Files
LuaCsForBarotraumaEP/Subsurface/Source/Networking/GameServer.cs

923 lines
34 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using RestSharp;
namespace Subsurface.Networking
{
class GameServer : NetworkMember
{
public List<Client> connectedClients = new List<Client>();
private NetServer server;
private NetPeerConfiguration config;
private TimeSpan SparseUpdateInterval = new TimeSpan(0, 0, 0, 1);
private DateTime sparseUpdateTimer;
private TimeSpan refreshMasterInterval = new TimeSpan(0, 0, 40);
private DateTime refreshMasterTimer;
private bool masterServerResponded;
private bool registeredToMaster;
private string password;
private Client myClient;
public GameServer(string name, int port, bool isPublic = false, string password="")
{
var endRoundButton = new GUIButton(new Rectangle(Game1.GraphicsWidth - 290, 20, 150, 25), "End round", Alignment.TopLeft, GUI.style, inGameHUD);
endRoundButton.OnClicked = EndButtonHit;
this.name = name;
this.password = password;
config = new NetPeerConfiguration("subsurface");
//config.SimulatedLoss = 0.2f;
//config.SimulatedMinimumLatency = 0.25f;
config.Port = port;
Port = port;
config.EnableUPnP = true;
config.MaximumConnections = 10;
config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
try
{
server = new NetServer(config);
server.Start();
// attempt to forward port
server.UPnP.ForwardPort(port, "subsurface");
}
catch (Exception e)
{
DebugConsole.ThrowError("Couldn't start the server", e);
}
if (isPublic)
{
RegisterToMasterServer();
}
updateInterval = new TimeSpan(0, 0, 0, 0, 30);
DebugConsole.NewMessage("Server started", Color.Green);
}
private void RegisterToMasterServer()
{
var client = new RestClient(NetworkMember.MasterServerUrl);
var request = new RestRequest("masterserver.php", Method.GET);
request.AddParameter("action", "addserver");
request.AddParameter("servername", name);
request.AddParameter("serverport", Port);
request.AddParameter("playercount", PlayerCountToByte(connectedClients.Count, config.MaximumConnections));
request.AddParameter("password", string.IsNullOrWhiteSpace(password) ? 0 : 1);
// execute the request
RestResponse response = (RestResponse)client.Execute(request);
if (response.StatusCode != System.Net.HttpStatusCode.OK)
{
DebugConsole.ThrowError("Error while connecting to master server (" +response.StatusCode+": "+response.StatusDescription+")");
return;
}
if (response!=null && !string.IsNullOrWhiteSpace(response.Content))
{
DebugConsole.ThrowError("Error while connecting to master server (" +response.Content+")");
return;
}
registeredToMaster = true;
refreshMasterTimer = DateTime.Now + refreshMasterInterval;
}
private IEnumerable<object> RefreshMaster()
{
var client = new RestClient(NetworkMember.MasterServerUrl);
var request = new RestRequest("masterserver.php", Method.GET);
request.AddParameter("action", "refreshserver");
request.AddParameter("gamestarted", gameStarted ? 1 : 0);
request.AddParameter("playercount", PlayerCountToByte(connectedClients.Count, config.MaximumConnections));
System.Diagnostics.Debug.WriteLine("refreshing master");
var sw = new Stopwatch();
sw.Start();
masterServerResponded = false;
var restRequestHandle = client.ExecuteAsync(request, response => MasterServerCallBack(response));
DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, 10);
while (!masterServerResponded)
{
if (DateTime.Now > timeOut)
{
restRequestHandle.Abort();
DebugConsole.ThrowError("Couldn't connect to master server (request timed out)");
registeredToMaster = false;
}
System.Diagnostics.Debug.WriteLine("took "+sw.ElapsedMilliseconds+" ms");
yield return Status.Running;
}
yield return Status.Success;
}
private void MasterServerCallBack(IRestResponse response)
{
masterServerResponded = true;
if (response.ErrorException != null)
