- clients automatically reconnect to the server when the connection is lost and return back to server list if they fail to reconnect - showing the error msg as a GUIMessageBox and returning to main menu if starting a server fails
1055 lines
41 KiB
C#
1055 lines
41 KiB
C#
using System;
|
|
using Lidgren.Network;
|
|
using Microsoft.Xna.Framework;
|
|
using System.Collections.Generic;
|
|
using FarseerPhysics;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using Barotrauma.Items.Components;
|
|
using System.ComponentModel;
|
|
|
|
namespace Barotrauma.Networking
|
|
{
|
|
class GameClient : NetworkMember
|
|
{
|
|
private NetClient client;
|
|
|
|
private GUIMessageBox reconnectBox;
|
|
|
|
private GUIButton endRoundButton;
|
|
private GUITickBox endVoteTickBox;
|
|
|
|
private ClientPermissions permissions = ClientPermissions.None;
|
|
|
|
private bool connected;
|
|
|
|
private byte myID;
|
|
|
|
private List<Client> otherClients;
|
|
|
|
private string serverIP;
|
|
|
|
private bool needAuth;
|
|
private bool requiresPw;
|
|
private int nonce;
|
|
private string saltedPw;
|
|
|
|
private UInt32 lastSentChatMsgID = 0; //last message this client has successfully sent
|
|
private UInt32 lastQueueChatMsgID = 0; //last message added to the queue
|
|
private List<ChatMessage> chatMsgQueue = new List<ChatMessage>();
|
|
|
|
public UInt32 LastSentEntityEventID;
|
|
|
|
private ClientEntityEventManager entityEventManager;
|
|
|
|
public byte ID
|
|
{
|
|
get { return myID; }
|
|
}
|
|
|
|
public override List<Client> ConnectedClients
|
|
{
|
|
get
|
|
{
|
|
return otherClients;
|
|
}
|
|
}
|
|
|
|
public GameClient(string newName)
|
|
{
|
|
endVoteTickBox = new GUITickBox(new Rectangle(GameMain.GraphicsWidth - 170, 20, 20, 20), "End round", Alignment.TopLeft, inGameHUD);
|
|
endVoteTickBox.OnSelected = ToggleEndRoundVote;
|
|
endVoteTickBox.Visible = false;
|
|
|
|
endRoundButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 170 - 170, 20, 150, 20), "End round", Alignment.TopLeft, GUI.Style, inGameHUD);
|
|
endRoundButton.OnClicked = (btn, userdata) =>
|
|
{
|
|
if (!permissions.HasFlag(ClientPermissions.EndRound)) return false;
|
|
|
|
//TODO: tell server that client requested round end
|
|
|
|
return true;
|
|
};
|
|
endRoundButton.Visible = false;
|
|
|
|
newName = newName.Replace(":", "");
|
|
newName = newName.Replace(";", "");
|
|
|
|
GameMain.DebugDraw = false;
|
|
Hull.EditFire = false;
|
|
Hull.EditWater = false;
|
|
|
|
name = newName;
|
|
|
|
entityEventManager = new ClientEntityEventManager(this);
|
|
|
|
characterInfo = new CharacterInfo(Character.HumanConfigFile, name);
|
|
characterInfo.Job = null;
|
|
|
|
otherClients = new List<Client>();
|
|
|
|
GameMain.NetLobbyScreen = new NetLobbyScreen();
|
|
}
|
|
|
|
public void ConnectToServer(string hostIP)
|
|
{
|
|
string[] address = hostIP.Split(':');
|
|
if (address.Length==1)
|
|
{
|
|
serverIP = hostIP;
|
|
Port = NetConfig.DefaultPort;
|
|
}
|
|
else
|
|
{
|
|
serverIP = address[0];
|
|
|
|
if (!int.TryParse(address[1], out Port))
|
|
{
|
|
DebugConsole.ThrowError("Invalid port: "+address[1]+"!");
|
|
Port = NetConfig.DefaultPort;
|
|
}
|
|
}
|
|
|
|
myCharacter = Character.Controlled;
|
|
|
|
// Create new instance of configs. Parameter is "application Id". It has to be same on client and server.
