelay)
{
if (permadeathMode && isCrewDown)
{
Log("Ending round (entire crew dead or down and did not acquire new characters in time)", ServerLog.MessageType.ServerMessage);
}
else if (ServerSettings.AutoRestart && isCrewDown)
{
Log("Ending round (entire crew down)", ServerLog.MessageType.ServerMessage);
}
else if (subAtLevelEnd)
{
Log("Ending round (submarine reached the end of the level)", ServerLog.MessageType.ServerMessage);
}
else if (RespawnManager == null)
{
Log("Ending round (no players left standing and respawning is not enabled during this round)", ServerLog.MessageType.ServerMessage);
}
else
{
Log("Ending round (no players left standing)", ServerLog.MessageType.ServerMessage);
}
EndGame(wasSaved: false);
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 (ServerSettings.AutoRestart) { ServerSettings.AutoRestartTimer = Math.Max(ServerSettings.AutoRestartInterval, 5.0f); }
if (startGameCoroutine.Exception != null && OwnerConnection != null)
{
SendConsoleMessage(
startGameCoroutine.Exception.Message + '\n' +
(startGameCoroutine.Exception.StackTrace?.CleanupStackTrace() ?? "null"),
connectedClients.Find(c => c.Connection == OwnerConnection),
Color.Red);
}
EndGame();
GameMain.NetLobbyScreen.LastUpdateID++;
startGameCoroutine = null;
initiatedStartGame = false;
}
}
else if (Screen.Selected == GameMain.NetLobbyScreen && !GameStarted && !initiatedStartGame)
{
if (ServerSettings.AutoRestart)
{
//autorestart if there are any non-spectators on the server (ignoring the server owner)
bool shouldAutoRestart = connectedClients.Any(c =>
c.Connection != OwnerConnection &&
(!c.SpectateOnly || !ServerSettings.AllowSpectating));
if (shouldAutoRestart != autoRestartTimerRunning)
{
autoRestartTimerRunning = shouldAutoRestart;
GameMain.NetLobbyScreen.LastUpdateID++;
}
if (autoRestartTimerRunning)
{
ServerSettings.AutoRestartTimer -= deltaTime;
}
}
bool readyToStartAutomatically = false;
if (ServerSettings.AutoRestart && autoRestartTimerRunning && ServerSettings.AutoRestartTimer < 0.0f)
{
readyToStartAutomatically = true;
}
else if (ServerSettings.StartWhenClientsReady)
{
var startVoteEligibleClients = connectedClients.Where(c => Voting.CanVoteToStartRound(c));
int clientsReady = startVoteEligibleClients.Count(c => c.GetVote<bool>(VoteType.StartRound));
if (clientsReady / (float)startVoteEligibleClients.Count() >= ServerSettings.StartWhenClientsReadyRatio)
{
readyToStartAutomatically = true;
}
}
if (readyToStartAutomatically && !isRoundStartWarningActive)
{
if (!wasReadyToStartAutomatically) { GameMain.NetLobbyScreen.LastUpdateID++; }
TryStartGame();
}
wasReadyToStartAutomatically = readyToStartAutomatically;
}
lock (clientsAttemptingToReconnectSoon)
{
foreach (var client in clientsAttemptingToReconnectSoon)
{
client.DeleteDisconnectedTimer -= deltaTime;
}
clientsAttemptingToReconnectSoon.RemoveAll(static c => c.DeleteDisconnectedTimer < 0f);
}
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.IsIncapacitated &&
(!c.AFK || !ServerSettings.AllowAFK))
{
if (c.Connection != OwnerConnection && c.Permissions != ClientPermissions.All) { c.KickAFKTimer += deltaTime; }
}
}
if (pvpAutoBalanceCountdownRemaining > 0)
{
if (GameStarted || initiatedStartGame || Screen.Selected != GameMain.NetLobbyScreen ||
ServerSettings.PvpTeamSelectionMode == PvpTeamSelectionMode.PlayerPreference || ServerSettings.PvpAutoBalanceThreshold == 0)
{
StopAutoBalanceCountdown();
}
else
{
float prevTimeRemaining = pvpAutoBalanceCountdownRemaining;
pvpAutoBalanceCountdownRemaining -= deltaTime;
if (pvpAutoBalanceCountdownRemaining <= 0)
{
pvpAutoBalanceCountdownRemaining = -1;
RefreshPvpTeamAssignments(autoBalanceNow: true);
}
else
{
// Send a chat message about the countdown every 5 seconds the countdown is running, but not when
// it (=its integer part, which gets printed out) is still at the starting value, or zero
int currentTimeRemainingInteger = (int)Math.Ceiling(pvpAutoBalanceCountdownRemaining);
if (Math.Ceiling(prevTimeRemaining) > currentTimeRemainingInteger && currentTimeRemainingInteger % 5 == 0)
{
SendChatMessage(
TextManager.GetWithVariable("AutoBalance.CountdownRemaining", "[number]", currentTimeRemainingInteger.ToString()).Value,
ChatMessageType.Server);
}
}
}
}
if (connectedClients.Any(c => c.KickAFKTimer >= ServerSettings.KickAFKTime))
{
IEnumerable<Client> kickAFK = connectedClients.FindAll(c =>
c.KickAFKTimer >= ServerSettings.KickAFKTime &&
(OwnerConnection == null || c.Connection != OwnerConnection));
foreach (Client c in kickAFK)
{
KickClient(c, "DisconnectMessage.AFK");
}
}
serverPeer.Update(deltaTime);
//don't run the rest of the method if something in serverPeer.Update causes the server to shutdown
if (!started) { return; }
// if update interval has passed
if (updateTimer < DateTime.Now)
{
if (ConnectedClients.Count > 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);
string errorMsg = "Failed to write a network message for a client! (MidRoundSyncing: " + c.NeedsMidRoundSync + ")\n"
+ e.Message + "\n" + e.StackTrace.CleanupStackTrace();
if (e.InnerException != null)
{
errorMsg += "\nInner exception: " + e.InnerException.Message + "\n" + e.InnerException.StackTrace.CleanupStackTrace();
}
GameAnalyticsManager.AddErrorEventOnce(
"GameServer.Update:ClientWriteFailed" + e.StackTrace.CleanupStackTrace(),
GameAnalyticsManager.ErrorSeverity.Error,
errorMsg);
}
}
foreach (Character character in Character.CharacterList)
{
if (character.healthUpdateTimer <= 0.0f)
{
if (!character.HealthUpdatePending)
{
character.healthUpdateTimer = character.HealthUpdateInterval;
}
character.HealthUpdatePending = true;
}
else
{
character.healthUpdateTimer -= (float)UpdateInterval.TotalSeconds;
}
character.HealthUpdateInterval += (float)UpdateInterval.TotalSeconds;
}
}
updateTimer = DateTime.Now + UpdateInterval;
}
if (DateTime.Now > refreshMasterTimer || ServerSettings.ServerDetailsChanged)
{
if (registeredToSteamMaster)
{
bool refreshSuccessful = SteamManager.RefreshServerDetails(this);
if (GameSettings.CurrentConfig.VerboseLogging)
{
Log(refreshSuccessful ?
"Refreshed server info on the Steam server list." :
"Refreshing server info on the Steam server list failed.", ServerLog.MessageType.ServerMessage);
}
}
Eos.EosSessionManager.UpdateOwnedSession(Option.None, ServerSettings);
ServerSettings.ServerDetailsChanged = false;
refreshMasterTimer = DateTime.Now + refreshMasterInterval;
}
}
private double lastPingTime;
private byte[] lastPingData;
private void UpdatePing()
{
if (Timing.TotalTime > lastPingTime + 1.0)
{
lastPingData ??= new byte[64];
for (int i = 0; i < lastPingData.Length; i++)
{
lastPingData[i] = (byte)Rand.Range(33, 126);
}
lastPingTime = Timing.TotalTime;
ConnectedClients.ForEach(c =>
{
IWriteMessage pingReq = new WriteOnlyMessage();
pingReq.WriteByte((byte)ServerPacketHeader.PING_REQUEST);
pingReq.WriteByte((byte)lastPingData.Length);
pingReq.WriteBytes(lastPingData, 0, lastPingData.Length);
serverPeer.Send(pingReq, c.Connection, DeliveryMethod.Unreliable);
IWriteMessage pingInf = new WriteOnlyMessage();
pingInf.WriteByte((byte)ServerPacketHeader.CLIENT_PINGS);
pingInf.WriteByte((byte)ConnectedClients.Count);
ConnectedClients.ForEach(c2 =>
{
pingInf.WriteByte(c2.SessionId);
pingInf.WriteUInt16(c2.Ping);
});
serverPeer.Send(pingInf, c.Connection, DeliveryMethod.Unreliable);
});
}
}
private readonly DoSProtection dosProtection = new();
private void ReadDataMessage(NetworkConnection sender, IReadMessage inc)
{
var connectedClient = connectedClients.Find(c => c.Connection == sender);
using var _ = dosProtection.Start(connectedClient);
ClientPacketHeader header = (ClientPacketHeader)inc.ReadByte();
switch (header)
{
case ClientPacketHeader.PING_RESPONSE:
byte responseLen = inc.ReadByte();
if (responseLen != lastPingData.Length) { return; }
for (int i = 0; i < responseLen; i++)
{
byte b = inc.ReadByte();
if (b != lastPingData[i]) { return; }
}
connectedClient.Ping = (UInt16)((Timing.TotalTime - lastPingTime) * 1000);
break;
case ClientPacketHeader.RESPONSE_STARTGAME:
if (connectedClient != null)
{
connectedClient.ReadyToStart = inc.ReadBoolean();
connectedClient.AFK = inc.ReadBoolean();
UpdateCharacterInfo(inc, connectedClient);
//game already started -> send start message immediately
if (GameStarted)
{
SendStartMessage(roundStartSeed, GameMain.GameSession.Level.Seed, GameMain.GameSession, connectedClient, true);
}
}
break;
case ClientPacketHeader.RESPONSE_CANCEL_STARTGAME:
if (isRoundStartWarningActive)
{
foreach (Client c in connectedClients)
{
IWriteMessage msg = new WriteOnlyMessage().WithHeader(ServerPacketHeader.CANCEL_STARTGAME);
serverPeer.Send(msg, c.Connection, DeliveryMethod.Reliable);
}
AbortStartGameIfWarningActive();
}
break;
case ClientPacketHeader.REQUEST_STARTGAMEFINALIZE:
if (connectedClient == null)
{
DebugConsole.AddWarning("Received a REQUEST_STARTGAMEFINALIZE message. Client not connected, ignoring the message.");
}
else if (!GameStarted)
{
DebugConsole.AddWarning("Received a REQUEST_STARTGAMEFINALIZE message. Game not started, ignoring the message.");
}
else
{
SendRoundStartFinalize(connectedClient);
}
break;
case ClientPacketHeader.UPDATE_LOBBY:
ClientReadLobby(inc);
break;
case ClientPacketHeader.UPDATE_INGAME:
if (!GameStarted) { return; }
ClientReadIngame(inc);
break;
case ClientPacketHeader.CAMPAIGN_SETUP_INFO:
bool isNew = inc.ReadBoolean(); inc.ReadPadBits();
if (isNew)
{
string saveName = inc.ReadString();
string seed = inc.ReadString();
string subName = inc.ReadString();
string subHash = inc.ReadString();
CampaignSettings settings = INetSerializableStruct.Read<CampaignSettings>(inc);
var matchingSub = SubmarineInfo.SavedSubmarines.FirstOrDefault(s => s.Name == subName && s.MD5Hash.StringRepresentation == subHash);
if (GameStarted)
{
SendDirectChatMessage(TextManager.Get("CampaignStartFailedRoundRunning").Value, connectedClient, ChatMessageType.MessageBox);
return;
}
if (matchingSub == null)
{
SendDirectChatMessage(
TextManager.GetWithVariable("CampaignStartFailedSubNotFound", "[subname]", subName).Value,
connectedClient, ChatMessageType.MessageBox);
}
else
{
string localSavePath = SaveUtil.CreateSavePath(SaveUtil.SaveType.Multiplayer, saveName);
if (CampaignMode.AllowedToManageCampaign(connectedClient, ClientPermissions.ManageRound))
{
using (dosProtection.Pause(connectedClient))
{
ServerSettings.CampaignSettings = settings;
ServerSettings.SaveSettings();
MultiPlayerCampaign.StartNewCampaign(localSavePath, matchingSub.FilePath, seed, settings);
}
}
}
}
else
{
string savePath = inc.ReadString();
bool isBackup = inc.ReadBoolean();
inc.ReadPadBits();
uint backupIndex = isBackup ? inc.ReadUInt32() : uint.MinValue;
if (GameStarted)
{
SendDirectChatMessage(TextManager.Get("CampaignStartFailedRoundRunning").Value, connectedClient, ChatMessageType.MessageBox);
break;
}
if (CampaignMode.AllowedToManageCampaign(connectedClient, ClientPermissions.ManageRound))
{
using (dosProtection.Pause(connectedClient))
{
CampaignDataPath dataPath;
if (isBackup)
{
string backupPath = SaveUtil.GetBackupPath(savePath, backupIndex);
dataPath = new CampaignDataPath(loadPath: backupPath, savePath: savePath);
}
else
{
dataPath = CampaignDataPath.CreateRegular(savePath);
}
MultiPlayerCampaign.LoadCampaign(dataPath, connectedClient);
}
}
}
break;
case ClientPacketHeader.VOICE:
if (ServerSettings.VoiceChatEnabled && !connectedClient.Muted)
{
byte id = inc.ReadByte();
if (connectedClient.SessionId != id)
{
#if DEBUG
DebugConsole.ThrowError(
"Client \"" + connectedClient.Name + "\" sent a VOIP update that didn't match its ID (" + id.ToString() + "!=" + connectedClient.SessionId.ToString() + ")");
#endif
return;
}
VoipServer.Read(inc, connectedClient);
}
break;
case ClientPacketHeader.SERVER_SETTINGS:
ServerSettings.ServerRead(inc, connectedClient);
break;
case ClientPacketHeader.SERVER_SETTINGS_PERKS:
ServerSettings.ReadPerks(inc, connectedClient);
break;
case ClientPacketHeader.SERVER_COMMAND:
ClientReadServerCommand(inc);
break;
case ClientPacketHeader.ENDROUND_SELF:
connectedClient.InGame = false;
connectedClient.ResetSync();
break;
case ClientPacketHeader.CREW:
ReadCrewMessage(inc, connectedClient);
break;
case ClientPacketHeader.TRANSFER_MONEY:
ReadMoneyMessage(inc, connectedClient);
break;
case ClientPacketHeader.REWARD_DISTRIBUTION:
ReadRewardDistributionMessage(inc, connectedClient);
break;
case ClientPacketHeader.RESET_REWARD_DISTRIBUTION:
ResetRewardDistribution(connectedClient);
break;
case ClientPacketHeader.MEDICAL:
ReadMedicalMessage(inc, connectedClient);
break;
case ClientPacketHeader.CIRCUITBOX:
ReadCircuitBoxMessage(inc, connectedClient);
break;
case ClientPacketHeader.READY_CHECK:
ReadyCheck.ServerRead(inc, connectedClient);
break;
case ClientPacketHeader.READY_TO_SPAWN:
ReadReadyToSpawnMessage(inc, connectedClient);
break;
case ClientPacketHeader.TAKEOVERBOT:
ReadTakeOverBotMessage(inc, connectedClient);
break;
case ClientPacketHeader.TOGGLE_RESERVE_BENCH:
GameMain.GameSession?.CrewManager?.ReadToggleReserveBenchMessage(inc, connectedClient);
break;
case ClientPacketHeader.FILE_REQUEST:
if (ServerSettings.AllowFileTransfers)
{
FileSender.ReadFileRequest(inc, connectedClient);
}
break;
case ClientPacketHeader.EVENTMANAGER_RESPONSE:
GameMain.GameSession?.EventManager.ServerRead(inc, connectedClient);
break;
case ClientPacketHeader.UPDATE_CHARACTERINFO:
UpdateCharacterInfo(inc, connectedClient);
break;
case ClientPacketHeader.REQUEST_BACKUP_INDICES:
SendBackupIndices(inc, connectedClient);
break;
case ClientPacketHeader.ERROR:
HandleClientError(inc, connectedClient);
break;
}
}
private void SendBackupIndices(IReadMessage inc, Client connectedClient)
{
string savePath = inc.ReadString();
var indexData = SaveUtil.GetIndexData(savePath);
IWriteMessage msg = new WriteOnlyMessage().WithHeader(ServerPacketHeader.SEND_BACKUP_INDICES);
msg.WriteString(savePath);
msg.WriteNetSerializableStruct(indexData.ToNetCollection());
serverPeer?.Send(msg, connectedClient.Connection, DeliveryMethod.Reliable);
}
private void HandleClientError(IReadMessage inc, Client c)
{
string errorStr = "Unhandled error report";
string errorStrNoName = errorStr;
ClientNetError error = (ClientNetError)inc.ReadByte();
switch (error)
{
case ClientNetError.MISSING_EVENT:
UInt16 expectedID = inc.ReadUInt16();
UInt16 receivedID = inc.ReadUInt16();
errorStr = errorStrNoName = "Expecting event id " + expectedID.ToString() + ", received " + receivedID.ToString();
break;
case ClientNetError.MISSING_ENTITY:
UInt16 eventID = inc.ReadUInt16();
UInt16 entityID = inc.ReadUInt16();
byte subCount = inc.ReadByte();
List<string> subNames = new List<string>();
for (int i = 0; i < subCount; i++)
{
subNames.Add(inc.ReadString());
}
Entity entity = Entity.FindEntityByID(entityID);
if (entity == null)
{
errorStr = errorStrNoName = "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}, entity id {entityID}).";
errorStrNoName = $"Missing character {character.SpeciesName} (event id {eventID}, entity id {entityID}).";
}
else if (entity is Item item)
{
errorStr = errorStrNoName = $"Missing item {item.Name}, sub: {item.Submarine?.Info?.Name ?? "none"} (event id {eventID}, entity id {entityID}).";
}
else
{
errorStr = errorStrNoName = $"Missing entity {entity}, sub: {entity.Submarine?.Info?.Name ?? "none"} (event id {eventID}, entity id {entityID}).";
}
if (GameStarted)
{
var serverSubNames = Submarine.Loaded.Select(s => s.Info.Name);
if (subCount != Submarine.Loaded.Count || !subNames.SequenceEqual(serverSubNames))
{
string subErrorStr = $" Loaded submarines don't match (client: {string.Join(", ", subNames)}, server: {string.Join(", ", serverSubNames)}).";
errorStr += subErrorStr;
errorStrNoName += subErrorStr;
}
}
break;
}
Log(ClientLogName(c) + " has reported an error: " + errorStr, ServerLog.MessageType.Error);
GameAnalyticsManager.AddErrorEventOnce("GameServer.HandleClientError:" + errorStrNoName, GameAnalyticsManager.ErrorSeverity.Error, errorStr);
try
{
WriteEventErrorData(c, errorStr);
}
catch (Exception e)
{
DebugConsole.ThrowError("Failed to write event error data", e);
}
if (c.Connection == OwnerConnection)
{
SendDirectChatMessage(errorStr, c, ChatMessageType.MessageBox);
EndGame(wasSaved: false);
}
else
{
KickClient(c, errorStr);
}
}
private void WriteEventErrorData(Client client, string errorStr)
{
if (!Directory.Exists(ServerLog.SavePath))
{
Directory.CreateDirectory(ServerLog.SavePath);
}
string filePath = $"event_error_log_server_{client.Name}_{DateTime.UtcNow.ToShortTimeString()}.log";
filePath = Path.Combine(ServerLog.SavePath, ToolBox.RemoveInvalidFileNameChars(filePath));
if (File.Exists(filePath)) { return; }
List<string> errorLines = new List<string>
{
errorStr, ""
};
if (GameMain.GameSession?.GameMode != null)
{
errorLines.Add("Game mode: " + GameMain.GameSession.GameMode.Name.Value);
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign campaign)
{
errorLines.Add("Campaign ID: " + campaign.CampaignID);
errorLines.Add("Campaign save ID: " + campaign.LastSaveID);
}
foreach (Mission mission in GameMain.GameSession.Missions)
{
errorLines.Add("Mission: " + mission.Prefab.Identifier);
}
}
if (GameMain.GameSession?.Submarine != null)
{
errorLines.Add("Submarine: " + GameMain.GameSession.Submarine.Info.Name);
}
if (GameMain.NetworkMember?.RespawnManager is { } respawnManager)
{
errorLines.Add("Respawn shuttles: " + string.Join(", ", respawnManager.RespawnShuttles.Select(s => s.Info.Name)));
}
if (Level.Loaded != null)
{
errorLines.Add("Level: " + Level.Loaded.Seed + ", "
+ string.Join("; ", Level.Loaded.EqualityCheckValues.Select(cv
=> cv.Key + "=" + cv.Value.ToString("X"))));
errorLines.Add("Entity count before generating level: " + Level.Loaded.EntityCountBeforeGenerate);
errorLines.Add("Entities:");
foreach (Entity e in Level.Loaded.EntitiesBeforeGenerate.OrderBy(e => e.CreationIndex))
{
errorLines.Add(e.ErrorLine);
}
errorLines.Add("Entity count after generating level: " + Level.Loaded.EntityCountAfterGenerate);
}
errorLines.Add("Entity IDs:");
Entity[] sortedEntities = Entity.GetEntities().OrderBy(e => e.CreationIndex).ToArray();
foreach (Entity e in sortedEntities)
{
errorLines.Add(e.ErrorLine);
}
errorLines.Add("");
errorLines.Add("EntitySpawner events:");
foreach (var entityEvent in entityEventManager.UniqueEvents)
{
if (entityEvent.Entity is EntitySpawner)
{
var spawnData = entityEvent.Data as EntitySpawner.SpawnOrRemove;
errorLines.Add(
entityEvent.ID + ": " +
(spawnData is EntitySpawner.RemoveEntity ? "Remove " : "Create ") +
spawnData.Entity.ToString() +
" (" + spawnData.ID + ", " + spawnData.Entity.ID + ")");
}
}
errorLines.Add("");
errorLines.Add("Last debug messages:");
for (int i = DebugConsole.Messages.Count - 1; i > 0 && i > DebugConsole.Messages.Count - 15; i--)
{
errorLines.Add(" " + DebugConsole.Messages[i].Time + " - " + DebugConsole.Messages[i].Text);
}
File.WriteAllLines(filePath, errorLines);
}
public override void CreateEntityEvent(INetSerializable entity, NetEntityEvent.IData extraData = null)
{
if (!(entity is IServerSerializable serverSerializable))
{
throw new InvalidCastException($"Entity is not {nameof(IServerSerializable)}");
}
entityEventManager.CreateEvent(serverSerializable, extraData);
}
private byte GetNewClientSessionId()
{
byte userId = 1;
while (connectedClients.Any(c => c.SessionId == userId))
{
userId++;
}
return userId;
}
private void ClientReadLobby(IReadMessage inc)
{
Client c = ConnectedClients.Find(x => x.Connection == inc.Sender);
if (c == null)
{
//TODO: remove?