{
DebugConsole.ThrowError("Error while connecting to master server", response.ErrorException);
registeredToMaster = false;
return;
}
if (response.StatusCode != System.Net.HttpStatusCode.OK)
{
DebugConsole.ThrowError("Error while connecting to master server (" + response.StatusCode + ": " + response.StatusDescription + ")");
registeredToMaster = false;
return;
}
}
public override void Update(float deltaTime)
{
base.Update(deltaTime);
if (gameStarted) inGameHUD.Update((float)Physics.step);
NetIncomingMessage inc = server.ReadMessage();
if (inc != null)
{
try
{
ReadMessage(inc);
}
catch
{
}
}
// if 30ms has passed
if (updateTimer < DateTime.Now)
{
if (server.ConnectionsCount > 0)
{
if (sparseUpdateTimer < DateTime.Now) SparseUpdate();
SendNetworkEvents();
}
updateTimer = DateTime.Now + updateInterval;
}
if (registeredToMaster && refreshMasterTimer < DateTime.Now)
{
CoroutineManager.StartCoroutine(RefreshMaster());
refreshMasterTimer = DateTime.Now + refreshMasterInterval;
}
}
private void SparseUpdate()
{
foreach (Character c in Character.CharacterList)
{
bool isClient = false;
foreach (Client client in connectedClients)
{
if (client.character != c) continue;
isClient = true;
break;
}
if (!isClient)
{
c.LargeUpdateTimer = 0;
new NetworkEvent(c.ID, false);
}
}
if (gameStarted) new NetworkEvent(Submarine.Loaded.ID, false);
sparseUpdateTimer = DateTime.Now + SparseUpdateInterval;
}
private void ReadMessage(NetIncomingMessage inc)
{
NetOutgoingMessage outmsg;
switch (inc.MessageType)
{
case NetIncomingMessageType.ConnectionApproval:
if (inc.ReadByte() != (byte)PacketTypes.Login) break;
DebugConsole.NewMessage("New player has joined the server", Color.White);
Client existingClient = connectedClients.Find(c=> c.Connection == inc.SenderConnection);
if (existingClient==null)
{
string userPassword = "", version = "", packageName="", packageHash="", name = "";
try
{
userPassword = inc.ReadString();
version = inc.ReadString();
packageName = inc.ReadString();
packageHash = inc.ReadString();
name = inc.ReadString();
}
catch
{
inc.SenderConnection.Deny("Connection error - server failed to read your ConnectionApproval message");
break;
}
if (userPassword != password)
{
inc.SenderConnection.Deny("Wrong password!");
break;
}
else if (version != Game1.Version.ToString())
{
inc.SenderConnection.Deny("Subsurface version " + Game1.Version + " required to connect to the server (Your version: " + version + ")");
break;
}
else if (packageName != Game1.SelectedPackage.Name)
{
inc.SenderConnection.Deny("Your content package ("+packageName+") doesn't match the server's version (" + Game1.SelectedPackage.Name + ")");
break;
}
else if (packageHash != Game1.SelectedPackage.MD5hash.Hash)
{
inc.SenderConnection.Deny("Your content package (MD5: " + packageHash + ") doesn't match the server's version (MD5: " + Game1.SelectedPackage.MD5hash.Hash + ")");
break;
}
else if (connectedClients.Find(c => c.name.ToLower() == name.ToLower())!=null)
{
inc.SenderConnection.Deny("The name ''" + name + "'' is already in use. Please choose another name.");
break;
}
int id = 1;
while (connectedClients.Find(c=>c.ID==id)!=null)
{
id++;
}
Client newClient = new Client(name, id);
newClient.Connection = inc.SenderConnection;
newClient.version = version;
connectedClients.Add(newClient);
inc.SenderConnection.Approve();
}
else
{
inc.SenderConnection.Deny();
}
//Character ch = new Character("Content/Characters/Human/human.xml");
break;
case NetIncomingMessageType.StatusChanged:
Debug.WriteLine(inc.SenderConnection + " status changed. " + (NetConnectionStatus)inc.SenderConnection.Status);
if (inc.SenderConnection.Status == NetConnectionStatus.Connected)
{
Client sender = connectedClients.Find(x => x.Connection == inc.SenderConnection);
if (sender == null) break;