|
|
NetPeerConfiguration config = new NetPeerConfiguration("barotrauma");
|
|
|
|
#if DEBUG
|
|
config.SimulatedLoss = 0.05f;
|
|
config.SimulatedDuplicatesChance = 0.05f;
|
|
config.SimulatedMinimumLatency = 0.1f;
|
|
config.SimulatedRandomLatency = 0.05f;
|
|
|
|
config.ConnectionTimeout = 600.0f;
|
|
#endif
|
|
|
|
config.DisableMessageType(NetIncomingMessageType.DebugMessage | NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt
|
|
| NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error);
|
|
|
|
client = new NetClient(config);
|
|
netPeer = client;
|
|
client.Start();
|
|
|
|
System.Net.IPEndPoint IPEndPoint = null;
|
|
try
|
|
{
|
|
IPEndPoint = new System.Net.IPEndPoint(NetUtility.Resolve(serverIP), Port);
|
|
}
|
|
catch
|
|
{
|
|
new GUIMessageBox("Could not connect to server", "Failed to resolve address \""+serverIP+":"+Port+"\". Please make sure you have entered a valid IP address.");
|
|
return;
|
|
}
|
|
|
|
NetOutgoingMessage outmsg = client.CreateMessage();
|
|
outmsg.Write((byte)ClientPacketHeader.REQUEST_AUTH);
|
|
|
|
// Connect client, to ip previously requested from user
|
|
try
|
|
{
|
|
client.Connect(IPEndPoint, outmsg);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
DebugConsole.ThrowError("Couldn't connect to "+hostIP+". Error message: "+e.Message);
|
|
Disconnect();
|
|
|
|
GameMain.ServerListScreen.Select();
|
|
return;
|
|
}
|
|
|
|
updateInterval = new TimeSpan(0, 0, 0, 0, 150);
|
|
|
|
CoroutineManager.StartCoroutine(WaitForStartingInfo());
|
|
}
|
|
|
|
private bool RetryConnection(GUIButton button, object obj)
|
|
{
|
|
if (client != null) client.Shutdown("Disconnecting");
|
|
ConnectToServer(serverIP);
|
|
return true;
|
|
}
|
|
|
|
private bool ReturnToServerList(GUIButton button, object obj)
|
|
{
|
|
Disconnect();
|
|
|
|
Submarine.Unload();
|
|
GameMain.NetworkMember = null;
|
|
GameMain.ServerListScreen.Select();
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool connectCancelled;
|
|
private bool CancelConnect(GUIButton button, object obj)
|
|
{
|
|
connectCancelled = true;
|
|
return true;
|
|
}
|
|
|
|
// Before main looping starts, we loop here and wait for approval message
|
|
private IEnumerable<object> WaitForStartingInfo()
|
|
{
|
|
requiresPw = false;
|
|
needAuth = true;
|
|
saltedPw = "";
|
|
|
|
connectCancelled = false;
|
|
// When this is set to true, we are approved and ready to go
|
|
bool CanStart = false;
|
|
|
|
DateTime timeOut = DateTime.Now + new TimeSpan(0,0,20);
|
|
DateTime reqAuthTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, 200);
|
|
|
|
// Loop until we are approved
|
|
while (!CanStart && !connectCancelled)
|
|
{
|
|
if (reconnectBox == null)
|
|
{
|
|
reconnectBox = new GUIMessageBox("CONNECTING", "Connecting to " + serverIP, new string[] { "Cancel" });
|
|
|
|
reconnectBox.Buttons[0].OnClicked += CancelConnect;
|
|
reconnectBox.Buttons[0].OnClicked += reconnectBox.Close;
|
|
}
|
|
|
|
int seconds = DateTime.Now.Second;
|
|
|
|
string connectingText = "Connecting to " + serverIP;
|
|
for (int i = 0; i < 1 + (seconds % 3); i++ )
|
|
{
|
|
connectingText += ".";
|
|
}
|
|
reconnectBox.Text = connectingText;
|
|
|
|
if (DateTime.Now > reqAuthTime)
|
|
{
|
|
if (needAuth)
|
|
{
|
|
//request auth again
|
|
NetOutgoingMessage reqAuthMsg = client.CreateMessage();
|
|
reqAuthMsg.Write((byte)ClientPacketHeader.REQUEST_AUTH);
|
|
client.SendMessage(reqAuthMsg, NetDeliveryMethod.Unreliable);
|
|
}
|
|
else
|
|
{
|
|
//request init again
|
|
if (!requiresPw)
|
|
{
|
|
NetOutgoingMessage outmsg = client.CreateMessage();
|
|
outmsg.Write((byte)ClientPacketHeader.REQUEST_INIT);
|
|
outmsg.Write(GameMain.Version.ToString());
|
|
outmsg.Write(GameMain.SelectedPackage.Name);
|
|
outmsg.Write(GameMain.SelectedPackage.MD5hash.Hash);
|
|