//inc.Sender.Disconnect("You're not a connected client.");
return;
}
SegmentTableReader<ClientNetSegment>.Read(inc, (segment, inc) =>
{
switch (segment)
{
case ClientNetSegment.SyncIds:
//TODO: might want to use a clever class for this
c.LastRecvLobbyUpdate = NetIdUtils.Clamp(inc.ReadUInt16(), c.LastRecvLobbyUpdate, GameMain.NetLobbyScreen.LastUpdateID);
if (c.HasPermission(ClientPermissions.ManageSettings) &&
NetIdUtils.IdMoreRecentOrMatches(c.LastRecvLobbyUpdate, c.LastSentServerSettingsUpdate))
{
c.LastRecvServerSettingsUpdate = c.LastSentServerSettingsUpdate;
}
c.LastRecvChatMsgID = NetIdUtils.Clamp(inc.ReadUInt16(), c.LastRecvChatMsgID, c.LastChatMsgQueueID);
c.LastRecvClientListUpdate = NetIdUtils.Clamp(inc.ReadUInt16(), c.LastRecvClientListUpdate, LastClientListUpdateID);
c.AFK = inc.ReadBoolean();
ReadClientNameChange(c, inc);
c.LastRecvCampaignSave = inc.ReadUInt16();
if (c.LastRecvCampaignSave > 0)
{
byte campaignID = inc.ReadByte();
foreach (MultiPlayerCampaign.NetFlags netFlag in Enum.GetValues(typeof(MultiPlayerCampaign.NetFlags)))
{
c.LastRecvCampaignUpdate[netFlag] = 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 = (ushort)(campaign.LastSaveID - 1);
foreach (MultiPlayerCampaign.NetFlags netFlag in Enum.GetValues(typeof(MultiPlayerCampaign.NetFlags)))
{
c.LastRecvCampaignUpdate[netFlag] =
(UInt16)(campaign.GetLastUpdateIdForFlag(netFlag) - 1);
}
}
}
}
break;
case ClientNetSegment.ChatMessage:
ChatMessage.ServerRead(inc, c);
break;
case ClientNetSegment.Vote:
Voting.ServerRead(inc, c, dosProtection);
break;
default:
return SegmentTableReader<ClientNetSegment>.BreakSegmentReading.Yes;
}
//don't read further messages if the client has been disconnected (kicked due to spam for example)
return connectedClients.Contains(c)
? SegmentTableReader<ClientNetSegment>.BreakSegmentReading.No
: SegmentTableReader<ClientNetSegment>.BreakSegmentReading.Yes;
});
}
private void ClientReadIngame(IReadMessage inc)
{
Client c = ConnectedClients.Find(x => x.Connection == inc.Sender);
if (c == null)
{
//TODO: remove?
//inc.SenderConnection.Disconnect("You're not a connected client.");
return;
}
bool midroundSyncingDone = inc.ReadBoolean();
inc.ReadPadBits();
if (GameStarted)
{
if (!c.InGame)
{
//check if midround syncing is needed due to missed unique events
if (!midroundSyncingDone) { entityEventManager.InitClientMidRoundSync(c); }
MissionAction.NotifyMissionsUnlockedThisRound(c);
UnlockPathAction.NotifyPathsUnlockedThisRound(c);
if (GameMain.GameSession.GameMode is PvPMode)
{
if (c.TeamID == CharacterTeamType.None)
{
AssignClientToPvpTeamMidgame(c);
}
}
else
{
if (GameMain.GameSession.Campaign is MultiPlayerCampaign mpCampaign)
{
mpCampaign.SendCrewState();
}
//everyone's in team 1 in non-pvp game modes
c.TeamID = CharacterTeamType.Team1;
}
c.InGame = true;
c.AFK = false;
}
}
SegmentTableReader<ClientNetSegment>.Read(inc, (segment, inc) =>
{
switch (segment)
{
case ClientNetSegment.SyncIds:
//TODO: switch this to INetSerializableStruct
UInt16 lastRecvChatMsgID = inc.ReadUInt16();
UInt16 lastRecvEntityEventID = inc.ReadUInt16();
UInt16 lastRecvClientListUpdate = 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;
c.LastRecvCampaignSave = inc.ReadUInt16();
if (c.LastRecvCampaignSave > 0)
{
byte campaignID = inc.ReadByte();
foreach (MultiPlayerCampaign.NetFlags netFlag in Enum.GetValues(typeof(MultiPlayerCampaign.NetFlags)))
{
c.LastRecvCampaignUpdate[netFlag] = 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 = (ushort)(campaign.LastSaveID - 1);
foreach (MultiPlayerCampaign.NetFlags netFlag in Enum.GetValues(typeof(MultiPlayerCampaign.NetFlags)))
{
c.LastRecvCampaignUpdate[netFlag] =
(UInt16)(campaign.GetLastUpdateIdForFlag(netFlag) - 1);
}
}
}
}
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)
{
ushort prevID = lastRecvEntityEventID;
c.NeedsMidRoundSync = false;
lastRecvEntityEventID = (UInt16)(c.FirstNewEventID - 1);
c.LastRecvEntityEventID = lastRecvEntityEventID;
DebugConsole.Log("Finished midround syncing " + c.Name + " - switching from ID " + prevID + " to " + c.LastRecvEntityEventID);
//notify the client of the state of the respawn manager (so they show the respawn prompt if needed)
if (RespawnManager != null) { CreateEntityEvent(RespawnManager); }
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign campaign)
{
//notify the client of the current bank balance and purchased repairs
campaign.Bank.ForceUpdate();
campaign.IncrementLastUpdateIdForFlag(MultiPlayerCampaign.NetFlags.Misc);
}
}
else
{
lastEntityEventID = (UInt16)(c.UnreceivedEntityEventCount - 1);
}
}
if (NetIdUtils.IsValidId(lastRecvChatMsgID, c.LastRecvChatMsgID, c.LastChatMsgQueueID))
{
c.LastRecvChatMsgID = lastRecvChatMsgID;
}
else if (lastRecvChatMsgID != c.LastRecvChatMsgID && GameSettings.CurrentConfig.VerboseLogging)
{
DebugConsole.ThrowError(
"Invalid lastRecvChatMsgID " + lastRecvChatMsgID +
" (previous: " + c.LastChatMsgQueueID + ", latest: " + c.LastChatMsgQueueID + ")");
}
if (NetIdUtils.IsValidId(lastRecvEntityEventID, c.LastRecvEntityEventID, lastEntityEventID))
{
if (c.NeedsMidRoundSync)
{
//give midround-joining clients a bit more time to get in sync if they keep receiving messages
int receivedEventCount = lastRecvEntityEventID - c.LastRecvEntityEventID;
if (receivedEventCount < 0) { receivedEventCount += ushort.MaxValue; }
c.MidRoundSyncTimeOut += receivedEventCount * 0.01f;
DebugConsole.Log("Midround sync timeout " + c.MidRoundSyncTimeOut.ToString("0.##") + "/" + Timing.TotalTime.ToString("0.##"));
}
c.LastRecvEntityEventID = lastRecvEntityEventID;
}
else if (lastRecvEntityEventID != c.LastRecvEntityEventID && GameSettings.CurrentConfig.VerboseLogging)
{
DebugConsole.ThrowError(
"Invalid lastRecvEntityEventID " + lastRecvEntityEventID +
" (previous: " + c.LastRecvEntityEventID + ", latest: " + lastEntityEventID + ")");
}
if (NetIdUtils.IdMoreRecent(lastRecvClientListUpdate, c.LastRecvClientListUpdate))
{
c.LastRecvClientListUpdate = lastRecvClientListUpdate;
}
break;
case ClientNetSegment.ChatMessage:
ChatMessage.ServerRead(inc, c);
break;
case ClientNetSegment.CharacterInput:
if (c.Character != null)
{
c.Character.ServerReadInput(inc, c);
}
else
{
DebugConsole.AddWarning($"Received character inputs from a client who's not controlling a character ({c.Name}).");
}
break;
case ClientNetSegment.EntityState:
entityEventManager.Read(inc, c);
break;
case ClientNetSegment.Vote:
Voting.ServerRead(inc, c, dosProtection);
break;
case ClientNetSegment.SpectatingPos:
c.SpectatePos = new Vector2(inc.ReadSingle(), inc.ReadSingle());
break;
default:
return SegmentTableReader<ClientNetSegment>.BreakSegmentReading.Yes;
}
//don't read further messages if the client has been disconnected (kicked due to spam for example)
return connectedClients.Contains(c)
? SegmentTableReader<ClientNetSegment>.BreakSegmentReading.No
: SegmentTableReader<ClientNetSegment>.BreakSegmentReading.Yes;
});
}
private void ReadCrewMessage(IReadMessage inc, Client sender)
{
if (GameMain.GameSession?.Campaign is MultiPlayerCampaign mpCampaign)
{
mpCampaign.ServerReadCrew(inc, sender);
}
}
private void ReadMoneyMessage(IReadMessage inc, Client sender)
{
if (GameMain.GameSession?.Campaign is MultiPlayerCampaign mpCampaign)
{
mpCampaign.ServerReadMoney(inc, sender);
}
}
private void ReadRewardDistributionMessage(IReadMessage inc, Client sender)
{
if (GameMain.GameSession?.Campaign is MultiPlayerCampaign mpCampaign)
{
mpCampaign.ServerReadRewardDistribution(inc, sender);
}
}
private void ResetRewardDistribution(Client client)
{
if (GameMain.GameSession?.Campaign is MultiPlayerCampaign mpCampaign)
{
mpCampaign.ResetSalaries(client);
}
}
private void ReadMedicalMessage(IReadMessage inc, Client sender)
{
if (GameMain.GameSession?.Campaign is MultiPlayerCampaign mpCampaign)
{
mpCampaign.MedicalClinic.ServerRead(inc, sender);
}
}
private static void ReadCircuitBoxMessage(IReadMessage inc, Client sender)
{
var header = INetSerializableStruct.Read<NetCircuitBoxHeader>(inc);
INetSerializableStruct data = header.Opcode switch
{
CircuitBoxOpcode.Cursor => INetSerializableStruct.Read<NetCircuitBoxCursorInfo>(inc),
_ => throw new ArgumentOutOfRangeException(nameof(header.Opcode), header.Opcode, "This data cannot be handled using direct network messages.")
};
if (header.FindTarget().TryUnwrap(out var box))
{
box.ServerRead(data, sender);
}
}
private void ReadReadyToSpawnMessage(IReadMessage inc, Client sender)
{
sender.SpectateOnly = inc.ReadBoolean() && (ServerSettings.AllowSpectating || sender.Connection == OwnerConnection);
sender.WaitForNextRoundRespawn = inc.ReadBoolean();
if (!(GameMain.GameSession?.GameMode is CampaignMode))
{
sender.WaitForNextRoundRespawn = null;
}
}
private void ReadTakeOverBotMessage(IReadMessage inc, Client sender)
{
UInt16 botId = inc.ReadUInt16();
if (GameMain.GameSession?.GameMode is not MultiPlayerCampaign campaign) { return; }
if (ServerSettings.IronmanModeActive)
{
DebugConsole.ThrowError($"Client {sender.Name} has requested to take over a bot in Ironman mode!");
return;
}
if (campaign.CurrentLocation.GetHireableCharacters().FirstOrDefault(c => c.ID == botId) is CharacterInfo hireableCharacter)
{
if (ServerSettings.ReplaceCostPercentage <= 0 ||
CampaignMode.AllowedToManageCampaign(sender, ClientPermissions.ManageMoney) ||
CampaignMode.AllowedToManageCampaign(sender, ClientPermissions.ManageHires))
{
if (campaign.TryHireCharacter(campaign.CurrentLocation, hireableCharacter, takeMoney: true, sender, buyingNewCharacter: true))
{
campaign.CurrentLocation.RemoveHireableCharacter(hireableCharacter);
SpawnAndTakeOverBot(campaign, hireableCharacter, sender);
campaign.SendCrewState(createNotification: false);
}
else
{
SendConsoleMessage($"Could not hire the bot {hireableCharacter.Name}.", sender, Color.Red);
DebugConsole.ThrowError($"Client {sender.Name} failed to hire the bot {hireableCharacter.Name}.");
}
}
else
{
SendConsoleMessage($"Could not hire the bot {hireableCharacter.Name}. No permission to manage money or hires.", sender, Color.Red);
DebugConsole.ThrowError($"Client {sender.Name} failed to hire the bot {hireableCharacter.Name}. No permission to manage money or hires.");
}
}
else
{
CharacterInfo botInfo = GameMain.GameSession.CrewManager?.GetCharacterInfos(includeReserveBench: true)?.FirstOrDefault(i => i.ID == botId);
if (botInfo is { Character: null } && (botInfo.IsNewHire || botInfo.IsOnReserveBench))
{
if (IsUsingRespawnShuttle())
{
SpawnAndTakeOverBotInShuttle(campaign, botInfo, sender);
}
else
{
SpawnAndTakeOverBot(campaign, botInfo, sender);
}
}
else if (botInfo?.Character == null || !botInfo.Character.IsBot)
{
SendConsoleMessage($"Could not find a bot with the id {botId}.", sender, Color.Red);
DebugConsole.ThrowError($"Client {sender.Name} failed to take over a bot (Could not find a bot with the id {botId}).");
}
else if (ServerSettings.AllowBotTakeoverOnPermadeath)
{
sender.TryTakeOverBot(botInfo.Character);
}
else
{
SendConsoleMessage($"Failed to take over a bot (taking control of bots is disallowed).", sender, Color.Red);
DebugConsole.ThrowError($"Client {sender.Name} failed to take over a bot (taking control of bots is disallowed).");
}
}
}
private static void SpawnAndTakeOverBot(CampaignMode campaign, CharacterInfo botInfo, Client client)
{
WayPoint mainSubSpawnpoint = WayPoint.SelectCrewSpawnPoints(botInfo.ToEnumerable().ToList(), Submarine.MainSub).FirstOrDefault();
WayPoint outpostWaypoint = campaign.CrewManager.GetOutpostSpawnpoints()?.FirstOrDefault();
WayPoint spawnWaypoint;
//give the bot the same salary the player had
TransferPreviousSalaryToBot(campaign, botInfo, client);
if (botInfo.IsOnReserveBench)
{
spawnWaypoint = mainSubSpawnpoint ?? outpostWaypoint;
}
else
{
spawnWaypoint = outpostWaypoint ?? mainSubSpawnpoint;
}
if (spawnWaypoint == null)
{
DebugConsole.ThrowError("SpawnAndTakeOverBot: Unable to find any spawn waypoints inside the sub");
return;
}
Entity.Spawner.AddCharacterToSpawnQueue(botInfo.SpeciesName, spawnWaypoint.WorldPosition, botInfo, onSpawn: newCharacter =>
{
if (newCharacter == null)
{
DebugConsole.ThrowError("SpawnAndTakeOverBot: newCharacter is null somehow");
return;
}
if (botInfo.IsOnReserveBench)
{
campaign.CrewManager.ToggleReserveBenchStatus(botInfo, client);
}
newCharacter.TeamID = CharacterTeamType.Team1;
campaign.CrewManager.InitializeCharacter(newCharacter, mainSubSpawnpoint, spawnWaypoint);
client.TryTakeOverBot(newCharacter);
Log($"Client \"{client.Name}\" took over the bot \"{botInfo.DisplayName}\".", ServerLog.MessageType.ServerMessage);
});
}
private static void SpawnAndTakeOverBotInShuttle(CampaignMode campaign, CharacterInfo botInfo, Client client)
{
if (botInfo.IsOnReserveBench && campaign is MultiPlayerCampaign mpCampaign)
{
//give the bot the same salary the player had
TransferPreviousSalaryToBot(campaign, botInfo, client);
// Bring the bot from the reserve bench to active service
mpCampaign.CrewManager.ToggleReserveBenchStatus(botInfo, client);
Debug.Assert(botInfo.BotStatus == BotStatus.ActiveService);
Log($"Client \"{client.Name}\" chose to spawn as the bot \"{botInfo.DisplayName}\" in the next respawn shuttle.", ServerLog.MessageType.ServerMessage);
// Note: The following does what ServerSource/Networking/Client.cs:TryTakeOverBot() would do, but here we have
// to do it without a Character (before the Character has spawned), to get them on the respawn shuttle
// Now that the old permanently killed character will be replaced, we can fully discard it
mpCampaign.DiscardClientCharacterData(client);
client.CharacterInfo = botInfo;
client.CharacterInfo.RenamingEnabled = true; // Grant one opportunity to rename a taken over bot
client.CharacterInfo.IsNewHire = false;
client.SpectateOnly = false;
client.WaitForNextRoundRespawn = false; // =respawn asap
// Generate a new, less dead CharacterCampaignData for the client
if (mpCampaign.SetClientCharacterData(client) is CharacterCampaignData characterData)
{
//the bot has spawned, but the new CharacterCampaignData technically hasn't, because we just created it
characterData.HasSpawned = true;
characterData.ChosenNewBotViaShuttle = true;
}
}
}
private static void TransferPreviousSalaryToBot(CampaignMode campaign, CharacterInfo botInfo, Client client)
{
//give the bot the same salary the player had
botInfo.LastRewardDistribution = Option<int>.Some(client?.Character?.Wallet.RewardDistribution ?? campaign.Bank.RewardDistribution);
}
private void ClientReadServerCommand(IReadMessage inc)
{
Client sender = ConnectedClients.Find(x => x.Connection == inc.Sender);
if (sender == null)
{
//TODO: remove?