if (sender.version != Game1.Version.ToString())
{
DisconnectClient(sender, sender.name+" was unable to connect to the server (nonmatching game version)",
"Subsurface version " + Game1.Version + " required to connect to the server (Your version: " + sender.version + ")");
}
else if (connectedClients.Find(x => x.name == sender.name && x != sender)!=null)
{
DisconnectClient(sender, sender.name + " was unable to connect to the server (name already in use)",
"The name ''"+sender.name+"'' is already in use. Please choose another name.");
}
else
{
//AssignJobs();
Game1.NetLobbyScreen.AddPlayer(sender);
// Notify the client that they have logged in
outmsg = server.CreateMessage();
outmsg.Write((byte)PacketTypes.LoggedIn);
outmsg.Write(sender.ID);
outmsg.Write(gameStarted);
//notify the client about other clients already logged in
outmsg.Write((myClient == null) ? connectedClients.Count - 1 : connectedClients.Count);
foreach (Client c in connectedClients)
{
if (c.Connection == inc.SenderConnection) continue;
outmsg.Write(c.name);
outmsg.Write(c.ID);
}
if (myClient != null) outmsg.Write(myClient.name);
server.SendMessage(outmsg, inc.SenderConnection, NetDeliveryMethod.ReliableUnordered, 0);
//notify other clients about the new client
outmsg = server.CreateMessage();
outmsg.Write((byte)PacketTypes.PlayerJoined);
outmsg.Write(sender.name);
outmsg.Write(sender.ID);
//send the message to everyone except the client who just logged in
SendMessage(outmsg, NetDeliveryMethod.ReliableUnordered, inc.SenderConnection);
AddChatMessage(sender.name + " has joined the server", ChatMessageType.Server);
UpdateNetLobby(null);
}
}
else if (inc.SenderConnection.Status == NetConnectionStatus.Disconnected)
{
DisconnectClient(inc.SenderConnection);
}
break;
case NetIncomingMessageType.Data:
switch (inc.ReadByte())
{
case (byte)PacketTypes.NetworkEvent:
if (!gameStarted) break;
if (!NetworkEvent.ReadData(inc)) break;
outmsg = server.CreateMessage();
outmsg.Write(inc);
List<NetConnection> recipients = new List<NetConnection>();
foreach (Client client in connectedClients)
{
if (client.Connection == inc.SenderConnection) continue;
if (!client.inGame) continue;
recipients.Add(client.Connection);
}
if (recipients.Count == 0) break;
server.SendMessage(outmsg, recipients, inc.DeliveryMethod, 0);
break;
case (byte)PacketTypes.Chatmessage:
ChatMessageType messageType = (ChatMessageType)inc.ReadByte();
string message = inc.ReadString();
SendChatMessage(message, messageType);
break;
case (byte)PacketTypes.PlayerLeft:
DisconnectClient(inc.SenderConnection);
break;
case (byte)PacketTypes.CharacterInfo:
ReadCharacterData(inc);
break;
}
break;
case NetIncomingMessageType.WarningMessage:
Debug.WriteLine(inc.ReadString());
break;
}
}
private void SendMessage(NetOutgoingMessage msg, NetDeliveryMethod deliveryMethod, NetConnection excludedConnection)
{
List<NetConnection> recipients = new List<NetConnection>();
foreach (Client client in connectedClients)
{
if (client.Connection != excludedConnection) recipients.Add(client.Connection);
}
if (recipients.Count == 0) return;
server.SendMessage(msg, recipients, deliveryMethod, 0);
}
private void SendNetworkEvents()
{
if (NetworkEvent.events.Count == 0) return;
//System.Diagnostics.Debug.WriteLine("*************************");
foreach (NetworkEvent networkEvent in NetworkEvent.events)
{
//System.Diagnostics.Debug.WriteLine("networkevent "+networkEvent.ID);
NetOutgoingMessage message = server.CreateMessage();
message.Write((byte)PacketTypes.NetworkEvent);
//if (!networkEvent.IsClient) continue;
networkEvent.FillData(message);
if (server.ConnectionsCount>0)
{
server.SendMessage(message, server.Connections,
(networkEvent.IsImportant) ? NetDeliveryMethod.Unreliable : NetDeliveryMethod.ReliableUnordered, 0);