//inc.SenderConnection.Disconnect("You're not a connected client.");
return;
}
ClientPermissions command = ClientPermissions.None;
try
{
command = (ClientPermissions)inc.ReadUInt16();
}
catch
{
return;
}
var mpCampaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
if (command == ClientPermissions.ManageRound && mpCampaign != null)
{
//do nothing, ending campaign rounds is checked in more detail below
}
else if (command == ClientPermissions.ManageCampaign && mpCampaign != null)
{
//do nothing, campaign permissions are checked in more detail in MultiplayerCampaign.ServerRead
}
else if (!sender.HasPermission(command))
{
Log("Client \"" + GameServer.ClientLogName(sender) + "\" 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.Equals(kickedName, StringComparison.OrdinalIgnoreCase) && cl.Connection != OwnerConnection);
if (kickedClient != null)
{
Log("Client \"" + GameServer.ClientLogName(sender) + "\" kicked \"" + GameServer.ClientLogName(kickedClient) + "\".", ServerLog.MessageType.ServerMessage);
KickClient(kickedClient, string.IsNullOrEmpty(kickReason) ? $"ServerMessage.KickedBy~[initiator]={sender.Name}" : kickReason);
}
else
{
SendDirectChatMessage(TextManager.GetServerMessage($"ServerMessage.PlayerNotFound~[player]={kickedName}").Value, sender, ChatMessageType.Console);
}
break;
case ClientPermissions.Ban:
string bannedName = inc.ReadString().ToLowerInvariant();
string banReason = inc.ReadString();
double durationSeconds = inc.ReadDouble();
TimeSpan? banDuration = null;
if (durationSeconds > 0) { banDuration = TimeSpan.FromSeconds(durationSeconds); }
var bannedClient = connectedClients.Find(cl => cl != sender && cl.Name.Equals(bannedName, StringComparison.OrdinalIgnoreCase) && cl.Connection != OwnerConnection);
if (bannedClient != null)
{
Log("Client \"" + ClientLogName(sender) + "\" banned \"" + ClientLogName(bannedClient) + "\".", ServerLog.MessageType.ServerMessage);
BanClient(bannedClient, string.IsNullOrEmpty(banReason) ? $"ServerMessage.BannedBy~[initiator]={sender.Name}" : banReason, banDuration);
}
else
{
var bannedPreviousClient = previousPlayers.Find(p => p.Name.Equals(bannedName, StringComparison.OrdinalIgnoreCase));
if (bannedPreviousClient != null)
{
Log("Client \"" + ClientLogName(sender) + "\" banned \"" + bannedPreviousClient.Name + "\".", ServerLog.MessageType.ServerMessage);
BanPreviousPlayer(bannedPreviousClient, string.IsNullOrEmpty(banReason) ? $"ServerMessage.BannedBy~[initiator]={sender.Name}" : banReason, banDuration);
}
else
{
SendDirectChatMessage(TextManager.GetServerMessage($"ServerMessage.PlayerNotFound~[player]={bannedName}").Value, sender, ChatMessageType.Console);
}
}
break;
case ClientPermissions.Unban:
bool isPlayerName = inc.ReadBoolean(); inc.ReadPadBits();
string str = inc.ReadString();
if (isPlayerName)
{
UnbanPlayer(playerName: str);
}
else if (Endpoint.Parse(str).TryUnwrap(out var endpoint))
{
UnbanPlayer(endpoint);
}
break;
case ClientPermissions.ManageRound:
bool end = inc.ReadBoolean();
if (end)
{
if (mpCampaign == null ||
CampaignMode.AllowedToManageCampaign(sender, ClientPermissions.ManageRound))
{
bool save = inc.ReadBoolean();
bool quitCampaign = inc.ReadBoolean();
if (GameStarted)
{
using (dosProtection.Pause(sender))
{
Log($"Client \"{ClientLogName(sender)}\" ended the round.", ServerLog.MessageType.ServerMessage);
if (mpCampaign != null && Level.IsLoadedFriendlyOutpost && save)
{
mpCampaign.SavePlayers();
mpCampaign.HandleSaveAndQuit();
GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine);
SaveUtil.SaveGame(GameMain.GameSession.DataPath);
}
else
{
save = false;
}
EndGame(wasSaved: save);
}
}
else if (mpCampaign != null)
{
Log($"Client \"{ClientLogName(sender)}\" quit the currently active campaign.", ServerLog.MessageType.ServerMessage);
GameMain.GameSession = null;
GameMain.NetLobbyScreen.SelectedModeIdentifier = GameModePreset.Sandbox.Identifier;
GameMain.NetLobbyScreen.LastUpdateID++;
}
}
}
else
{
bool continueCampaign = inc.ReadBoolean();
if (mpCampaign != null && mpCampaign.GameOver || continueCampaign)
{
if (GameStarted)
{
SendDirectChatMessage("Cannot continue the campaign from the previous save (round already running).", sender, ChatMessageType.Error);
break;
}
else if (CampaignMode.AllowedToManageCampaign(sender, ClientPermissions.ManageCampaign) || CampaignMode.AllowedToManageCampaign(sender, ClientPermissions.ManageMap))
{
using (dosProtection.Pause(sender))
{
MultiPlayerCampaign.LoadCampaign(GameMain.GameSession.DataPath, sender);
}
}
}
else if (!GameStarted && !initiatedStartGame)
{
using (dosProtection.Pause(sender))
{
Log("Client \"" + ClientLogName(sender) + "\" started the round.", ServerLog.MessageType.ServerMessage);
var result = TryStartGame();
if (result != TryStartGameResult.Success)
{
SendDirectChatMessage(TextManager.Get($"TryStartGameError.{result}").Value, sender, ChatMessageType.Error);
}
}
}
else if (mpCampaign != null && (CampaignMode.AllowedToManageCampaign(sender, ClientPermissions.ManageCampaign) || CampaignMode.AllowedToManageCampaign(sender, ClientPermissions.ManageMap)))
{
using (dosProtection.Pause(sender))
{
var availableTransition = mpCampaign.GetAvailableTransition(out _, out _);
//don't force location if we've teleported
bool forceLocation = !mpCampaign.Map.AllowDebugTeleport || mpCampaign.Map.CurrentLocation == Level.Loaded.StartLocation;
switch (availableTransition)
{
case CampaignMode.TransitionType.ReturnToPreviousEmptyLocation:
if (forceLocation)
{
mpCampaign.Map.SelectLocation(
mpCampaign.Map.CurrentLocation.Connections.Find(c => c.LevelData == Level.Loaded?.LevelData).OtherLocation(mpCampaign.Map.CurrentLocation));
}
mpCampaign.LoadNewLevel();
break;
case CampaignMode.TransitionType.ProgressToNextEmptyLocation:
if (forceLocation)
{
mpCampaign.Map.SetLocation(mpCampaign.Map.Locations.IndexOf(Level.Loaded.EndLocation));
}
mpCampaign.LoadNewLevel();
break;
case CampaignMode.TransitionType.None:
#if DEBUG || UNSTABLE
DebugConsole.ThrowError($"Client \"{sender.Name}\" attempted to trigger a level transition. No transitions available.");
#endif
break;
default:
Log("Client \"" + ClientLogName(sender) + "\" ended the round.", ServerLog.MessageType.ServerMessage);
mpCampaign.LoadNewLevel();
break;
}
}
}
}
break;
case ClientPermissions.SelectSub:
SelectedSubType subType = (SelectedSubType)inc.ReadByte();
string subHash = inc.ReadString();
var subList = GameMain.NetLobbyScreen.GetSubList();
var sub = subList.FirstOrDefault(s => s.MD5Hash.StringRepresentation == subHash);
if (sub == null)
{
DebugConsole.NewMessage($"Client \"{ClientLogName(sender)}\" attempted to select a sub, could not find a sub with the MD5 hash \"{subHash}\".", Color.Red);
}
else
{
switch (subType)
{
case SelectedSubType.Shuttle:
GameMain.NetLobbyScreen.SelectedShuttle = sub;
break;
case SelectedSubType.Sub:
GameMain.NetLobbyScreen.SelectedSub = sub;
break;
case SelectedSubType.EnemySub:
GameMain.NetLobbyScreen.SelectedEnemySub = sub;
break;
}
}
break;
case ClientPermissions.SelectMode:
UInt16 modeIndex = inc.ReadUInt16();
GameMain.NetLobbyScreen.SelectedModeIndex = modeIndex;
Log("Gamemode changed to " + (GameMain.NetLobbyScreen.SelectedMode?.Name.Value ?? "none"), ServerLog.MessageType.ServerMessage);
if (GameMain.NetLobbyScreen.GameModes[modeIndex] == GameModePreset.MultiPlayerCampaign)
{
TrySendCampaignSetupInfo(sender);
}
break;
case ClientPermissions.ManageCampaign:
mpCampaign?.ServerRead(inc, sender);
break;
case ClientPermissions.ConsoleCommands:
DebugConsole.ServerRead(inc, sender);
break;
case ClientPermissions.ManagePermissions:
byte targetClientID = inc.ReadByte();
Client targetClient = connectedClients.Find(c => c.SessionId == targetClientID);
if (targetClient == null || targetClient == sender || targetClient.Connection == OwnerConnection) { return; }
targetClient.ReadPermissions(inc);
List<string> permissionNames = new List<string>();
foreach (ClientPermissions permission in Enum.GetValues(typeof(ClientPermissions)))
{
if (permission == ClientPermissions.None || permission == ClientPermissions.All)
{
continue;
}
if (targetClient.Permissions.HasFlag(permission)) { permissionNames.Add(permission.ToString()); }
}
string logMsg;
if (permissionNames.Any())
{
logMsg = "Client \"" + GameServer.ClientLogName(sender) + "\" set the permissions of the client \"" + GameServer.ClientLogName(targetClient) + "\" to "
+ string.Join(", ", permissionNames);
}
else
{
logMsg = "Client \"" + GameServer.ClientLogName(sender) + "\" removed all permissions from the client \"" + GameServer.ClientLogName(targetClient) + ".";
}
Log(logMsg, ServerLog.MessageType.ServerMessage);
UpdateClientPermissions(targetClient);
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);
}
if (c.Connection == OwnerConnection)
{
while (pendingMessagesToOwner.Any())
{
SendDirectChatMessage(pendingMessagesToOwner.Dequeue(), c);
}
}
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign campaign &&
GameMain.NetLobbyScreen.SelectedMode == campaign.Preset &&
NetIdUtils.IdMoreRecent(campaign.LastSaveID, c.LastRecvCampaignSave))
{
//already sent an up-to-date campaign save
if (c.LastCampaignSaveSendTime != default && campaign.LastSaveID == c.LastCampaignSaveSendTime.saveId)
{
//the save was sent less than 5 second ago, don't attempt to resend yet
//(the client may have received it but hasn't acked us yet)
if (c.LastCampaignSaveSendTime.time > NetTime.Now - 5.0f)
{
return;
}
}
if (!FileSender.ActiveTransfers.Any(t => t.Connection == c.Connection && t.FileType == FileTransferType.CampaignSave))
{
FileSender.StartTransfer(c.Connection, FileTransferType.CampaignSave, GameMain.GameSession.DataPath.SavePath);
c.LastCampaignSaveSendTime = (campaign.LastSaveID, (float)NetTime.Now);
}
}
}
/// <summary>
/// Write info that the client needs when joining the server
/// </summary>
private void ClientWriteInitial(Client c, IWriteMessage outmsg)
{
if (GameSettings.CurrentConfig.VerboseLogging)
{
DebugConsole.NewMessage($"Sending initial lobby update to {c.Name}", Color.Gray);
}
outmsg.WriteByte(c.SessionId);
var subList = GameMain.NetLobbyScreen.GetSubList();
outmsg.WriteUInt16((UInt16)subList.Count);
for (int i = 0; i < subList.Count; i++)
{
var sub = subList[i];
outmsg.WriteString(sub.Name);
outmsg.WriteString(sub.MD5Hash.ToString());
outmsg.WriteByte((byte)sub.SubmarineClass);
outmsg.WriteBoolean(sub.HasTag(SubmarineTag.Shuttle));
outmsg.WriteBoolean(sub.RequiredContentPackagesInstalled);
}
outmsg.WriteBoolean(GameStarted);
outmsg.WriteBoolean(ServerSettings.AllowSpectating);
outmsg.WriteBoolean(ServerSettings.AllowAFK);
outmsg.WriteBoolean(ServerSettings.RespawnMode == RespawnMode.Permadeath);
outmsg.WriteBoolean(ServerSettings.IronmanMode);
c.WritePermissions(outmsg);
}
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)
{
Character clientCharacter = c.Character;
foreach (Character otherCharacter in Character.CharacterList)
{
if (!otherCharacter.Enabled) { continue; }
if (c.SpectatePos == null)
{
//not spectating ->
// check if the client's character, or the entity they're viewing,
// is close enough to the other character or the entity the other character is viewing
float distSqr = GetShortestDistance(clientCharacter.WorldPosition, otherCharacter);
if (clientCharacter.ViewTarget != null && clientCharacter.ViewTarget != clientCharacter)
{
distSqr = Math.Min(distSqr, GetShortestDistance(clientCharacter.ViewTarget.WorldPosition, otherCharacter));
}
if (distSqr >= MathUtils.Pow2(otherCharacter.Params.DisableDistance)) { continue; }
}
else if (otherCharacter != clientCharacter)
{
//spectating ->
// check if the position the client is viewing
// is close enough to the other character or the entity the other character is viewing
if (GetShortestDistance(c.SpectatePos.Value, otherCharacter) >= MathUtils.Pow2(otherCharacter.Params.DisableDistance)) { continue; }
}
static float GetShortestDistance(Vector2 viewPos, Character targetCharacter)
{
float distSqr = Vector2.DistanceSquared(viewPos, targetCharacter.WorldPosition);
if (targetCharacter.ViewTarget != null && targetCharacter.ViewTarget != targetCharacter)
{
//if the character is viewing something (far-away turret?),
//we might want to send updates about it to the spectating client even though they're far away from the actual character
distSqr = Math.Min(distSqr, Vector2.DistanceSquared(viewPos, targetCharacter.ViewTarget.WorldPosition));
}
return distSqr;
}
float updateInterval = otherCharacter.GetPositionUpdateInterval(c);
c.PositionUpdateLastSent.TryGetValue(otherCharacter, out float lastSent);
if (lastSent > NetTime.Now)
{
//sent in the future -> can't be right, remove
c.PositionUpdateLastSent.Remove(otherCharacter);
}
else
{
if (lastSent > NetTime.Now - updateInterval) { continue; }
}
if (!c.PendingPositionUpdates.Contains(otherCharacter)) { c.PendingPositionUpdates.Enqueue(otherCharacter); }
}
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.Info.IsOutpost || sub.DockedTo.Any(s => s.ID < sub.ID)) { continue; }
if (sub.PhysicsBody == null || sub.PhysicsBody.BodyType == FarseerPhysics.BodyType.Static) { continue; }
if (!c.PendingPositionUpdates.Contains(sub)) { c.PendingPositionUpdates.Enqueue(sub); }
}
foreach (Item item in Item.ItemList)
{
if (item.PositionUpdateInterval == float.PositiveInfinity) { continue; }
float updateInterval = item.GetPositionUpdateInterval(c);
c.PositionUpdateLastSent.TryGetValue(item, out float lastSent);
if (lastSent > NetTime.Now)
{
//sent in the future -> can't be right, remove
c.PositionUpdateLastSent.Remove(item);
}
else
{
if (lastSent > NetTime.Now - updateInterval) { continue; }
}
if (!c.PendingPositionUpdates.Contains(item)) { c.PendingPositionUpdates.Enqueue(item); }
}
}
IWriteMessage outmsg = new WriteOnlyMessage();
outmsg.WriteByte((byte)ServerPacketHeader.UPDATE_INGAME);
outmsg.WriteSingle((float)NetTime.Now);
outmsg.WriteSingle(EndRoundTimeRemaining);
using (var segmentTable = SegmentTableWriter<ServerNetSegment>.StartWriting(outmsg))
{
segmentTable.StartNewSegment(ServerNetSegment.SyncIds);
outmsg.WriteUInt16(c.LastSentChatMsgID); //send this to client so they know which chat messages weren't received by the server
outmsg.WriteUInt16(c.LastSentEntityEventID);
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign campaign && campaign.Preset == GameMain.NetLobbyScreen.SelectedMode)
{
outmsg.WriteBoolean(true);
outmsg.WritePadBits();
campaign.ServerWrite(outmsg, c);
}
else
{
outmsg.WriteBoolean(false);
outmsg.WritePadBits();
}
int clientListBytes = outmsg.LengthBytes;
WriteClientList(segmentTable, c, outmsg);
clientListBytes = outmsg.LengthBytes - clientListBytes;
int chatMessageBytes = outmsg.LengthBytes;
WriteChatMessages(segmentTable, outmsg, c);
chatMessageBytes = outmsg.LengthBytes - chatMessageBytes;
//write as many position updates as the message can fit (only after midround syncing is done)
int positionUpdateBytes = outmsg.LengthBytes;
while (!c.NeedsMidRoundSync && c.PendingPositionUpdates.Count > 0)
{
var entity = c.PendingPositionUpdates.Peek();
if (entity is not IServerPositionSync entityPositionSync ||
entity.Removed ||
(entity is Item item && float.IsInfinity(item.PositionUpdateInterval)))
{
c.PendingPositionUpdates.Dequeue();
continue;
}
var tempBuffer = new ReadWriteMessage();
var entityPositionHeader = EntityPositionHeader.FromEntity(entity);
tempBuffer.WriteNetSerializableStruct(entityPositionHeader);
entityPositionSync.ServerWritePosition(tempBuffer, c);
//no more room in this packet
if (outmsg.LengthBytes + tempBuffer.LengthBytes > MsgConstants.MTU - 100)
{
break;
}
segmentTable.StartNewSegment(ServerNetSegment.EntityPosition);
outmsg.WritePadBits(); //padding is required here to make sure any padding bits within tempBuffer are read correctly
outmsg.WriteVariableUInt32((uint)tempBuffer.LengthBytes);
outmsg.WriteBytes(tempBuffer.Buffer, 0, tempBuffer.LengthBytes);
outmsg.WritePadBits();
c.PositionUpdateLastSent[entity] = (float)NetTime.Now;
c.PendingPositionUpdates.Dequeue();
}
positionUpdateBytes = outmsg.LengthBytes - positionUpdateBytes;
if (outmsg.LengthBytes > MsgConstants.MTU)
{
string errorMsg = "Maximum packet size exceeded (" + outmsg.LengthBytes + " > " + MsgConstants.MTU + ")\n";
errorMsg +=
" Client list size: " + clientListBytes + " bytes\n" +
" Chat message size: " + chatMessageBytes + " bytes\n" +
" Position update size: " + positionUpdateBytes + " bytes\n\n";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("GameServer.ClientWriteIngame1:PacketSizeExceeded" + outmsg.LengthBytes, GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
}
}
serverPeer.Send(outmsg, c.Connection, DeliveryMethod.Unreliable);
//---------------------------------------------------------------------------
for (int i = 0; i < NetConfig.MaxEventPacketsPerUpdate; i++)
{
outmsg = new WriteOnlyMessage();
outmsg.WriteByte((byte)ServerPacketHeader.UPDATE_INGAME);
outmsg.WriteSingle((float)NetTime.Now);
outmsg.WriteSingle(EndRoundTimeRemaining);
using (var segmentTable = SegmentTableWriter<ServerNetSegment>.StartWriting(outmsg))
{
int eventManagerBytes = outmsg.LengthBytes;
entityEventManager.Write(segmentTable, c, outmsg, out List<NetEntityEvent> sentEvents);
eventManagerBytes = outmsg.LengthBytes - eventManagerBytes;
if (sentEvents.Count == 0)
{
break;
}
if (outmsg.LengthBytes > MsgConstants.MTU)
{
string errorMsg = "Maximum packet size exceeded (" + outmsg.LengthBytes + " > " +
MsgConstants.MTU + ")\n";
errorMsg +=
" Event size: " + eventManagerBytes + " bytes\n";
if (sentEvents != null && sentEvents.Count > 0)
{
errorMsg += "Sent events: \n";
foreach (var entityEvent in sentEvents)
{
errorMsg += " - " + (entityEvent.Entity?.ToString() ?? "null") + "\n";
}
}
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce(
"GameServer.ClientWriteIngame2:PacketSizeExceeded" + outmsg.LengthBytes,
GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
}
}
serverPeer.Send(outmsg, c.Connection, DeliveryMethod.Unreliable);
}
}
private void WriteClientList(in SegmentTableWriter<ServerNetSegment> segmentTable, Client c, IWriteMessage outmsg)
{
bool hasChanged = NetIdUtils.IdMoreRecent(LastClientListUpdateID, c.LastRecvClientListUpdate);
if (!hasChanged) { return; }
segmentTable.StartNewSegment(ServerNetSegment.ClientList);
outmsg.WriteUInt16(LastClientListUpdateID);
outmsg.WriteByte((byte)Team1Count);
outmsg.WriteByte((byte)Team2Count);
outmsg.WriteByte((byte)connectedClients.Count);
foreach (Client client in connectedClients)
{
var tempClientData = new TempClient
{
SessionId = client.SessionId,
AccountInfo = client.AccountInfo,
NameId = client.NameId,
Name = client.Name,
PreferredJob = client.Character?.Info?.Job != null && GameStarted
? client.Character.Info.Job.Prefab.Identifier
: client.PreferredJob,
PreferredTeam = client.PreferredTeam,
TeamID = client.TeamID,
CharacterId = client.Character == null || !GameStarted ? (ushort)0 : client.Character.ID,
Karma = c.HasPermission(ClientPermissions.ServerLog) ? client.Karma : 100.0f,
Muted = client.Muted,
InGame = client.InGame,
HasPermissions = client.Permissions != ClientPermissions.None,
IsOwner = client.Connection == OwnerConnection,
IsDownloading = FileSender.ActiveTransfers.Any(t => t.Connection == client.Connection)
};
outmsg.WriteNetSerializableStruct(tempClientData);
outmsg.WritePadBits();
}
}
private void ClientWriteLobby(Client c)
{
bool isInitialUpdate = false;
IWriteMessage outmsg = new WriteOnlyMessage();
outmsg.WriteByte((byte)ServerPacketHeader.UPDATE_LOBBY);
bool messageTooLarge;
using (var segmentTable = SegmentTableWriter<ServerNetSegment>.StartWriting(outmsg))
{
segmentTable.StartNewSegment(ServerNetSegment.SyncIds);
int settingsBytes = outmsg.LengthBytes;
int initialUpdateBytes = 0;
if (ServerSettings.UnsentFlags() != ServerSettings.NetFlags.None)
{
GameMain.NetLobbyScreen.LastUpdateID++;
}
IWriteMessage settingsBuf = null;
if (NetIdUtils.IdMoreRecent(GameMain.NetLobbyScreen.LastUpdateID, c.LastRecvLobbyUpdate))
{
outmsg.WriteBoolean(true);
outmsg.WritePadBits();
outmsg.WriteUInt16(GameMain.NetLobbyScreen.LastUpdateID);
settingsBuf = new ReadWriteMessage();
ServerSettings.ServerWrite(settingsBuf, c);
outmsg.WriteUInt16((UInt16)settingsBuf.LengthBytes);
outmsg.WriteBytes(settingsBuf.Buffer, 0, settingsBuf.LengthBytes);
outmsg.WriteBoolean(!c.InitialLobbyUpdateSent);
if (!c.InitialLobbyUpdateSent)
{
isInitialUpdate = true;
initialUpdateBytes = outmsg.LengthBytes;
ClientWriteInitial(c, outmsg);
c.InitialLobbyUpdateSent = true;
initialUpdateBytes = outmsg.LengthBytes - initialUpdateBytes;
}
outmsg.WriteString(GameMain.NetLobbyScreen.SelectedSub.Name);
outmsg.WriteString(GameMain.NetLobbyScreen.SelectedSub.MD5Hash.ToString());
if (GameMain.NetLobbyScreen.SelectedEnemySub is { } enemySub)
{
outmsg.WriteBoolean(true);
outmsg.WriteString(enemySub.Name);
outmsg.WriteString(enemySub.MD5Hash.ToString());
}
else
{
outmsg.WriteBoolean(false);
}
outmsg.WriteBoolean(IsUsingRespawnShuttle());
var selectedShuttle = GameStarted && RespawnManager != null && RespawnManager.UsingShuttle ?
RespawnManager.RespawnShuttles.First().Info :
GameMain.NetLobbyScreen.SelectedShuttle;
outmsg.WriteString(selectedShuttle.Name);
outmsg.WriteString(selectedShuttle.MD5Hash.ToString());
outmsg.WriteBoolean(ServerSettings.AllowSubVoting);
outmsg.WriteBoolean(ServerSettings.AllowModeVoting);
outmsg.WriteBoolean(ServerSettings.VoiceChatEnabled);
outmsg.WriteBoolean(ServerSettings.AllowSpectating);
outmsg.WriteBoolean(ServerSettings.AllowAFK);
outmsg.WriteSingle(ServerSettings.TraitorProbability);
outmsg.WriteRangedInteger(ServerSettings.TraitorDangerLevel, TraitorEventPrefab.MinDangerLevel, TraitorEventPrefab.MaxDangerLevel);
outmsg.WriteVariableUInt32((uint)GameMain.NetLobbyScreen.MissionTypes.Count());
foreach (var missionType in GameMain.NetLobbyScreen.MissionTypes)
{
outmsg.WriteIdentifier(missionType);
}
outmsg.WriteByte((byte)GameMain.NetLobbyScreen.SelectedModeIndex);
outmsg.WriteString(GameMain.NetLobbyScreen.LevelSeed);
outmsg.WriteSingle(ServerSettings.SelectedLevelDifficulty);
outmsg.WriteByte((byte)ServerSettings.BotCount);
outmsg.WriteBoolean(ServerSettings.BotSpawnMode == BotSpawnMode.Fill);
outmsg.WriteBoolean(ServerSettings.AutoRestart);
if (ServerSettings.AutoRestart)
{
outmsg.WriteSingle(autoRestartTimerRunning ? ServerSettings.AutoRestartTimer : 0.0f);
}
if (GameMain.NetLobbyScreen.SelectedMode == GameModePreset.MultiPlayerCampaign &&
connectedClients.None(c => c.Connection == OwnerConnection || c.HasPermission(ClientPermissions.ManageRound) || c.HasPermission(ClientPermissions.ManageCampaign)))
{
//if no-one has permissions to manage the campaign, show the setup UI to everyone
TrySendCampaignSetupInfo(c);
}
}
else
{
outmsg.WriteBoolean(false);
outmsg.WritePadBits();
}
settingsBytes = outmsg.LengthBytes - settingsBytes;
int campaignBytes = outmsg.LengthBytes;
bool hasSpaceForCampaignData = outmsg.LengthBytes < MsgConstants.MTU - 500;
if (hasSpaceForCampaignData &&
GameMain.GameSession?.GameMode is MultiPlayerCampaign campaign && campaign.Preset == GameMain.NetLobbyScreen.SelectedMode)
{
outmsg.WriteBoolean(true);
outmsg.WritePadBits();
campaign.ServerWrite(outmsg, c);
}
else
{
outmsg.WriteBoolean(false);
outmsg.WritePadBits();
if (!hasSpaceForCampaignData)
{
DebugConsole.Log($"Not enough space to fit campaign data in the lobby update (length {outmsg.LengthBytes} bytes), omitting...");
}
}
campaignBytes = outmsg.LengthBytes - campaignBytes;
outmsg.WriteUInt16(c.LastSentChatMsgID); //send this to client so they know which chat messages weren't received by the server
int clientListBytes = outmsg.LengthBytes;
if (outmsg.LengthBytes < MsgConstants.MTU - 500)
{
WriteClientList(segmentTable, c, outmsg);
}
else
{
DebugConsole.Log($"Not enough space to fit client list in the lobby update (length {outmsg.LengthBytes} bytes), omitting...");
}
clientListBytes = outmsg.LengthBytes - clientListBytes;
int chatMessageBytes = outmsg.LengthBytes;
WriteChatMessages(segmentTable, outmsg, c);
chatMessageBytes = outmsg.LengthBytes - chatMessageBytes;
messageTooLarge = outmsg.LengthBytes > MsgConstants.MTU;
if (messageTooLarge && !isInitialUpdate)
{
string warningMsg = "Maximum packet size exceeded, will send using reliable mode (" + outmsg.LengthBytes + " > " + MsgConstants.MTU + ")\n";
warningMsg +=
" Client list size: " + clientListBytes + " bytes\n" +
" Chat message size: " + chatMessageBytes + " bytes\n" +
" Campaign size: " + campaignBytes + " bytes\n" +
" Settings size: " + settingsBytes + " bytes\n";
if (initialUpdateBytes > 0)
{
warningMsg +=
" Initial update size: " + initialUpdateBytes + " bytes\n";
}
if (settingsBuf != null)
{
warningMsg +=
" Settings buffer size: " + settingsBuf.LengthBytes + " bytes\n";
}
#if DEBUG || UNSTABLE
DebugConsole.ThrowError(warningMsg);
#else
if (GameSettings.CurrentConfig.VerboseLogging) { DebugConsole.AddWarning(warningMsg); }
#endif
GameAnalyticsManager.AddErrorEventOnce("GameServer.ClientWriteIngame1:ClientWriteLobby" + outmsg.LengthBytes, GameAnalyticsManager.ErrorSeverity.Warning, warningMsg);
}
}
if (isInitialUpdate || messageTooLarge)
{
//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
serverPeer.Send(outmsg, c.Connection, DeliveryMethod.Reliable);
//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.LastRecvLobbyUpdate = GameMain.NetLobbyScreen.LastUpdateID;
}
else
{
serverPeer.Send(outmsg, c.Connection, DeliveryMethod.Unreliable);
}
if (isInitialUpdate)
{
SendVoteStatus(new List<Client>() { c });
}
}
private static void WriteChatMessages(in SegmentTableWriter<ServerNetSegment> segmentTable, IWriteMessage 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) > MsgConstants.MTU - 5 && i > 0)
{
//not enough room in this packet
return;
}
c.ChatMsgQueue[i].ServerWrite(segmentTable, outmsg, c);
}
}
public enum TryStartGameResult
{
Success,
GameAlreadyStarted,
PerksExceedAllowance,
SubmarineNotFound,
GameModeNotSelected,
CannotStartMultiplayerCampaign,
}
public TryStartGameResult TryStartGame()
{
if (initiatedStartGame || GameStarted) { return TryStartGameResult.GameAlreadyStarted; }
GameModePreset selectedMode =
Voting.HighestVoted<GameModePreset>(VoteType.Mode, connectedClients) ?? GameMain.NetLobbyScreen.SelectedMode;
if (selectedMode == null)
{
return TryStartGameResult.GameModeNotSelected;
}
if (selectedMode == GameModePreset.MultiPlayerCampaign && GameMain.GameSession?.GameMode is not MultiPlayerCampaign)
{
//DebugConsole.ThrowError($"{nameof(TryStartGame)} failed. Cannot start a multiplayer campaign via {nameof(TryStartGame)} - use {nameof(MultiPlayerCampaign.StartNewCampaign)} or {nameof(MultiPlayerCampaign.LoadCampaign)} instead.");
if (GameMain.NetLobbyScreen.SelectedMode != GameModePreset.MultiPlayerCampaign)
{
GameMain.NetLobbyScreen.SelectedModeIdentifier = GameModePreset.MultiPlayerCampaign.Identifier;
}
return TryStartGameResult.CannotStartMultiplayerCampaign;
}
bool applyPerks = GameSession.ShouldApplyDisembarkPoints(selectedMode);
if (applyPerks)
{
if (!GameSession.ValidatedDisembarkPoints(selectedMode, GameMain.NetLobbyScreen.MissionTypes))
{
return TryStartGameResult.PerksExceedAllowance;
}
}
Log("Starting a new round...", ServerLog.MessageType.ServerMessage);
SubmarineInfo selectedShuttle = GameMain.NetLobbyScreen.SelectedShuttle;
SubmarineInfo selectedSub;
Option<SubmarineInfo> selectedEnemySub = Option.None;
if (ServerSettings.AllowSubVoting)
{
if (selectedMode == GameModePreset.PvP)
{
var team1Voters = connectedClients.Where(static c => c.PreferredTeam == CharacterTeamType.Team1);
var team2Voters = connectedClients.Where(static c => c.PreferredTeam == CharacterTeamType.Team2);
SubmarineInfo team1Sub = Voting.HighestVoted<SubmarineInfo>(VoteType.Sub, team1Voters, out int team1VoteCount);
SubmarineInfo team2Sub = Voting.HighestVoted<SubmarineInfo>(VoteType.Sub, team2Voters, out int team2VoteCount);
// check if anyone on coalition voted for a sub
if (team1VoteCount > 0)
{
// use the most voted one
selectedSub = team1Sub;
}
else
{
selectedSub = team2VoteCount > 0
? team2Sub // only separatists voted for a sub, use theirs
: GameMain.NetLobbyScreen.SelectedSub; // nobody voted for a sub so use the default one
}
// check if separatists voted for a sub
if (team2VoteCount > 0 && team2Sub != null)
{
selectedEnemySub = Option.Some(team2Sub);
}
// no reason to fall back to coalition sub,
// since not selecting an enemy submarine automatically selects the coalition sub
// deeper in the code
}
else
{
selectedSub = Voting.HighestVoted<SubmarineInfo>(VoteType.Sub, connectedClients) ?? GameMain.NetLobbyScreen.SelectedSub;
}
}
else
{
selectedSub = GameMain.NetLobbyScreen.SelectedSub;
SubmarineInfo enemySub = GameMain.NetLobbyScreen.SelectedEnemySub ?? GameMain.NetLobbyScreen.SelectedSub;
// Option throws an exception if the value is null, prevent that
if (enemySub != null)
{
selectedEnemySub = Option.Some(enemySub);
}
}
if (selectedSub == null || selectedShuttle == null)
{
return TryStartGameResult.SubmarineNotFound;
}
if (applyPerks && CheckIfAnyPerksAreIncompatible(selectedSub, selectedEnemySub.Fallback(selectedSub), selectedMode, out var incompatiblePerks))
{
CoroutineManager.StartCoroutine(WarnAndDelayStartGame(incompatiblePerks, selectedSub, selectedEnemySub, selectedShuttle, selectedMode), nameof(WarnAndDelayStartGame));
return TryStartGameResult.Success;
}
initiatedStartGame = true;
startGameCoroutine = CoroutineManager.StartCoroutine(InitiateStartGame(selectedSub, selectedEnemySub, selectedShuttle, selectedMode), "InitiateStartGame");
return TryStartGameResult.Success;
}
private bool CheckIfAnyPerksAreIncompatible(SubmarineInfo team1Sub, SubmarineInfo team2Sub, GameModePreset preset, out PerkCollection incompatiblePerks)
{
var incompatibleTeam1Perks = ImmutableArray.CreateBuilder<DisembarkPerkPrefab>();
var incompatibleTeam2Perks = ImmutableArray.CreateBuilder<DisembarkPerkPrefab>();
bool hasIncompatiblePerks = false;
PerkCollection perks = GameSession.GetPerks();
bool ignorePerksThatCanNotApplyWithoutSubmarine = GameSession.ShouldIgnorePerksThatCanNotApplyWithoutSubmarine(preset, GameMain.NetLobbyScreen.MissionTypes);
foreach (DisembarkPerkPrefab perk in perks.Team1Perks)
{
if (ignorePerksThatCanNotApplyWithoutSubmarine && perk.PerkBehaviors.Any(static p => !p.CanApplyWithoutSubmarine())) { continue; }
bool anyCanNotApply = perk.PerkBehaviors.Any(p => !p.CanApply(team1Sub));
if (anyCanNotApply)
{
incompatibleTeam1Perks.Add(perk);
hasIncompatiblePerks = true;
}
}
if (preset == GameModePreset.PvP)
{
foreach (DisembarkPerkPrefab perk in perks.Team2Perks)
{
if (ignorePerksThatCanNotApplyWithoutSubmarine && perk.PerkBehaviors.Any(static p => !p.CanApplyWithoutSubmarine())) { continue; }
bool anyCanNotApply = perk.PerkBehaviors.Any(p => !p.CanApply(team2Sub));
if (anyCanNotApply)
{
incompatibleTeam2Perks.Add(perk);
hasIncompatiblePerks = true;
}
}
}
incompatiblePerks = new PerkCollection(incompatibleTeam1Perks.ToImmutable(), incompatibleTeam2Perks.ToImmutable());
return hasIncompatiblePerks;
}
private bool isRoundStartWarningActive;
private void AbortStartGameIfWarningActive()
{
isRoundStartWarningActive = false;
//reset autorestart countdown to give the clients time to reselect perks
if (ServerSettings.AutoRestart)
{
ServerSettings.AutoRestartTimer = Math.Max(ServerSettings.AutoRestartInterval, 5.0f);
}
//reset start round votes so we don't immediately attempt to restart
foreach (var client in connectedClients)
{
client.SetVote(VoteType.StartRound, false);
}
int clientsReady = connectedClients.Count(c => c.GetVote<bool>(VoteType.StartRound));
GameMain.NetLobbyScreen.LastUpdateID++;
CoroutineManager.StopCoroutines(nameof(WarnAndDelayStartGame));
}
private IEnumerable<CoroutineStatus> WarnAndDelayStartGame(PerkCollection incompatiblePerks, SubmarineInfo selectedSub, Option<SubmarineInfo> selectedEnemySub, SubmarineInfo selectedShuttle, GameModePreset selectedMode)
{
isRoundStartWarningActive = true;
const float warningDuration = 15.0f;
SerializableDateTime waitUntilTime = SerializableDateTime.UtcNow + TimeSpan.FromSeconds(warningDuration);
if (connectedClients.Any())
{
IWriteMessage msg = new WriteOnlyMessage().WithHeader(ServerPacketHeader.WARN_STARTGAME);
INetSerializableStruct warnData = new RoundStartWarningData(
RoundStartsAnywaysTimeInSeconds: warningDuration,
Team1Sub: selectedSub.Name,
Team1IncompatiblePerks: ToolBox.PrefabCollectionToUintIdentifierArray(incompatiblePerks.Team1Perks),
Team2Sub: selectedEnemySub.Fallback(selectedSub).Name,
Team2IncompatiblePerks: ToolBox.PrefabCollectionToUintIdentifierArray(incompatiblePerks.Team2Perks));
msg.WriteNetSerializableStruct(warnData);
foreach (Client c in connectedClients)
{
serverPeer.Send(msg, c.Connection, DeliveryMethod.Reliable);
}
}
while (waitUntilTime > SerializableDateTime.UtcNow)
{
yield return CoroutineStatus.Running;
}
CoroutineManager.StartCoroutine(InitiateStartGame(selectedSub, selectedEnemySub, selectedShuttle, selectedMode), "InitiateStartGame");
yield return CoroutineStatus.Success;
}
private IEnumerable<CoroutineStatus> InitiateStartGame(SubmarineInfo selectedSub, Option<SubmarineInfo> selectedEnemySub, SubmarineInfo selectedShuttle, GameModePreset selectedMode)
{
isRoundStartWarningActive = false;
initiatedStartGame = true;
if (connectedClients.Any())
{
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.QUERY_STARTGAME);
msg.WriteString(selectedSub.Name);
msg.WriteString(selectedSub.MD5Hash.StringRepresentation);
if (selectedEnemySub.TryUnwrap(out var enemySub))
{
msg.WriteBoolean(true);
msg.WriteString(enemySub.Name);
msg.WriteString(enemySub.MD5Hash.StringRepresentation);
}
else
{
msg.WriteBoolean(false);
}
msg.WriteBoolean(IsUsingRespawnShuttle());
msg.WriteString(selectedShuttle.Name);
msg.WriteString(selectedShuttle.MD5Hash.StringRepresentation);
var campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;
msg.WriteByte(campaign == null ? (byte)0 : campaign.CampaignID);
msg.WriteUInt16(campaign == null ? (UInt16)0 : campaign.LastSaveID);
foreach (MultiPlayerCampaign.NetFlags flag in Enum.GetValues(typeof(MultiPlayerCampaign.NetFlags)))
{
msg.WriteUInt16(campaign == null ? (UInt16)0 : campaign.GetLastUpdateIdForFlag(flag));
}
connectedClients.ForEach(c => c.ReadyToStart = false);
foreach (NetworkConnection conn in connectedClients.Select(c => c.Connection))
{
serverPeer.Send(msg, conn, DeliveryMethod.Reliable);
}
//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 && !c.AFK) && waitForResponseTimer > 0.0f)
{
waitForResponseTimer -= CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
}
if (FileSender.ActiveTransfers.Count > 0)
{
float waitForTransfersTimer = 20.0f;
while (FileSender.ActiveTransfers.Count > 0 && waitForTransfersTimer > 0.0f)
{
waitForTransfersTimer -= CoroutineManager.DeltaTime;
yield return CoroutineStatus.Running;
}
}
}
startGameCoroutine = GameMain.Instance.ShowLoading(StartGame(selectedSub, selectedShuttle, selectedEnemySub, selectedMode, CampaignSettings.Empty), false);
yield return CoroutineStatus.Success;
}
private IEnumerable<CoroutineStatus> StartGame(SubmarineInfo selectedSub, SubmarineInfo selectedShuttle, Option<SubmarineInfo> selectedEnemySub, GameModePreset selectedMode, CampaignSettings settings)
{
PerkCollection perkCollection = PerkCollection.Empty;
if (GameSession.ShouldApplyDisembarkPoints(selectedMode))
{
perkCollection = GameSession.GetPerks();
}
entityEventManager.Clear();
roundStartSeed = DateTime.Now.Millisecond;
Rand.SetSyncedSeed(roundStartSeed);
int teamCount = 1;
bool isPvP = selectedMode == GameModePreset.PvP;
MultiPlayerCampaign campaign = selectedMode == GameMain.GameSession?.GameMode.Preset ?