}
}
NetworkEvent.events.Clear();
}
public bool StartGame(GUIButton button, object obj)
{
int seed = DateTime.Now.Millisecond;
Rand.SetSyncedSeed(seed);
AssignJobs();
Submarine selectedMap = Game1.NetLobbyScreen.SelectedMap as Submarine;
//selectedMap.Load();
Game1.GameSession = new GameSession(selectedMap, "", Game1.NetLobbyScreen.SelectedMode);
Game1.GameSession.StartShift(Game1.NetLobbyScreen.GameDuration, Game1.NetLobbyScreen.LevelSeed);
//EventManager.SelectEvent(Game1.netLobbyScreen.SelectedEvent);
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
foreach (Client client in connectedClients)
{
client.inGame = true;
WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human);
if (client.characterInfo==null)
{
client.characterInfo = new CharacterInfo(Character.HumanConfigFile, client.name);
}
characterInfos.Add(client.characterInfo);
client.characterInfo.Job = new Job(client.assignedJob);
//client.character = new Character(client.characterInfo, (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition, true);
}
List<Character> crew = new List<Character>();
WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos);
for (int i = 0; i < connectedClients.Count; i++ )
{
connectedClients[i].character = new Character(
connectedClients[i].characterInfo, assignedWayPoints[i], true);
connectedClients[i].character.GiveJobItems(assignedWayPoints[i]);
crew.Add(connectedClients[i].character);
}
//todo: fix
if (myClient != null)
{
WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human);
CharacterInfo ch = new CharacterInfo(Character.HumanConfigFile, myClient.name);
myClient.character = new Character(ch, (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition);
}
//foreach (Client client in connectedClients)
//{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)PacketTypes.StartGame);
msg.Write(seed);
msg.Write(Game1.NetLobbyScreen.LevelSeed);
msg.Write(Game1.NetLobbyScreen.SelectedMap.Name);
msg.Write(Game1.NetLobbyScreen.SelectedMap.Hash.Hash);
msg.Write(Game1.NetLobbyScreen.GameDuration.TotalMinutes);
//WriteCharacterData(msg, client.name, client.character);
msg.Write((myClient == null) ? connectedClients.Count : connectedClients.Count+1);
foreach (Client client in connectedClients)
{
//if (otherClient == client) continue;
msg.Write(client.ID);
WriteCharacterData(msg, client.name, client.character);
}
if (myClient!=null)
{
WriteCharacterData(msg, myClient.name, myClient.character);
}
SendMessage(msg, NetDeliveryMethod.ReliableUnordered, null);
//}
gameStarted = true;
Game1.GameScreen.Cam.TargetPos = Vector2.Zero;
Game1.GameScreen.Select();
CreateCrewFrame(crew);
return true;
}
private bool EndButtonHit(GUIButton button, object obj)
{
Game1.GameSession.gameMode.End("Server admin has ended the round");
return true;
}
public void EndGame(string endMessage)
{
if (connectedClients.Count > 0)
{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)PacketTypes.EndGame);
msg.Write(endMessage);
if (server.ConnectionsCount > 0)
{
server.SendMessage(msg, server.Connections, NetDeliveryMethod.ReliableOrdered, 0);
}
foreach (Client client in connectedClients)
{
client.character = null;
client.inGame = false;
}
}
Submarine.Unload();
gameStarted = false;
Game1.NetLobbyScreen.Select();
DebugConsole.ThrowError(endMessage);
}
private void DisconnectClient(NetConnection senderConnection)
{
Client client = connectedClients.Find(x => x.Connection == senderConnection);
if (client != null) DisconnectClient(client);
}
private void DisconnectClient(Client client, string msg = "", string targetmsg = "")
{
if (client == null) return;
if (gameStarted && client.character != null) client.character.Kill(true);
if (msg == "") msg = client.name + " has left the server";
if (targetmsg == "") targetmsg = "You have left the server";