GameMain.GameSession?.GameMode as MultiPlayerCampaign : null;
if (campaign != null && campaign.Map == null)
{
initiatedStartGame = false;
startGameCoroutine = null;
string errorMsg = "Starting the round failed. Campaign was still active, but the map has been disposed. Try selecting another game mode.";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("GameServer.StartGame:InvalidCampaignState", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
if (OwnerConnection != null)
{
SendDirectChatMessage(errorMsg, connectedClients.Find(c => c.Connection == OwnerConnection), ChatMessageType.Error);
}
yield return CoroutineStatus.Failure;
}
bool initialSuppliesSpawned = false;
//don't instantiate a new gamesession if we're playing a campaign
if (campaign == null || GameMain.GameSession == null)
{
traitorManager = new TraitorManager(this);
GameMain.GameSession = new GameSession(selectedSub, selectedEnemySub, CampaignDataPath.Empty, selectedMode, settings, GameMain.NetLobbyScreen.LevelSeed, missionTypes: GameMain.NetLobbyScreen.MissionTypes);
}
else
{
initialSuppliesSpawned = GameMain.GameSession.SubmarineInfo is { InitialSuppliesSpawned: true };
}
if (GameMain.GameSession.GameMode is PvPMode pvpMode)
{
teamCount = 2;
// In Player Preference mode, team assignments are handled only at this point, and in Player Choice mode,
// everyone should already have chosen a team, ie. players can no longer make choices now and we should
// finalize all the team assignments without further delay.
RefreshPvpTeamAssignments(assignUnassignedNow: true, autoBalanceNow: true);
}
else
{
connectedClients.ForEach(c => c.TeamID = CharacterTeamType.Team1);
}
bool missionAllowRespawn = GameMain.GameSession.GameMode is not MissionMode missionMode || missionMode.Missions.All(m => m.AllowRespawning);
foreach (var mission in GameMain.GameSession.GameMode.Missions)
{
if (mission.Prefab.ForceRespawnMode.HasValue)
{
ServerSettings.RespawnMode = mission.Prefab.ForceRespawnMode.Value;
}
}
List<Client> playingClients = GetPlayingClients();
if (campaign != null)
{
if (campaign.Map == null)
{
throw new Exception("Campaign map was null.");
}
if (campaign.NextLevel == null)
{
string errorMsg = "Failed to start a campaign round (next level not set).";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("GameServer.StartGame:InvalidCampaignState", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
if (OwnerConnection != null)
{
SendDirectChatMessage(errorMsg, connectedClients.Find(c => c.Connection == OwnerConnection), ChatMessageType.Error);
}
yield return CoroutineStatus.Failure;
}
campaign.RoundID++;
SendStartMessage(roundStartSeed, campaign.NextLevel.Seed, GameMain.GameSession, connectedClients, includesFinalize: false);
GameMain.GameSession.StartRound(campaign.NextLevel, startOutpost: campaign.GetPredefinedStartOutpost(), mirrorLevel: campaign.MirrorLevel);
SubmarineSwitchLoad = false;
campaign.AssignClientCharacterInfos(connectedClients);
Log("Game mode: " + selectedMode.Name.Value, ServerLog.MessageType.ServerMessage);
Log("Submarine: " + GameMain.GameSession.SubmarineInfo.Name, ServerLog.MessageType.ServerMessage);
Log("Level seed: " + campaign.NextLevel.Seed, ServerLog.MessageType.ServerMessage);
}
else
{
SendStartMessage(roundStartSeed, GameMain.NetLobbyScreen.LevelSeed, GameMain.GameSession, connectedClients, false);
GameMain.GameSession.StartRound(GameMain.NetLobbyScreen.LevelSeed, ServerSettings.SelectedLevelDifficulty, forceBiome: ServerSettings.Biome);
Log("Game mode: " + selectedMode.Name.Value, ServerLog.MessageType.ServerMessage);
Log("Submarine: " + selectedSub.Name, ServerLog.MessageType.ServerMessage);
Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, ServerLog.MessageType.ServerMessage);
}
foreach (Mission mission in GameMain.GameSession.Missions)
{
Log("Mission: " + mission.Prefab.Name.Value, ServerLog.MessageType.ServerMessage);
}
if (GameMain.GameSession.SubmarineInfo.IsFileCorrupted)
{
CoroutineManager.StopCoroutines(startGameCoroutine);
initiatedStartGame = false;
SendChatMessage(TextManager.FormatServerMessage($"SubLoadError~[subname]={GameMain.GameSession.SubmarineInfo.Name}"), ChatMessageType.Error);
yield return CoroutineStatus.Failure;
}
bool isOutpost = campaign != null && campaign.NextLevel?.Type == LevelData.LevelType.Outpost;
if (ServerSettings.RespawnMode != RespawnMode.BetweenRounds && missionAllowRespawn)
{
RespawnManager = new RespawnManager(this, ServerSettings.UseRespawnShuttle && !isOutpost ? selectedShuttle : null);
}
if (campaign != null)
{
campaign.CargoManager.CreatePurchasedItems();
//midround-joining clients need to be informed of pending/new hires at outposts
if (isOutpost) { campaign.SendCrewState(); }
//campaign.SendCrewState(); // pending/new hires, reserve bench
}
if (GameMain.GameSession.Missions.None(m => !m.Prefab.AllowOutpostNPCs))
{
Level.Loaded?.SpawnNPCs();
}
Level.Loaded?.SpawnCorpses();
Level.Loaded?.PrepareBeaconStation();
AutoItemPlacer.SpawnItems(campaign?.Settings.StartItemSet);
CrewManager crewManager = GameMain.GameSession.CrewManager;
bool hadBots = true;
List<Character> team1Characters = new(),
team2Characters = new();
//assign jobs and spawnpoints separately for each team
for (int n = 0; n < teamCount; n++)
{
var teamID = n == 0 ? CharacterTeamType.Team1 : CharacterTeamType.Team2;
Submarine teamSub = Submarine.MainSubs[n];
if (teamSub != null)
{
teamSub.TeamID = teamID;
foreach (Item item in Item.ItemList)
{
if (item.Submarine == null) { continue; }
if (item.Submarine != teamSub && !teamSub.DockedTo.Contains(item.Submarine)) { continue; }
foreach (WifiComponent wifiComponent in item.GetComponents<WifiComponent>())
{
wifiComponent.TeamID = teamSub.TeamID;
}
}
foreach (Submarine sub in teamSub.DockedTo)
{
if (sub.Info.Type != SubmarineType.Player) { continue; }
sub.TeamID = teamID;
}
}
//find the clients in this team
List<Client> teamClients = teamCount == 1 ? new List<Client>(playingClients) : playingClients.FindAll(c => c.TeamID == teamID);
if (ServerSettings.AllowSpectating)
{
teamClients.RemoveAll(c => c.SpectateOnly);
}
//always allow the server owner to spectate even if it's disallowed in server settings
teamClients.RemoveAll(c => c.Connection == OwnerConnection && c.SpectateOnly);
// Clients with last character permanently dead spectate regardless of server settings
teamClients.RemoveAll(c => c.CharacterInfo != null && c.CharacterInfo.PermanentlyDead);
//if (!teamClients.Any() && n > 0) { continue; }
AssignJobs(teamClients);
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
foreach (Client client in teamClients)
{
client.ResetSync();
if (client.CharacterInfo == null)
{
client.CharacterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, client.Name);
}
characterInfos.Add(client.CharacterInfo);
if (client.CharacterInfo.Job == null ||
client.CharacterInfo.Job.Prefab != client.AssignedJob.Prefab ||
//always recreate the job to reset the skills in non-campaign modes
campaign == null)
{
client.CharacterInfo.Job = new Job(client.AssignedJob.Prefab, isPvP, Rand.RandSync.Unsynced, client.AssignedJob.Variant);
}
}
List<CharacterInfo> bots = new List<CharacterInfo>();
// do not load new bots if we already have them
if (!crewManager.HasBots || campaign == null)
{
int botsToSpawn = ServerSettings.BotSpawnMode == BotSpawnMode.Fill ? ServerSettings.BotCount - characterInfos.Count : ServerSettings.BotCount;
for (int i = 0; i < botsToSpawn; i++)
{
var botInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName)
{
TeamID = teamID
};
characterInfos.Add(botInfo);
bots.Add(botInfo);
}
AssignBotJobs(bots, teamID, isPvP);
foreach (CharacterInfo bot in bots)
{
crewManager.AddCharacterInfo(bot);
}
crewManager.HasBots = true;
hadBots = false;
}
WayPoint[] spawnWaypoints = null;
WayPoint[] mainSubWaypoints = teamSub != null ? WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[n]) : null;
if (Level.Loaded != null && Level.Loaded.ShouldSpawnCrewInsideOutpost())
{
spawnWaypoints = WayPoint.SelectOutpostSpawnPoints(characterInfos, teamID);
}
if (teamSub != null)
{
if (spawnWaypoints == null || !spawnWaypoints.Any())
{
spawnWaypoints = mainSubWaypoints;
}
Debug.Assert(spawnWaypoints.Length == mainSubWaypoints.Length);
}
// Spawn players
for (int i = 0; i < teamClients.Count; i++)
{
//if there's a main sub waypoint available (= the spawnpoint the character would've spawned at, if they'd spawned in the main sub instead of the outpost),
//give the job items based on that spawnpoint
WayPoint jobItemSpawnPoint = mainSubWaypoints != null ? mainSubWaypoints[i] : spawnWaypoints[i];
Character spawnedCharacter = Character.Create(teamClients[i].CharacterInfo, spawnWaypoints[i].WorldPosition, teamClients[i].CharacterInfo.Name, isRemotePlayer: true, hasAi: false);
spawnedCharacter.AnimController.Frozen = true;
spawnedCharacter.TeamID = teamID;
teamClients[i].Character = spawnedCharacter;
var characterData = campaign?.GetClientCharacterData(teamClients[i]);
if (characterData == null)
{
spawnedCharacter.GiveJobItems(GameMain.GameSession.GameMode is PvPMode, jobItemSpawnPoint);
if (campaign != null)
{
characterData = campaign.SetClientCharacterData(teamClients[i]);
characterData.HasSpawned = true;
}
}
else
{
if (!characterData.HasItemData && !characterData.CharacterInfo.StartItemsGiven)
{
//clients who've chosen to spawn with the respawn penalty can have CharacterData without inventory data
spawnedCharacter.GiveJobItems(GameMain.GameSession.GameMode is PvPMode, jobItemSpawnPoint);
}
else
{
characterData.SpawnInventoryItems(spawnedCharacter, spawnedCharacter.Inventory);
}
characterData.ApplyHealthData(spawnedCharacter);
characterData.ApplyOrderData(spawnedCharacter);
characterData.ApplyWalletData(spawnedCharacter);
spawnedCharacter.GiveIdCardTags(jobItemSpawnPoint);
spawnedCharacter.LoadTalents();
characterData.HasSpawned = true;
}
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign mpCampaign && spawnedCharacter.Info != null)
{
spawnedCharacter.Info.SetExperience(Math.Max(spawnedCharacter.Info.ExperiencePoints, mpCampaign.GetSavedExperiencePoints(teamClients[i])));
mpCampaign.ClearSavedExperiencePoints(teamClients[i]);
if (spawnedCharacter.Info.LastRewardDistribution.TryUnwrap(out int salary))
{
spawnedCharacter.Wallet.SetRewardDistribution(salary);
}
}
spawnedCharacter.SetOwnerClient(teamClients[i]);
AddCharacterToList(teamID, spawnedCharacter);
}
// Spawn bots
for (int i = teamClients.Count; i < teamClients.Count + bots.Count; i++)
{
WayPoint jobItemSpawnPoint = mainSubWaypoints != null ? mainSubWaypoints[i] : spawnWaypoints[i];
Character spawnedCharacter = Character.Create(characterInfos[i], spawnWaypoints[i].WorldPosition, characterInfos[i].Name, isRemotePlayer: false, hasAi: true);
spawnedCharacter.TeamID = teamID;
spawnedCharacter.GiveJobItems(GameMain.GameSession.GameMode is PvPMode, jobItemSpawnPoint);
spawnedCharacter.GiveIdCardTags(jobItemSpawnPoint);
spawnedCharacter.Info.InventoryData = new XElement("inventory");
spawnedCharacter.Info.StartItemsGiven = true;
spawnedCharacter.SaveInventory();
spawnedCharacter.LoadTalents();
AddCharacterToList(teamID, spawnedCharacter);
}
void AddCharacterToList(CharacterTeamType team, Character character)
{
switch (team)
{
case CharacterTeamType.Team1:
team1Characters.Add(character);
break;
case CharacterTeamType.Team2:
team2Characters.Add(character);
break;
}
}
}
if (campaign != null && crewManager.HasBots)
{
if (hadBots)
{
//loaded existing bots -> init them
crewManager.InitRound();
}
else
{
//created new bots -> save them
SaveUtil.SaveGame(GameMain.GameSession.DataPath);
}
}
campaign?.LoadPets();
campaign?.LoadActiveOrders();
campaign?.CargoManager.InitPurchasedIDCards();
if (campaign == null || !initialSuppliesSpawned)
{
foreach (Submarine sub in Submarine.MainSubs)
{
if (sub == null) { continue; }
List<PurchasedItem> spawnList = new List<PurchasedItem>();
foreach (KeyValuePair<ItemPrefab, int> kvp in ServerSettings.ExtraCargo)
{
spawnList.Add(new PurchasedItem(kvp.Key, kvp.Value, buyer: null));
}
CargoManager.DeliverItemsToSub(spawnList, sub, cargoManager: null);
}
}
TraitorManager.Initialize(GameMain.GameSession.EventManager, Level.Loaded);
TraitorManager.Enabled = Rand.Range(0.0f, 1.0f) < ServerSettings.TraitorProbability;
GameAnalyticsManager.AddDesignEvent("Traitors:" + (TraitorManager == null ? "Disabled" : "Enabled"));
perkCollection.ApplyAll(team1Characters, team2Characters);
yield return CoroutineStatus.Running;
Voting.ResetVotes(GameMain.Server.ConnectedClients, resetKickVotes: false);
GameMain.GameScreen.Select();
Log("Round started.", ServerLog.MessageType.ServerMessage);
GameStarted = true;
initiatedStartGame = false;
GameMain.ResetFrameTime();
LastClientListUpdateID++;
roundStartTime = DateTime.Now;
startGameCoroutine = null;
yield return CoroutineStatus.Success;
}
private void SendStartMessage(int seed, string levelSeed, GameSession gameSession, List<Client> clients, bool includesFinalize)
{
foreach (Client client in clients)
{
SendStartMessage(seed, levelSeed, gameSession, client, includesFinalize);
}
}
private void SendStartMessage(int seed, string levelSeed, GameSession gameSession, Client client, bool includesFinalize)
{
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.STARTGAME);
msg.WriteInt32(seed);
msg.WriteIdentifier(gameSession.GameMode.Preset.Identifier);
bool missionAllowRespawn = GameMain.GameSession.GameMode is not MissionMode missionMode || !missionMode.Missions.Any(m => !m.AllowRespawning);
msg.WriteBoolean(ServerSettings.RespawnMode != RespawnMode.BetweenRounds && missionAllowRespawn);
msg.WriteBoolean(ServerSettings.AllowDisguises);
msg.WriteBoolean(ServerSettings.AllowRewiring);
msg.WriteBoolean(ServerSettings.AllowImmediateItemDelivery);
msg.WriteBoolean(ServerSettings.AllowFriendlyFire);
msg.WriteBoolean(ServerSettings.AllowDragAndDropGive);
msg.WriteBoolean(ServerSettings.LockAllDefaultWires);
msg.WriteBoolean(ServerSettings.AllowLinkingWifiToChat);
msg.WriteInt32(ServerSettings.MaximumMoneyTransferRequest);
msg.WriteByte((byte)ServerSettings.RespawnMode);
msg.WriteBoolean(IsUsingRespawnShuttle());
msg.WriteByte((byte)ServerSettings.LosMode);
msg.WriteByte((byte)ServerSettings.ShowEnemyHealthBars);
msg.WriteBoolean(includesFinalize); msg.WritePadBits();
ServerSettings.WriteMonsterEnabled(msg);
if (GameMain.GameSession?.GameMode is not MultiPlayerCampaign campaign)
{
msg.WriteString(levelSeed);
msg.WriteSingle(ServerSettings.SelectedLevelDifficulty);
msg.WriteIdentifier(ServerSettings.Biome == "Random".ToIdentifier() ? Identifier.Empty : ServerSettings.Biome);
msg.WriteString(gameSession.SubmarineInfo.Name);
msg.WriteString(gameSession.SubmarineInfo.MD5Hash.StringRepresentation);
var selectedShuttle = GameStarted && RespawnManager != null && RespawnManager.UsingShuttle ?
RespawnManager.RespawnShuttles.First().Info : GameMain.NetLobbyScreen.SelectedShuttle;
msg.WriteString(selectedShuttle.Name);
msg.WriteString(selectedShuttle.MD5Hash.StringRepresentation);
if (gameSession.EnemySubmarineInfo is { } enemySub)
{
msg.WriteBoolean(true);
msg.WriteString(enemySub.Name);
msg.WriteString(enemySub.MD5Hash.StringRepresentation);
}
else
{
msg.WriteBoolean(false);
}
msg.WriteByte((byte)GameMain.GameSession.GameMode.Missions.Count());
foreach (Mission mission in GameMain.GameSession.GameMode.Missions)
{
msg.WriteUInt32(mission.Prefab.UintIdentifier);
}
}
else
{
int nextLocationIndex = campaign.Map.Locations.FindIndex(l => l.LevelData == campaign.NextLevel);
int nextConnectionIndex = campaign.Map.Connections.FindIndex(c => c.LevelData == campaign.NextLevel);
msg.WriteByte(campaign.CampaignID);
msg.WriteByte(campaign == null ? (byte)0 : campaign.RoundID);
msg.WriteUInt16(campaign.LastSaveID);
msg.WriteInt32(nextLocationIndex);
msg.WriteInt32(nextConnectionIndex);
msg.WriteInt32(campaign.Map.SelectedLocationIndex);
msg.WriteBoolean(campaign.MirrorLevel);
}
if (includesFinalize)
{
WriteRoundStartFinalize(msg, client);
}
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
private bool TrySendCampaignSetupInfo(Client client)
{
if (!CampaignMode.AllowedToManageCampaign(client, ClientPermissions.ManageRound)) { return false; }
using (dosProtection.Pause(client))
{
const int MaxSaves = 255;
var saveInfos = SaveUtil.GetSaveFiles(SaveUtil.SaveType.Multiplayer, includeInCompatible: false);
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.CAMPAIGN_SETUP_INFO);
msg.WriteByte((byte)Math.Min(saveInfos.Count, MaxSaves));
for (int i = 0; i < saveInfos.Count && i < MaxSaves; i++)
{
msg.WriteNetSerializableStruct(saveInfos[i]);
}
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
return true;
}
private bool IsUsingRespawnShuttle()
{
return ServerSettings.UseRespawnShuttle || (GameStarted && RespawnManager != null && RespawnManager.UsingShuttle);
}
private void SendRoundStartFinalize(Client client)
{
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.STARTGAMEFINALIZE);
WriteRoundStartFinalize(msg, client);
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
private void WriteRoundStartFinalize(IWriteMessage msg, Client client)
{
//tell the client what content files they should preload
var contentToPreload = GameMain.GameSession.EventManager.GetFilesToPreload();
msg.WriteUInt16((ushort)contentToPreload.Count());
foreach (ContentFile contentFile in contentToPreload)
{
msg.WriteString(contentFile.Path.Value);
}
msg.WriteByte((GameMain.GameSession.Campaign as MultiPlayerCampaign)?.RoundID ?? 0);
msg.WriteInt32(Submarine.MainSub?.Info.EqualityCheckVal ?? 0);
msg.WriteByte((byte)GameMain.GameSession.Missions.Count());
foreach (Mission mission in GameMain.GameSession.Missions)
{
msg.WriteIdentifier(mission.Prefab.Identifier);
}
foreach (Level.LevelGenStage stage in Enum.GetValues(typeof(Level.LevelGenStage)).OfType<Level.LevelGenStage>().OrderBy(s => s))
{
msg.WriteInt32(GameMain.GameSession.Level.EqualityCheckValues[stage]);
}
foreach (Mission mission in GameMain.GameSession.Missions)
{
mission.ServerWriteInitial(msg, client);
}
msg.WriteBoolean(GameMain.GameSession.CrewManager != null);
GameMain.GameSession.CrewManager?.ServerWriteActiveOrders(msg);
msg.WriteBoolean(GameSession.ShouldApplyDisembarkPoints(GameMain.GameSession.GameMode?.Preset));
}
public void EndGame(CampaignMode.TransitionType transitionType = CampaignMode.TransitionType.None, bool wasSaved = false, IEnumerable<Mission> missions = null)
{
if (GameStarted)
{
if (GameSettings.CurrentConfig.VerboseLogging)
{
Log("Ending the round...\n" + Environment.StackTrace.CleanupStackTrace(), ServerLog.MessageType.ServerMessage);
}
else
{
Log("Ending the round...", ServerLog.MessageType.ServerMessage);
}
}
string endMessage = TextManager.FormatServerMessage("RoundSummaryRoundHasEnded");
missions ??= GameMain.GameSession.Missions.ToList();
if (GameMain.GameSession is { IsRunning: true })
{
GameMain.GameSession.EndRound(endMessage);
}
TraitorManager.TraitorResults? traitorResults = traitorManager?.GetEndResults() ?? null;
EndRoundTimer = 0.0f;
if (ServerSettings.AutoRestart)
{
ServerSettings.AutoRestartTimer = ServerSettings.AutoRestartInterval;
//send a netlobby update to get the clients' autorestart timers up to date
GameMain.NetLobbyScreen.LastUpdateID++;
}
if (ServerSettings.SaveServerLogs) { ServerSettings.ServerLog.Save(); }
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
entityEventManager.Clear();
foreach (Client c in connectedClients)
{
c.ResetSync();
}
if (GameStarted)
{
KarmaManager.OnRoundEnded();
}
RespawnManager = null;
GameStarted = false;
if (connectedClients.Count > 0)
{
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.ENDGAME);
msg.WriteByte((byte)transitionType);
msg.WriteBoolean(wasSaved);
msg.WriteString(endMessage);
msg.WriteByte((byte)missions.Count());
foreach (Mission mission in missions)
{
msg.WriteBoolean(mission.Completed);
}
msg.WriteByte(GameMain.GameSession?.WinningTeam == null ? (byte)0 : (byte)GameMain.GameSession.WinningTeam);
msg.WriteBoolean(traitorResults.HasValue);
if (traitorResults.HasValue)
{
msg.WriteNetSerializableStruct(traitorResults.Value);
}
foreach (Client client in connectedClients)
{
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
client.Character?.Info?.ClearCurrentOrders();
client.Character = null;
client.HasSpawned = false;
client.InGame = false;
client.WaitForNextRoundRespawn = null;
}
}
entityEventManager.Clear();
Submarine.Unload();
GameMain.NetLobbyScreen.Select();
Log("Round ended.", ServerLog.MessageType.ServerMessage);
GameMain.NetLobbyScreen.RandomizeSettings();
}
public override void AddChatMessage(ChatMessage message)
{
if (string.IsNullOrEmpty(message.Text)) { return; }
string logMsg;
if (message.SenderClient != null)
{
logMsg = GameServer.ClientLogName(message.SenderClient) + ": " + message.TranslatedText;
}
else
{
logMsg = message.TextWithSender;
}
if (message.Sender is Character sender)
{
sender.TextChatVolume = 1f;
}
Log(logMsg, ServerLog.MessageType.Chat);
}
private bool ReadClientNameChange(Client c, IReadMessage inc)
{
UInt16 nameId = inc.ReadUInt16();
string newName = inc.ReadString();
Identifier newJob = inc.ReadIdentifier();
CharacterTeamType newTeam = (CharacterTeamType)inc.ReadByte();
if (c == null || string.IsNullOrEmpty(newName) || !NetIdUtils.IdMoreRecent(nameId, c.NameId)) { return false; }
if (!newJob.IsEmpty)
{
if (!JobPrefab.Prefabs.TryGet(newJob, out JobPrefab newJobPrefab) || newJobPrefab.HiddenJob)
{
newJob = Identifier.Empty;
}
}
if (newName == c.Name && newJob == c.PreferredJob && newTeam == c.PreferredTeam) { return false; }
c.NameId = nameId;
c.PreferredJob = newJob;
if (newTeam != c.PreferredTeam)
{
c.PreferredTeam = newTeam;
RefreshPvpTeamAssignments();
}
var timeSinceNameChange = DateTime.Now - c.LastNameChangeTime;
if (timeSinceNameChange < Client.NameChangeCoolDown && newName != c.Name)
{
//only send once per second at most to prevent using this for spamming
if (timeSinceNameChange.TotalSeconds > 1)
{
var coolDownRemaining = Client.NameChangeCoolDown - timeSinceNameChange;
SendDirectChatMessage($"ServerMessage.NameChangeFailedCooldownActive~[seconds]={(int)coolDownRemaining.TotalSeconds}", c);
LastClientListUpdateID++;
//increment the ID to make sure the current server-side name is treated as the "latest",
//and the client correctly reverts back to the old name
c.NameId++;
}
c.RejectedName = newName;
return false;
}
return TryChangeClientName(c, newName, clientRenamingSelf: true);
}
public bool TryChangeClientName(Client c, string newName, bool clientRenamingSelf = false)
{
newName = Client.SanitizeName(newName);
if (newName != c.Name && !string.IsNullOrEmpty(newName) && IsNameValid(c, newName, clientRenamingSelf))
{
c.LastNameChangeTime = DateTime.Now;
string oldName = c.Name;
c.Name = newName;
c.RejectedName = string.Empty;
SendChatMessage($"ServerMessage.NameChangeSuccessful~[oldname]={oldName}~[newname]={newName}", ChatMessageType.Server);
LastClientListUpdateID++;
return true;
}
else
{
//update client list even if the name cannot be changed to the one sent by the client,
//so the client will be informed what their actual name is
LastClientListUpdateID++;
return false;
}
}
public bool IsNameValid(Client c, string newName, bool clientRenamingSelf = false)
{
if (c.Connection != OwnerConnection)
{
if (!Client.IsValidName(newName, ServerSettings))
{
SendDirectChatMessage($"ServerMessage.NameChangeFailedSymbols~[newname]={newName}", c, ChatMessageType.ServerMessageBox);
return false;
}
if (Homoglyphs.Compare(newName.ToLower(), ServerName.ToLower()))
{
SendDirectChatMessage($"ServerMessage.NameChangeFailedServerTooSimilar~[newname]={newName}", c, ChatMessageType.ServerMessageBox);
return false;
}
if (c.KickVoteCount > 0)
{
SendDirectChatMessage($"ServerMessage.NameChangeFailedVoteKick~[newname]={newName}", c, ChatMessageType.ServerMessageBox);
return false;
}
}
Client nameTakenByClient = ConnectedClients.Find(c2 =>
!(clientRenamingSelf && c == c2) && // only allow renaming one's own client with a similar name
Homoglyphs.Compare(c2.Name.ToLower(), newName.ToLower()));
if (nameTakenByClient != null)
{
SendDirectChatMessage($"ServerMessage.NameChangeFailedClientTooSimilar~[newname]={newName}~[takenname]={nameTakenByClient.Name}", c, ChatMessageType.ServerMessageBox);
return false;
}
string existingTooSimilarName = GameMain.GameSession?.CrewManager?
.GetCharacterInfos(includeReserveBench: true)
.FirstOrDefault(ci =>
(!clientRenamingSelf || ci.ID != c.Character?.ID) &&
Homoglyphs.Compare(ci.Name.ToLower(), newName.ToLower()))?.Name;
if (!existingTooSimilarName.IsNullOrEmpty())
{
SendDirectChatMessage($"ServerMessage.NameChangeFailedTooSimilar~[newname]={newName}~[takenname]={existingTooSimilarName}", c, ChatMessageType.ServerMessageBox);
return false;
}
return true;
}
public override void KickPlayer(string playerName, string reason)
{
Client client = connectedClients.Find(c =>
c.Name.Equals(playerName, StringComparison.OrdinalIgnoreCase) ||
(c.Character != null && c.Character.Name.Equals(playerName, StringComparison.OrdinalIgnoreCase)));
KickClient(client, reason);
}
public void KickClient(NetworkConnection conn, string reason)
{
if (conn == OwnerConnection) return;
Client client = connectedClients.Find(c => c.Connection == conn);
KickClient(client, reason);
}
public void KickClient(Client client, string reason, bool resetKarma = false)
{
if (client == null || client.Connection == OwnerConnection) { return; }
if (resetKarma)
{
var previousPlayer = previousPlayers.Find(p => p.MatchesClient(client));
if (previousPlayer != null)
{
previousPlayer.Karma = Math.Max(previousPlayer.Karma, 50.0f);
}
client.Karma = Math.Max(client.Karma, 50.0f);
}
DisconnectClient(client, PeerDisconnectPacket.Kicked(reason));
}
public override void BanPlayer(string playerName, string reason, TimeSpan? duration = null)
{
Client client = connectedClients.Find(c =>
c.Name.Equals(playerName, StringComparison.OrdinalIgnoreCase) ||
(c.Character != null && c.Character.Name.Equals(playerName, StringComparison.OrdinalIgnoreCase)));
if (client == null)
{
DebugConsole.ThrowError("Client \"" + playerName + "\" not found.");
return;
}
BanClient(client, reason, duration);
}
public void BanClient(Client client, string reason, TimeSpan? duration = null)
{
if (client == null || client.Connection == OwnerConnection) { return; }
var previousPlayer = previousPlayers.Find(p => p.MatchesClient(client));
if (previousPlayer != null)
{
//reset karma to a neutral value, so if/when the ban is revoked the client wont get immediately punished by low karma again
previousPlayer.Karma = Math.Max(previousPlayer.Karma, 50.0f);
}
client.Karma = Math.Max(client.Karma, 50.0f);
DisconnectClient(client, PeerDisconnectPacket.Banned(reason));
if (client.AccountInfo.AccountId.TryUnwrap(out var accountId))
{
ServerSettings.BanList.BanPlayer(client.Name, accountId, reason, duration);
}
else
{
ServerSettings.BanList.BanPlayer(client.Name, client.Connection.Endpoint, reason, duration);
}
foreach (var relatedId in client.AccountInfo.OtherMatchingIds)
{
ServerSettings.BanList.BanPlayer(client.Name, relatedId, reason, duration);
}
}
public void BanPreviousPlayer(PreviousPlayer previousPlayer, string reason, TimeSpan? duration = null)
{
if (previousPlayer == null) { return; }
//reset karma to a neutral value, so if/when the ban is revoked the client wont get immediately punished by low karma again
previousPlayer.Karma = Math.Max(previousPlayer.Karma, 50.0f);
ServerSettings.BanList.BanPlayer(previousPlayer.Name, previousPlayer.Address, reason, duration);
if (previousPlayer.AccountInfo.AccountId.TryUnwrap(out var accountId))
{
ServerSettings.BanList.BanPlayer(previousPlayer.Name, accountId, reason, duration);
}
foreach (var relatedId in previousPlayer.AccountInfo.OtherMatchingIds)
{
ServerSettings.BanList.BanPlayer(previousPlayer.Name, relatedId, reason, duration);
}
string msg = $"ServerMessage.BannedFromServer~[client]={previousPlayer.Name}";
if (!string.IsNullOrWhiteSpace(reason))
{
msg += $"/ /ServerMessage.Reason/: /{reason}";
}
SendChatMessage(msg, ChatMessageType.Server, changeType: PlayerConnectionChangeType.Banned);
}
public override void UnbanPlayer(string playerName)
{
BannedPlayer bannedPlayer
= ServerSettings.BanList.BannedPlayers.FirstOrDefault(bp => bp.Name == playerName);
if (bannedPlayer is null) { return; }
ServerSettings.BanList.UnbanPlayer(bannedPlayer.AddressOrAccountId);
}
public override void UnbanPlayer(Endpoint endpoint)
{
ServerSettings.BanList.UnbanPlayer(endpoint);
}
public void DisconnectClient(NetworkConnection senderConnection, PeerDisconnectPacket peerDisconnectPacket)
{
Client client = connectedClients.Find(x => x.Connection == senderConnection);
if (client == null) { return; }
DisconnectClient(client, peerDisconnectPacket);
}
public void DisconnectClient(Client client, PeerDisconnectPacket peerDisconnectPacket)
{
if (client == null) return;
if (client.Character != null)
{
client.Character.ClientDisconnected = true;
client.Character.ClearInputs();
}
client.Character = null;
client.HasSpawned = false;
client.WaitForNextRoundRespawn = null;
client.InGame = false;
var previousPlayer = previousPlayers.Find(p => p.MatchesClient(client));
if (previousPlayer == null)
{
previousPlayer = new PreviousPlayer(client);
previousPlayers.Add(previousPlayer);
}
if (peerDisconnectPacket.ShouldAttemptReconnect)
{
lock (clientsAttemptingToReconnectSoon)
{
client.DeleteDisconnectedTimer = ServerSettings.KillDisconnectedTime;
clientsAttemptingToReconnectSoon.Add(client);
}
}
previousPlayer.Name = client.Name;
previousPlayer.Karma = client.Karma;
previousPlayer.KarmaKickCount = client.KarmaKickCount;
previousPlayer.KickVoters.Clear();
foreach (Client c in connectedClients)
{
if (client.HasKickVoteFrom(c)) { previousPlayer.KickVoters.Add(c); }
}
client.Dispose();
connectedClients.Remove(client);
serverPeer.Disconnect(client.Connection, peerDisconnectPacket);
KarmaManager.OnClientDisconnected(client);
// A player disconnecting might impact PvP team assignments if still in the lobby
if (!GameStarted)
{
RefreshPvpTeamAssignments();
}
UpdateVoteStatus();
SendChatMessage(peerDisconnectPacket.ChatMessage(client.Name).Value, ChatMessageType.Server, changeType: peerDisconnectPacket.ConnectionChangeType);
UpdateCrewFrame();
ServerSettings.ServerDetailsChanged = true;
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, ChatMessageType messageType = ChatMessageType.Server)
{
ChatMessage msg = ChatMessage.Create("", txt, messageType, null);
SendDirectChatMessage(msg, recipient);
}
public void SendConsoleMessage(string txt, Client recipient, Color? color = null)
{
ChatMessage msg = ChatMessage.Create("", txt, ChatMessageType.Console, sender: null, textColor: color);
SendDirectChatMessage(msg, recipient);
}
public void SendDirectChatMessage(ChatMessage msg, Client recipient)
{
if (recipient == null)
{
string errorMsg = "Attempted to send a chat message to a null client.\n" + Environment.StackTrace.CleanupStackTrace();
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("GameServer.SendDirectChatMessage:ClientNull", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
return;
}
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, PlayerConnectionChangeType changeType = PlayerConnectionChangeType.None, ChatMode chatMode = ChatMode.None)
{
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.ToLower() == ServerName.ToLower())
{
//a private message to the host
if (OwnerConnection != null)
{
targetClient = connectedClients.Find(c => c.Connection == OwnerConnection);
}
}
else
{
targetClient = connectedClients.Find(c =>
command.ToLower() == c.Name.ToLower() ||
command.ToLower() == c.Character?.Name?.ToLower());
if (targetClient == null)
{
if (senderClient != null)
{
var chatMsg = ChatMessage.Create(
"", $"ServerMessage.PlayerNotFound~[player]={command}",
ChatMessageType.Error, null);
SendDirectChatMessage(chatMsg, senderClient);
}
else
{
AddChatMessage($"ServerMessage.PlayerNotFound~[player]={command}", ChatMessageType.Error);
}
return;
}
}
type = ChatMessageType.Private;
}
else if (chatMode == ChatMode.Radio)
{
type = ChatMessageType.Radio;
}
else
{
type = ChatMessageType.Default;
}
break;
}
message = tempStr;
}
if (GameStarted)
{
if (senderClient == null)
{
//msg sent by the server
if (senderCharacter == null)
{
senderName = ServerName;
}
else //msg sent by an AI character
{
senderName = senderCharacter.DisplayName;
}
}
else //msg sent by a client
{
senderCharacter = senderClient.Character;