NetOutgoingMessage outmsg = server.CreateMessage();
outmsg.Write((byte)PacketTypes.KickedOut);
outmsg.Write(targetmsg);
server.SendMessage(outmsg, client.Connection, NetDeliveryMethod.ReliableUnordered, 0);
connectedClients.Remove(client);
outmsg = server.CreateMessage();
outmsg.Write((byte)PacketTypes.PlayerLeft);
outmsg.Write(client.ID);
outmsg.Write(msg);
Game1.NetLobbyScreen.RemovePlayer(client);
if (server.Connections.Count > 0)
{
server.SendMessage(outmsg, server.Connections, NetDeliveryMethod.ReliableUnordered, 0);
}
AddChatMessage(msg, ChatMessageType.Server);
}
public void KickPlayer(string playerName)
{
playerName = playerName.ToLower();
foreach (Client c in connectedClients)
{
if (c.name.ToLower() == playerName) KickClient(c);
break;
}
}
private void KickClient(Client client)
{
if (client == null) return;
DisconnectClient(client, client.name + " has been kicked from the server", "You have been kicked from the server");
}
public void NewTraitor(Client traitor, Client target)
{
new GUIMessageBox("New traitor", traitor.name + " is the traitor and the target is " + target+".");
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)PacketTypes.Traitor);
msg.Write(target.name);
if (server.Connections.Count > 0)
{
server.SendMessage(msg, traitor.Connection, NetDeliveryMethod.ReliableUnordered, 0);
}
}
public bool UpdateNetLobby(object obj)
{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)PacketTypes.UpdateNetLobby);
Game1.NetLobbyScreen.WriteData(msg);
if (server.Connections.Count > 0)
{
server.SendMessage(msg, server.Connections, NetDeliveryMethod.ReliableUnordered, 0);
}
return true;
}
public override void SendChatMessage(string message, ChatMessageType type = ChatMessageType.Server)
{
AddChatMessage(message, type);
if (server.Connections.Count == 0) return;
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)PacketTypes.Chatmessage);
msg.Write((byte)type);
msg.Write(message);
if (type==ChatMessageType.Dead)
{
List<NetConnection> recipients = new List<NetConnection>();
foreach (Client c in connectedClients)
{
if (c.character != null && c.character.IsDead) recipients.Add(c.Connection);
}
if (recipients.Count>0)
{
server.SendMessage(msg, recipients, NetDeliveryMethod.Unreliable, 0);
}
}
else
{
server.SendMessage(msg, server.Connections, NetDeliveryMethod.Unreliable, 0);
}
}
private void ReadCharacterData(NetIncomingMessage message)
{
string name = "";
Gender gender = Gender.Male;
int headSpriteId = 0;
try
{
name = message.ReadString();
gender = message.ReadBoolean() ? Gender.Male : Gender.Female;
headSpriteId = message.ReadInt32();
}
catch
{
name = "";
gender = Gender.Male;
headSpriteId = 0;
}
List<JobPrefab> jobPreferences = new List<JobPrefab>();
int count = message.ReadInt32();
for (int i = 0; i < count; i++)
{
string jobName = message.ReadString();
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
if (jobPrefab != null) jobPreferences.Add(jobPrefab);
}
foreach (Client c in connectedClients)
{
if (c.Connection != message.SenderConnection) continue;
c.characterInfo = new CharacterInfo(Character.HumanConfigFile, name, gender);
c.characterInfo.HeadSpriteId = headSpriteId;
c.jobPreferences = jobPreferences;
break;
}
}
private void WriteCharacterData(NetOutgoingMessage message, string name, Character character)
{
message.Write(name);
message.Write(character.ID);
message.Write(character.Info.Gender == Gender.Female);
message.Write(character.Inventory.ID);
message.Write(character.Info.HeadSpriteId);
message.Write(character.SimPosition.X);
message.Write(character.SimPosition.Y);
message.Write(character.Info.Job.Name);
}
private void AssignJobs()
{
List<Client> unassigned = new List<Client>(connectedClients);
int[] assignedClientCount = new int[JobPrefab.List.Count];