senderName = senderCharacter == null ? senderClient.Name : senderCharacter.DisplayName;
if (type == ChatMessageType.Private)
{
if (senderCharacter != null && !senderCharacter.IsDead || targetClient.Character != null && !targetClient.Character.IsDead)
{
//sender or target has an alive character, sending private messages not allowed
SendDirectChatMessage(ChatMessage.Create("", $"ServerMessage.PrivateMessagesNotAllowed", ChatMessageType.Error, null), senderClient);
return;
}
}
//sender doesn't have a character or the character can't speak -> only ChatMessageType.Dead allowed
else if (senderCharacter == null || senderCharacter.IsDead || senderCharacter.SpeechImpediment >= 100.0f)
{
type = ChatMessageType.Dead;
}
}
}
else
{
if (senderClient == null)
{
//msg sent by the server
if (senderCharacter == null)
{
senderName = ServerName;
}
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, private, and team chatmessages
if (type != ChatMessageType.Private && type != ChatMessageType.Team) 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; }
if (!ChatMessage.CanUseRadio(senderCharacter, out senderRadio)) { 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 || type == ChatMessageType.Error)
{
senderName = null;
senderCharacter = null;
}
else if (type == ChatMessageType.Radio)
{
//send to chat-linked wifi components
Signal s = new Signal(message, sender: senderCharacter, source: senderRadio.Item);
senderRadio.TransmitSignal(s, sentFromChat: true);
}
//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)
{
if (senderCharacter != client.Character)
{
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;
case ChatMessageType.Team:
// No need to relay team messages at all to clients in opposing teams (or without a team)
if (client.TeamID == CharacterTeamType.None || client.TeamID != senderClient.TeamID) { continue; }
break;
}
var chatMsg = ChatMessage.Create(
senderName,
modifiedMessage,
(ChatMessageType)type,
senderCharacter,
senderClient,
changeType);
SendDirectChatMessage(chatMsg, client);
}
if (type.Value != ChatMessageType.MessageBox)
{
string myReceivedMessage = type == ChatMessageType.Server || type == ChatMessageType.Error ? TextManager.GetServerMessage(message).Value : message;
if (!string.IsNullOrWhiteSpace(myReceivedMessage))
{
AddChatMessage(myReceivedMessage, (ChatMessageType)type, senderName, senderClient, senderCharacter);
}
}
}
public void SendOrderChatMessage(OrderChatMessage message)
{
if (message.SenderCharacter == null || message.SenderCharacter.SpeechImpediment >= 100.0f) { return; }
//check which clients can receive the message and apply distance effects
foreach (Client client in ConnectedClients)
{
if (message.SenderCharacter != null && client.Character != null && !client.Character.IsDead)
{
//too far to hear the msg -> don't send
if (!client.Character.CanHearCharacter(message.SenderCharacter)) { continue; }
}
SendDirectChatMessage(new OrderChatMessage(message.Order, message.Text, message.TargetCharacter, message.Sender, isNewOrder: message.IsNewOrder), client);
}
if (!string.IsNullOrWhiteSpace(message.Text))
{
AddChatMessage(new OrderChatMessage(message.Order, message.Text, message.TargetCharacter, message.Sender, isNewOrder: message.IsNewOrder));
if (ChatMessage.CanUseRadio(message.SenderCharacter, out var senderRadio))
{
//send to chat-linked wifi components
Signal s = new Signal(message.Text, sender: message.SenderCharacter, source: senderRadio.Item);
senderRadio.TransmitSignal(s, sentFromChat: true);
}
}
}
private void FileTransferChanged(FileSender.FileTransferOut transfer)
{
Client recipient = connectedClients.Find(c => c.Connection == transfer.Connection);
if (transfer.FileType == FileTransferType.CampaignSave &&
(transfer.Status == FileTransferStatus.Sending || transfer.Status == FileTransferStatus.Finished) &&
recipient.LastCampaignSaveSendTime != default)
{
recipient.LastCampaignSaveSendTime.time = (float)NetTime.Now;
}
}
public void SendCancelTransferMsg(FileSender.FileTransferOut transfer)
{
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.FILE_TRANSFER);
msg.WriteByte((byte)FileTransferMessageType.Cancel);
msg.WriteByte((byte)transfer.ID);
serverPeer.Send(msg, transfer.Connection, DeliveryMethod.Reliable);
}
public void UpdateVoteStatus(bool checkActiveVote = true)
{
if (connectedClients.Count == 0) { return; }
if (checkActiveVote && Voting.ActiveVote != null)
{
#warning TODO: this is mostly the same as Voting.Update, deduplicate (if/when refactoring the Voting class?)
var inGameClients = GameMain.Server.ConnectedClients.Where(c => c.InGame);
if (inGameClients.Count() == 1 && inGameClients.First() == Voting.ActiveVote.VoteStarter)
{
Voting.ActiveVote.Finish(Voting, passed: true);
}
else if (inGameClients.Any())
{
var eligibleClients = inGameClients.Where(c => c != Voting.ActiveVote.VoteStarter);
int yes = eligibleClients.Count(c => c.GetVote<int>(Voting.ActiveVote.VoteType) == 2);
int no = eligibleClients.Count(c => c.GetVote<int>(Voting.ActiveVote.VoteType) == 1);
int max = eligibleClients.Count();
// Required ratio cannot be met
if (no / (float)max > 1f - ServerSettings.VoteRequiredRatio)
{
Voting.ActiveVote.Finish(Voting, passed: false);
}
else if (yes / (float)max >= ServerSettings.VoteRequiredRatio)
{
Voting.ActiveVote.Finish(Voting, passed: true);
}
}
}
Client.UpdateKickVotes(connectedClients);
var kickVoteEligibleClients = connectedClients.Where(c => (DateTime.Now - c.JoinTime).TotalSeconds > ServerSettings.DisallowKickVoteTime);
float minimumKickVotes = Math.Max(2.0f, kickVoteEligibleClients.Count() * ServerSettings.KickVoteRequiredRatio);
var clientsToKick = connectedClients.FindAll(c =>
c.Connection != OwnerConnection &&
!c.HasPermission(ClientPermissions.Kick) &&
!c.HasPermission(ClientPermissions.Ban) &&
!c.HasPermission(ClientPermissions.Unban) &&
c.KickVoteCount >= minimumKickVotes);
foreach (Client c in clientsToKick)
{
//reset the client's kick votes (they can rejoin after their ban expires)
c.ResetVotes(resetKickVotes: true);
previousPlayers.Where(p => p.MatchesClient(c)).ForEach(p => p.KickVoters.Clear());
BanClient(c, "ServerMessage.KickedByVoteAutoBan", duration: TimeSpan.FromSeconds(ServerSettings.AutoBanTime));
}
//GameMain.NetLobbyScreen.LastUpdateID++;
SendVoteStatus(connectedClients);
var endVoteEligibleClients = connectedClients.Where(c => Voting.CanVoteToEndRound(c));
int endVoteCount = endVoteEligibleClients.Count(c => c.GetVote<bool>(VoteType.EndRound));
int endVoteMax = endVoteEligibleClients.Count();
if (ServerSettings.AllowEndVoting && endVoteMax > 0 &&
(endVoteCount / (float)endVoteMax) >= ServerSettings.EndVoteRequiredRatio)
{
Log("Ending round by votes (" + endVoteCount + "/" + (endVoteMax - endVoteCount) + ")", ServerLog.MessageType.ServerMessage);
EndGame(wasSaved: false);
}
}
public void SendVoteStatus(List<Client> recipients)
{
if (!recipients.Any()) { return; }
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.UPDATE_LOBBY);
using (var segmentTable = SegmentTableWriter<ServerNetSegment>.StartWriting(msg))
{
segmentTable.StartNewSegment(ServerNetSegment.Vote);
Voting.ServerWrite(msg);
}
foreach (var c in recipients)
{
serverPeer.Send(msg, c.Connection, DeliveryMethod.Reliable);
}
}
public bool TrySwitchSubmarine()
{
if (Voting.ActiveVote is not Voting.SubmarineVote subVote) { return false; }
SubmarineInfo targetSubmarine = subVote.Sub;
VoteType voteType = Voting.ActiveVote.VoteType;
Client starter = Voting.ActiveVote.VoteStarter;
bool purchaseFailed = false;
switch (voteType)
{
case VoteType.PurchaseAndSwitchSub:
case VoteType.PurchaseSub:
// Pay for submarine
purchaseFailed = !GameMain.GameSession.TryPurchaseSubmarine(targetSubmarine, starter);
break;
case VoteType.SwitchSub:
break;
default:
return false;
}
if (voteType != VoteType.PurchaseSub && !purchaseFailed)
{
GameMain.GameSession.SwitchSubmarine(targetSubmarine, subVote.TransferItems, starter);
}
Voting.StopSubmarineVote(passed: !purchaseFailed);
return !purchaseFailed;
}
public void UpdateClientPermissions(Client client)
{
if (client.AccountId.TryUnwrap(out var accountId))
{
ServerSettings.ClientPermissions.RemoveAll(scp => scp.AddressOrAccountId == accountId);
if (client.Permissions != ClientPermissions.None)
{
ServerSettings.ClientPermissions.Add(new ServerSettings.SavedClientPermission(
client.Name,
accountId,
client.Permissions,
client.PermittedConsoleCommands));
}
}
else
{
ServerSettings.ClientPermissions.RemoveAll(scp => client.Connection.Endpoint.Address == scp.AddressOrAccountId);
if (client.Permissions != ClientPermissions.None)
{
ServerSettings.ClientPermissions.Add(new ServerSettings.SavedClientPermission(
client.Name,
client.Connection.Endpoint.Address,
client.Permissions,
client.PermittedConsoleCommands));
}
}
foreach (Client recipient in connectedClients)
{
CoroutineManager.StartCoroutine(SendClientPermissionsAfterClientListSynced(recipient, client));
}
ServerSettings.SaveClientPermissions();
}
private IEnumerable<CoroutineStatus> SendClientPermissionsAfterClientListSynced(Client recipient, Client client)
{
DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, 10);
while (NetIdUtils.IdMoreRecent(LastClientListUpdateID, recipient.LastRecvClientListUpdate))
{
if (DateTime.Now > timeOut || GameMain.Server == null || !connectedClients.Contains(recipient))
{
yield return CoroutineStatus.Success;
}
yield return null;
}
SendClientPermissions(recipient, client);
yield return CoroutineStatus.Success;
}
private void SendClientPermissions(Client recipient, Client client)
{
if (recipient?.Connection == null) { return; }
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.PERMISSIONS);
client.WritePermissions(msg);
serverPeer.Send(msg, recipient.Connection, DeliveryMethod.Reliable);
}
public void GiveAchievement(Character character, Identifier achievementIdentifier)
{
foreach (Client client in connectedClients)
{
if (client.Character == character)
{
GiveAchievement(client, achievementIdentifier);
return;
}
}
}
public void IncrementStat(Character character, AchievementStat stat, int amount)
{
foreach (Client client in connectedClients)
{
if (client.Character == character)
{
IncrementStat(client, stat, amount);
return;
}
}
}
public void GiveAchievement(Client client, Identifier achievementIdentifier)
{
if (client.GivenAchievements.Contains(achievementIdentifier)) { return; }
DebugConsole.NewMessage($"Attempting to give the achievement {achievementIdentifier} to {client.Name}...");
client.GivenAchievements.Add(achievementIdentifier);
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.ACHIEVEMENT);
msg.WriteIdentifier(achievementIdentifier);
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
public void UnlockRecipe(CharacterTeamType team, Identifier identifier)
{
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.UNLOCKRECIPE);
msg.WriteByte((byte)team);
msg.WriteIdentifier(identifier);
foreach (var client in connectedClients)
{
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
}
public void IncrementStat(Client client, AchievementStat stat, int amount)
{
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.ACHIEVEMENT_STAT);
INetSerializableStruct incrementedStat = new NetIncrementedStat(stat, amount);
incrementedStat.Write(msg);
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
public void SendTraitorMessage(WriteOnlyMessage msg, Client client)
{
if (client == null) { return; };
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
public void UpdateCheatsEnabled()
{
if (!connectedClients.Any()) { return; }
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.CHEATS_ENABLED);
msg.WriteBoolean(DebugConsole.CheatsEnabled);
msg.WritePadBits();
foreach (Client c in connectedClients)
{
serverPeer.Send(msg, c.Connection, DeliveryMethod.Reliable);
}
}
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.SetOwnerClient(null);
}
if (newCharacter == null)
{
if (client.Character != null) //removing control of the current character
{
CreateEntityEvent(client.Character, new Character.ControlEventData(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;
}
if (newCharacter.Info != null && newCharacter.Info.Character == null)
{
newCharacter.Info.Character = newCharacter;
}
newCharacter.SetOwnerClient(client);
newCharacter.Enabled = true;
client.Character = newCharacter;
client.CharacterInfo = newCharacter.Info;
CreateEntityEvent(newCharacter, new Character.ControlEventData(client));
}
}
private readonly RateLimiter charInfoRateLimiter = new(
maxRequests: 5,
expiryInSeconds: 10,
punishmentRules: new[]
{
(RateLimitAction.OnLimitReached, RateLimitPunishment.Announce),
(RateLimitAction.OnLimitDoubled, RateLimitPunishment.Kick)
});
private void UpdateCharacterInfo(IReadMessage message, Client sender)
{
bool spectateOnly = message.ReadBoolean();
bool characterDiscarded = message.ReadBoolean();
bool readInfo = message.ReadBoolean();
message.ReadPadBits();
sender.SpectateOnly = spectateOnly && (ServerSettings.AllowSpectating || sender.Connection == OwnerConnection);
if (!readInfo) { return; }
var netInfo = INetSerializableStruct.Read<NetCharacterInfo>(message);
if (sender.SpectateOnly) { return; }
if (charInfoRateLimiter.IsLimitReached(sender)) { return; }
string newName = netInfo.NewName;
if (string.IsNullOrEmpty(newName))
{
newName = sender.Name;
}
else
{
newName = Client.SanitizeName(newName);
if (!IsNameValid(sender, newName, clientRenamingSelf: true))
{
newName = sender.Name;
}
else
{
sender.PendingName = newName;
}
}
// If a CharacterInfo for this Client already exists on the server, make sure it is used, and prevent the Client from replacing it
if (GameMain.GameSession?.Campaign is MultiPlayerCampaign mpCampaign)
{
if (characterDiscarded) { mpCampaign.DiscardClientCharacterData(sender); }
var existingCampaignData = mpCampaign.GetClientCharacterData(sender);
if (existingCampaignData != null)
{
DebugConsole.NewMessage("Client attempted to modify their CharacterInfo, but they already have an existing campaign character. Ignoring the modifications.");
sender.CharacterInfo = existingCampaignData.CharacterInfo;
return;
}
}
sender.CharacterInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, newName);
sender.CharacterInfo.RecreateHead(
tags: netInfo.Tags.ToImmutableHashSet(),
hairIndex: netInfo.HairIndex,
beardIndex: netInfo.BeardIndex,
moustacheIndex: netInfo.MoustacheIndex,
faceAttachmentIndex: netInfo.FaceAttachmentIndex);
sender.CharacterInfo.Head.SkinColor = validateColor(netInfo.SkinColor, "skin color", sender.CharacterInfo.SkinColors.Select(kvp => kvp.Color));
sender.CharacterInfo.Head.HairColor = validateColor(netInfo.HairColor, "hair color", sender.CharacterInfo.HairColors.Select(kvp => kvp.Color));
sender.CharacterInfo.Head.FacialHairColor = validateColor(netInfo.FacialHairColor, "facial hair color", sender.CharacterInfo.FacialHairColors.Select(kvp => kvp.Color));
Color validateColor(Color newColor, string colorName, IEnumerable<Color> supportedColors)
{
if (!supportedColors.Contains(newColor))
{
DebugConsole.AddWarning($"Client {sender.Name} attempted to set their {colorName} to an unsupported value ({newColor}).");
return supportedColors.First();
}
else
{
return newColor;
}
}
if (netInfo.JobVariants.Length > 0)
{
List<JobVariant> variants = new List<JobVariant>();
foreach (NetJobVariant jv in netInfo.JobVariants)
{
if (jv.ToJobVariant() is { } variant)
{
variants.Add(variant);
}
}
sender.JobPreferences = variants;
}
}
public readonly List<string> JobAssignmentDebugLog = new List<string>();
public void AssignJobs(List<Client> unassigned)
{
JobAssignmentDebugLog.Clear();
var jobList = JobPrefab.Prefabs.ToList();
unassigned = new List<Client>(unassigned);
unassigned = unassigned.OrderBy(sp => Rand.Int(int.MaxValue)).ToList();
Dictionary<JobPrefab, int> assignedClientCount = new Dictionary<JobPrefab, int>();
foreach (JobPrefab jp in jobList)
{
assignedClientCount.Add(jp, 0);
}
CharacterTeamType teamID = CharacterTeamType.None;
if (unassigned.Count > 0) { teamID = unassigned[0].TeamID; }
//if we're playing a multiplayer campaign, check which clients already have a character and a job
//(characters are persistent in campaigns)
if (GameMain.GameSession.GameMode is MultiPlayerCampaign multiplayerCampaign)
{
var campaignAssigned = multiplayerCampaign.GetAssignedJobs(connectedClients);
//remove already assigned clients from unassigned
unassigned.RemoveAll(u => campaignAssigned.ContainsKey(u));
//add up to assigned client count
foreach ((Client client, Job job) in campaignAssigned)
{
assignedClientCount[job.Prefab]++;
client.AssignedJob = new JobVariant(job.Prefab, job.Variant);
JobAssignmentDebugLog.Add($"Client {client.Name} has an existing campaign character, keeping the job {job.Name}.");
}
}
//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.Any() || !unassigned[i].JobPreferences[0].Prefab.AllowAlways) { continue; }
JobAssignmentDebugLog.Add($"Client {unassigned[i].Name} has {unassigned[i].JobPreferences[0].Prefab.Name} as their first preference, assigning it because the job is always allowed.");
unassigned[i].AssignedJob = unassigned[i].JobPreferences[0];
unassigned.RemoveAt(i);
}
// Assign the necessary jobs that are always required at least one, in vanilla this means in practice the captain
bool unassignedJobsFound = true;
while (unassignedJobsFound && unassigned.Any())
{
unassignedJobsFound = false;
foreach (JobPrefab jobPrefab in jobList)
{
if (unassigned.Count == 0) { break; }
if (jobPrefab.MinNumber < 1 || assignedClientCount[jobPrefab] >= jobPrefab.MinNumber) { continue; }
// Find the client that wants the job the most, don't force any jobs yet, because it might be that we can meet the preference for other jobs.
Client client = FindClientWithJobPreference(unassigned, jobPrefab, forceAssign: false);
if (client != null)
{
JobAssignmentDebugLog.Add($"At least {jobPrefab.MinNumber} {jobPrefab.Name} required. Assigning {client.Name} as a {jobPrefab.Name} (has the job in their preferences).");
AssignJob(client, jobPrefab);
}
}
if (unassigned.Any())
{
// Another pass, force required jobs that are not yet filled.
foreach (JobPrefab jobPrefab in jobList)
{
if (unassigned.Count == 0) { break; }
if (jobPrefab.MinNumber < 1 || assignedClientCount[jobPrefab] >= jobPrefab.MinNumber) { continue; }
var client = FindClientWithJobPreference(unassigned, jobPrefab, forceAssign: true);
JobAssignmentDebugLog.Add(
$"At least {jobPrefab.MinNumber} {jobPrefab.Name} required. "+
$"A random client needs to be assigned because no one has the job in their preferences. Assigning {client.Name} as a {jobPrefab.Name}.");
AssignJob(client, jobPrefab);
}
}
void AssignJob(Client client, JobPrefab jobPrefab)
{
client.AssignedJob =
client.JobPreferences.FirstOrDefault(jp => jp.Prefab == jobPrefab) ??
new JobVariant(jobPrefab, Rand.Int(jobPrefab.Variants));
assignedClientCount[jobPrefab]++;
unassigned.Remove(client);
//the job still needs more crew members, set unassignedJobsFound to true to keep the while loop running
if (assignedClientCount[jobPrefab] < jobPrefab.MinNumber) { unassignedJobsFound = true; }
}
}
// Attempt to give the clients a job they have in their job preferences.
// First evaluate all the primary preferences, then all the secondary etc.
for (int preferenceIndex = 0; preferenceIndex < 3; preferenceIndex++)
{
for (int i = unassigned.Count - 1; i >= 0; i--)
{
Client client = unassigned[i];
if (preferenceIndex >= client.JobPreferences.Count) { continue; }
var preferredJob = client.JobPreferences[preferenceIndex];
JobPrefab jobPrefab = preferredJob.Prefab;
if (assignedClientCount[jobPrefab] >= jobPrefab.MaxNumber)
{
JobAssignmentDebugLog.Add($"{client.Name} has {jobPrefab.Name} as their {preferenceIndex + 1}. preference. Cannot assign, maximum number of the job has been reached.");
continue;
}
if (client.Karma < jobPrefab.MinKarma)
{
JobAssignmentDebugLog.Add($"{client.Name} has {jobPrefab.Name} as their {preferenceIndex + 1}. preference. Cannot assign, karma too low ({client.Karma} < {jobPrefab.MinKarma}).");
continue;
}
JobAssignmentDebugLog.Add($"{client.Name} has {jobPrefab.Name} as their {preferenceIndex + 1}. preference. Assigning {client.Name} as a {jobPrefab.Name}.");
client.AssignedJob = preferredJob;
assignedClientCount[jobPrefab]++;
unassigned.RemoveAt(i);
}
}
//give random jobs to rest of the clients
foreach (Client c in unassigned)
{
//find all jobs that are still available
var remainingJobs = jobList.FindAll(jp => !jp.HiddenJob && assignedClientCount[jp] < jp.MaxNumber && c.Karma >= jp.MinKarma);
//all jobs taken, give a random job
if (remainingJobs.Count == 0)
{
string errorMsg = $"Failed to assign a suitable job for \"{c.Name}\" (all jobs already have the maximum numbers of players). Assigning a random job...";
DebugConsole.ThrowError(errorMsg);
JobAssignmentDebugLog.Add(errorMsg);
int jobIndex = Rand.Range(0, jobList.Count);
int skips = 0;
while (c.Karma < jobList[jobIndex].MinKarma)
{
jobIndex++;
skips++;
if (jobIndex >= jobList.Count) { jobIndex -= jobList.Count; }
if (skips >= jobList.Count) { break; }
}
c.AssignedJob =
c.JobPreferences.FirstOrDefault(jp => jp.Prefab == jobList[jobIndex]) ??
new JobVariant(jobList[jobIndex], 0);
assignedClientCount[c.AssignedJob.Prefab]++;
}
//if one of the client's preferences is still available, give them that job
else if (c.JobPreferences.FirstOrDefault(jp => remainingJobs.Contains(jp.Prefab)) is { } remainingJob)
{
JobAssignmentDebugLog.Add(
$"{c.Name} has {remainingJob.Prefab.Name} as their {c.JobPreferences.IndexOf(remainingJob) + 1}. preference, and it is still available."+
$" Assigning {c.Name} as a {remainingJob.Prefab.Name}.");
c.AssignedJob = remainingJob;
assignedClientCount[remainingJob.Prefab]++;
}
else //none of the client's preferred jobs available, choose a random job
{
c.AssignedJob = new JobVariant(remainingJobs[Rand.Range(0, remainingJobs.Count)], 0);
assignedClientCount[c.AssignedJob.Prefab]++;
JobAssignmentDebugLog.Add(
$"No suitable jobs available for {c.Name} (karma {c.Karma}). Assigning a random job: {c.AssignedJob.Prefab.Name}.");
}
}
}
public void AssignBotJobs(List<CharacterInfo> bots, CharacterTeamType teamID, bool isPvP)
{
//shuffle first so the parts where we go through the prefabs
//and find ones there's too few of don't always pick the same job
List<JobPrefab> shuffledPrefabs = JobPrefab.Prefabs.Where(static jp => !jp.HiddenJob).ToList();
shuffledPrefabs.Shuffle(Rand.RandSync.Unsynced);
Dictionary<JobPrefab, int> assignedPlayerCount = new Dictionary<JobPrefab, int>();
foreach (JobPrefab jp in shuffledPrefabs)
{
if (jp.HiddenJob) { continue; }
assignedPlayerCount.Add(jp, 0);
}
//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);
while (unassignedBots.Count > 0)
{
//if there's any jobs left that must be included in the crew, assign those
var jobsBelowMinNumber = shuffledPrefabs.Where(jp => assignedPlayerCount[jp] < jp.MinNumber);
if (jobsBelowMinNumber.Any())
{
AssignJob(unassignedBots[0], jobsBelowMinNumber.GetRandomUnsynced());
}
else
{
//if there's any jobs left that are below the normal number of bots initially in the crew, assign those
var jobsBelowInitialCount = shuffledPrefabs.Where(jp => assignedPlayerCount[jp] < jp.InitialCount);
if (jobsBelowInitialCount.Any())
{
AssignJob(unassignedBots[0], jobsBelowInitialCount.GetRandomUnsynced());
}
else
{
//no "must-have-jobs" left, break and start assigning randomly
break;
}
}
}
foreach (CharacterInfo c in unassignedBots.ToList())
{
//find all jobs that are still available
var remainingJobs = shuffledPrefabs.Where(jp => assignedPlayerCount[jp] < jp.MaxNumber);
//all jobs taken, give a random job
if (remainingJobs.None())
{
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...");
AssignJob(c, shuffledPrefabs.GetRandomUnsynced());
}
else
{
//some jobs still left, choose one of them by random (preferring ones there's the least of in the crew)
var selectedJob = remainingJobs.GetRandomByWeight(jp => 1.0f / Math.Max(assignedPlayerCount[jp], 0.01f), Rand.RandSync.Unsynced);
AssignJob(c, selectedJob);
}
}
void AssignJob(CharacterInfo bot, JobPrefab job)
{
int variant = Rand.Range(0, job.Variants);
bot.Job = new Job(job, isPvP, Rand.RandSync.Unsynced, variant);
assignedPlayerCount[bot.Job.Prefab]++;
unassignedBots.Remove(bot);
}
}
private Client FindClientWithJobPreference(List<Client> clients, JobPrefab job, bool forceAssign = false)
{
int bestPreference = int.MaxValue;
Client preferredClient = null;
foreach (Client c in clients)
{
if (ServerSettings.KarmaEnabled && c.Karma < job.MinKarma) { continue; }
int index = c.JobPreferences.IndexOf(c.JobPreferences.Find(j => j.Prefab == job));
if (index > -1 && 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 void UpdateMissionState(Mission mission)
{
foreach (var client in connectedClients)
{
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.MISSION);
int missionIndex = GameMain.GameSession.GetMissionIndex(mission);
msg.WriteByte((byte)(missionIndex == -1 ? 255: missionIndex));
mission?.ServerWrite(msg);
serverPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
}
public static string CharacterLogName(Character character)
{
if (character == null) { return "[NULL]"; }
Client client = GameMain.Server.ConnectedClients.Find(c => c.Character == character);
return ClientLogName(client, character.LogName);
}
public static void Log(string line, ServerLog.MessageType messageType)
{
if (GameMain.Server == null || !GameMain.Server.ServerSettings.SaveServerLogs) { return; }
GameMain.Server.ServerSettings.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 void Quit()
{
if (started)
{
started = false;
ServerSettings.BanList.Save();
if (GameMain.NetLobbyScreen.SelectedSub != null) { ServerSettings.SelectedSubmarine = GameMain.NetLobbyScreen.SelectedSub.Name; }
if (GameMain.NetLobbyScreen.SelectedShuttle != null) { ServerSettings.SelectedShuttle = GameMain.NetLobbyScreen.SelectedShuttle.Name; }
ServerSettings.SaveSettings();
ModSender?.Dispose();
if (ServerSettings.SaveServerLogs)
{
Log("Shutting down the server...", ServerLog.MessageType.ServerMessage);
ServerSettings.ServerLog.Save();
}
GameAnalyticsManager.AddDesignEvent("GameServer:ShutDown");
serverPeer?.Close();
SteamManager.CloseServer();
}
}
private void UpdateClientLobbies()
{
// Triggers a call to WriteClientList(), which causes clients to call GameClient.ReadClientList()
LastClientListUpdateID++;
}
private List<Client> GetPlayingClients()
{
List<Client> playingClients = new List<Client>(connectedClients.Where(c => !c.AFK || !ServerSettings.AllowAFK));
if (ServerSettings.AllowSpectating)
{
playingClients.RemoveAll(static c => c.SpectateOnly);
}
// Always allow the server owner to spectate even if it's disallowed in server settings
playingClients.RemoveAll(c => c.Connection == OwnerConnection && c.SpectateOnly);
return playingClients;
}
/// <summary>
/// Assigns currently playing clients into PvP teams according to current server settings.
/// </summary>
/// <param name="assignUnassignedNow">Should players without team preference be randomized into teams or given time to choose?</param>
/// <param name="autoBalanceNow">Should auto-balance be applied immediately? Otherwise, only the auto-balance countdown is started (in case of imbalance).</param>
public void RefreshPvpTeamAssignments(bool assignUnassignedNow = false, bool autoBalanceNow = false)
{
List<Client> team1 = new List<Client>();
List<Client> team2 = new List<Client>();
List<Client> playingClients = GetPlayingClients();
// First assign clients with a team preference/choice into the teams they want (applies in both team selection modes)
List<Client> unassignedClients = new List<Client>(playingClients);
for (int i = 0; i < unassignedClients.Count; i++)
{
if (unassignedClients[i].PreferredTeam == CharacterTeamType.Team1 ||
unassignedClients[i].PreferredTeam == CharacterTeamType.Team2)
{
assignTeam(unassignedClients[i], unassignedClients[i].PreferredTeam);
i--;
}
}
// Should unassigned players be forced into teams now? (eg. at round start when the time to make choices is over)
if (assignUnassignedNow)
{
if (unassignedClients.Any())
{
SendChatMessage(TextManager.Get("PvP.WithoutTeamWillBeRandomlyAssigned").Value, ChatMessageType.Server);
}
// Assign to the team that has the least players
while (unassignedClients.Any())
{
var randomClient = unassignedClients.GetRandom(Rand.RandSync.Unsynced);
assignTeam(randomClient, team1.Count < team2.Count ? CharacterTeamType.Team1 : CharacterTeamType.Team2);
}
}
if (ServerSettings.PvpAutoBalanceThreshold > 0)
{
// Deal with team size balance as necessary
int sizeDifference = Math.Abs(team1.Count - team2.Count);
if (sizeDifference > ServerSettings.PvpAutoBalanceThreshold)
{
if (autoBalanceNow)
{
SendChatMessage(TextManager.Get("AutoBalance.Activating").Value, ChatMessageType.Server);
// Assign a random player from the bigger team into the smaller team until the teams are no longer too imbalanced
while (Math.Abs(team1.Count - team2.Count) > ServerSettings.PvpAutoBalanceThreshold)
{
// Note: team size difference never 0 at this point
var biggerTeam = GetPlayingClients().Where(
c => team1.Count > team2.Count ?
c.TeamID == CharacterTeamType.Team1 :
c.TeamID == CharacterTeamType.Team2)
.ToList();
switchTeam(biggerTeam.GetRandom(Rand.RandSync.Unsynced), team1.Count < team2.Count ? CharacterTeamType.Team1 : CharacterTeamType.Team2);
}
}
else if (ServerSettings.PvpTeamSelectionMode != PvpTeamSelectionMode.PlayerPreference)
{
// Start a countdown (if not already running) to auto-balancing, so players have a chance to manually rebalance the team before that
if (pvpAutoBalanceCountdownRemaining == -1)
{
SendChatMessage(TextManager.GetWithVariables(
"AutoBalance.CountdownStarted",
("[teamname]", TextManager.Get(team1.Count > team2.Count ? "teampreference.team1" : "teampreference.team2")),
("[numberplayers]", (sizeDifference - ServerSettings.PvpAutoBalanceThreshold).ToString()),
("[numberseconds]", PvpAutoBalanceCountdown.ToString())
).Value, ChatMessageType.Server);
pvpAutoBalanceCountdownRemaining = PvpAutoBalanceCountdown;
}
}
}
else
{
// Stop countdown if there was one
StopAutoBalanceCountdown();
}
}
else
{
// Stop countdown if there was one (eg. if the settings were changed during countdown)
StopAutoBalanceCountdown();
}
// Finally, push the assignments to the clients
UpdateClientLobbies();
void assignTeam(Client client, CharacterTeamType newTeam)
{
client.TeamID = newTeam;
unassignedClients.Remove(client);
if (newTeam == CharacterTeamType.Team1)
{
team1.Add(client);
}
else if (newTeam == CharacterTeamType.Team2)
{
team2.Add(client);
}
}
void switchTeam(Client client, CharacterTeamType newTeam)
{
string teamNameVariable = "";
if (newTeam == CharacterTeamType.Team1)
{
team2.Remove(client);
team1.Add(client);
teamNameVariable = "teampreference.team1";
}
else if (newTeam == CharacterTeamType.Team2)
{
team1.Remove(client);
team2.Add(client);
teamNameVariable = "teampreference.team2";
}
SendChatMessage(TextManager.GetWithVariables(
"AutoBalance.PlayerMoved",
("[clientname]", client.Name),
("[teamname]", TextManager.Get(teamNameVariable))
).Value, ChatMessageType.Server);
client.TeamID = newTeam;
client.PreferredTeam = newTeam;
}
}
/// <summary>
/// Assign a team for single clients who join the server when a round is already running.
/// </summary>
public void AssignClientToPvpTeamMidgame(Client client)
{
if (client.PreferredTeam == CharacterTeamType.None)
{
// If teams are currently even, assign the preference-less new player into a random team
if (Team1Count == Team2Count)
{
client.TeamID = Rand.Value() > 0.5f ? CharacterTeamType.Team1 : CharacterTeamType.Team2;
}
else // Otherwise, just assign them to the smaller team
{
client.TeamID = Team1Count < Team2Count ? CharacterTeamType.Team1 : CharacterTeamType.Team2;
}
}
else if (ServerSettings.PvpAutoBalanceThreshold > 0) // Check if the player can be put into their preferred team
{
int newTeam1Count = Team1Count + (client.PreferredTeam == CharacterTeamType.Team1 ? 1 : 0);
int newTeam2Count = Team2Count + (client.PreferredTeam == CharacterTeamType.Team2 ? 1 : 0);
// Threshold won't be crossed by assigning the player to their preferred team, so do it
if (Math.Abs(newTeam1Count - newTeam2Count) <= ServerSettings.PvpAutoBalanceThreshold)
{
client.TeamID = client.PreferredTeam;
}
else // Preferred team would go against balance threshold, assing the player to the smaller team
{
client.TeamID = Team1Count < Team2Count ? CharacterTeamType.Team1 : CharacterTeamType.Team2;
}
}
else // Nothing stopping us from assigning the player into their preferred team
{
client.TeamID = client.PreferredTeam;
}
}
private void StopAutoBalanceCountdown()
{
if (pvpAutoBalanceCountdownRemaining != -1)
{
SendChatMessage(TextManager.Get("AutoBalance.CountdownCancelled").Value, ChatMessageType.Server);
}
pvpAutoBalanceCountdownRemaining = -1;
}
}
class PreviousPlayer
{
public string Name;
public Address Address;
public AccountInfo AccountInfo;
public float Karma;
public int KarmaKickCount;
public readonly List<Client> KickVoters = new List<Client>();
public PreviousPlayer(Client c)
{
Name = c.Name;
Address = c.Connection.Endpoint.Address;
AccountInfo = c.AccountInfo;
}
public bool MatchesClient(Client c)
{
if (c.AccountInfo.AccountId.IsSome() && AccountInfo.AccountId.IsSome()) { return c.AccountInfo.AccountId == AccountInfo.AccountId; }
return c.AddressMatches(Address);
}
}
}