//if any of the players has chosen a job that is Always Allowed, give them that job
for (int i = unassigned.Count - 1; i >= 0; i--)
{
if (!unassigned[i].jobPreferences[0].AllowAlways) continue;
unassigned[i].assignedJob = unassigned[i].jobPreferences[0];
unassigned.RemoveAt(i);
}
//go throught the jobs whose MinNumber>0 (i.e. at least one crew member has to have the job)
bool unassignedJobsFound = true;
while (unassignedJobsFound && unassigned.Count > 0)
{
unassignedJobsFound = false;
for (int i = 0; i < JobPrefab.List.Count; i++)
{
if (unassigned.Count == 0) break;
if (JobPrefab.List[i].MinNumber < 1 || assignedClientCount[i] >= JobPrefab.List[i].MinNumber) continue;
//find the client that wants the job the most, or force it to random client if none of them want it
Client assignedClient = FindClientWithJobPreference(unassigned, JobPrefab.List[i], true);
assignedClient.assignedJob = JobPrefab.List[i];
assignedClientCount[i]++;
unassigned.Remove(assignedClient);
//the job still needs more crew members, set unassignedJobsFound to true to keep the while loop running
if (assignedClientCount[i] < JobPrefab.List[i].MinNumber) unassignedJobsFound = true;
}
}
for (int preferenceIndex = 0; preferenceIndex < 3; preferenceIndex++)
{
for (int i = unassigned.Count - 1; i >= 0; i--)
{
int jobIndex = JobPrefab.List.FindIndex(jp => jp == unassigned[i].jobPreferences[preferenceIndex]);
//if there's enough crew members assigned to the job already, continue
if (assignedClientCount[jobIndex] >= JobPrefab.List[jobIndex].MaxNumber) continue;
unassigned[i].assignedJob = JobPrefab.List[jobIndex];
assignedClientCount[jobIndex]++;
unassigned.RemoveAt(i);
}
}
//UpdateNetLobby(null);
}
private Client FindClientWithJobPreference(List<Client> clients, JobPrefab job, bool forceAssign = false)
{
int bestPreference = 0;
Client preferredClient = null;
foreach (Client c in clients)
{
int index = c.jobPreferences.FindIndex(jp => jp == job);
if (preferredClient == null || index < bestPreference)
{
bestPreference = index;
preferredClient = c;
}
}
//none of the clients wants the job
if (forceAssign && preferredClient == null)
{
preferredClient = clients[Rand.Int(clients.Count)];
}
return preferredClient;
}
private byte PlayerCountToByte(int playerCount, int maxPlayers)
{
byte byteVal = (byte)playerCount;
byteVal |= (byte)((maxPlayers-1) << 4);
return byteVal;
}
/// <summary>
/// sends some random data to the clients
/// use for debugging purposes
/// </summary>
public void SendRandomData()
{
NetOutgoingMessage msg = server.CreateMessage();
switch (Rand.Int(5))
{
case 0:
msg.Write((byte)PacketTypes.NetworkEvent);
msg.Write((byte)Enum.GetNames(typeof(NetworkEventType)).Length);
msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
break;
case 1:
msg.Write((byte)PacketTypes.NetworkEvent);
msg.Write((byte)NetworkEventType.UpdateComponent);
msg.Write((int)Item.itemList[Rand.Int(Item.itemList.Count)].ID);
msg.Write(Rand.Int(8));
break;
case 2:
msg.Write((byte)Enum.GetNames(typeof(PacketTypes)).Length);
break;
case 3:
msg.Write((byte)PacketTypes.UpdateNetLobby);
break;
}
int bitCount = Rand.Int(100);
for (int i = 0; i < bitCount; i++)
{
msg.Write((Rand.Int(2) == 0) ? true : false);
}
SendMessage(msg, (Rand.Int(2) == 0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable, null);
}
public override void Disconnect()
{
server.Shutdown("");
}
}
class Client
{
public string name;
public int ID;
public Character character;
public CharacterInfo characterInfo;
public NetConnection Connection { get; set; }
public string version;
public bool inGame;
public List<JobPrefab> jobPreferences;
public JobPrefab assignedJob;
public Client(string name, int ID)
{
this.name = name;
this.ID = ID;
jobPreferences = new List<JobPrefab>(JobPrefab.List.GetRange(0,3));
}
}
}