outmsg.Write(name);
|
|
client.SendMessage(outmsg, NetDeliveryMethod.Unreliable);
|
|
}
|
|
else
|
|
{
|
|
NetOutgoingMessage outmsg = client.CreateMessage();
|
|
outmsg.Write((byte)ClientPacketHeader.REQUEST_INIT);
|
|
outmsg.Write(saltedPw);
|
|
outmsg.Write(GameMain.Version.ToString());
|
|
outmsg.Write(GameMain.SelectedPackage.Name);
|
|
outmsg.Write(GameMain.SelectedPackage.MD5hash.Hash);
|
|
outmsg.Write(name);
|
|
client.SendMessage(outmsg, NetDeliveryMethod.Unreliable);
|
|
}
|
|
}
|
|
reqAuthTime = DateTime.Now + new TimeSpan(0, 0, 1);
|
|
}
|
|
|
|
yield return CoroutineStatus.Running;
|
|
|
|
if (DateTime.Now > timeOut) break;
|
|
|
|
NetIncomingMessage inc;
|
|
// If new messages arrived
|
|
if ((inc = client.ReadMessage()) == null) continue;
|
|
|
|
string pwMsg = "Password required";
|
|
|
|
try
|
|
{
|
|
switch (inc.MessageType)
|
|
{
|
|
case NetIncomingMessageType.Data:
|
|
ServerPacketHeader header = (ServerPacketHeader)inc.ReadByte();
|
|
switch (header)
|
|
{
|
|
case ServerPacketHeader.AUTH_RESPONSE:
|
|
if (needAuth)
|
|
{
|
|
if (inc.ReadBoolean())
|
|
{
|
|
//requires password
|
|
nonce = inc.ReadInt32();
|
|
requiresPw = true;
|
|
}
|
|
else
|
|
{
|
|
requiresPw = false;
|
|
reqAuthTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, 200);
|
|
}
|
|
needAuth = false; //got auth!
|
|
}
|
|
break;
|
|
case ServerPacketHeader.AUTH_FAILURE:
|
|
//failed to authenticate, can still use same nonce
|
|
pwMsg = inc.ReadString();
|
|
requiresPw = true;
|
|
break;
|
|
case ServerPacketHeader.UPDATE_LOBBY:
|
|
//server accepted client
|
|
ReadLobbyUpdate(inc);
|
|
CanStart = true;
|
|
break;
|
|
}
|
|
break;
|
|
case NetIncomingMessageType.StatusChanged:
|
|
NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
|
|
if (connectionStatus == NetConnectionStatus.Disconnected)
|
|
{
|
|
string denyMessage = inc.ReadString();
|
|
|
|
var cantConnectMsg = new GUIMessageBox("Couldn't connect to the server", denyMessage);
|
|
cantConnectMsg.Buttons[0].OnClicked += ReturnToServerList;
|
|
|
|
connectCancelled = true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
catch (Exception e)
|
|
{
|
|
DebugConsole.ThrowError("Error while connecting to the server", e);
|
|
break;
|
|
}
|
|
|
|
if (requiresPw && !CanStart && !connectCancelled)
|
|
{
|
|
if (reconnectBox != null)
|
|
{
|
|
reconnectBox.Close(null, null);
|
|
reconnectBox = null;
|
|
}
|
|
|
|
var msgBox = new GUIMessageBox(pwMsg, "", new string[] { "OK", "Cancel" });
|
|
var passwordBox = new GUITextBox(new Rectangle(0, 40, 150, 25), Alignment.TopLeft, GUI.Style, msgBox.children[0]);
|
|
passwordBox.UserData = "password";
|
|
|
|
var okButton = msgBox.Buttons[0];
|
|
var cancelButton = msgBox.Buttons[1];
|
|
|
|
while (GUIMessageBox.MessageBoxes.Contains(msgBox))
|
|
{
|
|
while (client.ReadMessage() != null)
|
|
{
|
|
switch (inc.MessageType)
|
|
{
|
|
case NetIncomingMessageType.StatusChanged:
|
|
NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
|
|
if (connectionStatus == NetConnectionStatus.Disconnected)
|
|
{
|
|
string denyMessage = inc.ReadString();
|
|
|
|
var cantConnectMsg = new GUIMessageBox("Couldn't connect to the server", denyMessage);
|
|
cantConnectMsg.Buttons[0].OnClicked += ReturnToServerList;
|
|
|
|
msgBox.Close(null, null);
|
|
connectCancelled = true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (DateTime.Now > reqAuthTime)
|
|
{
|
|
//request auth again to prevent timeout
|
|
NetOutgoingMessage reqAuthMsg = client.CreateMessage();
|
|
reqAuthMsg.Write((byte)ClientPacketHeader.REQUEST_AUTH);
|
|
client.SendMessage(reqAuthMsg, NetDeliveryMethod.Unreliable);
|
|
reqAuthTime = DateTime.Now + new TimeSpan(0, 0, 3);
|
|
}
|
|
|
|
okButton.Enabled = !string.IsNullOrWhiteSpace(passwordBox.Text);
|
|
|
|
if (okButton.Selected)
|
|
{
|
|
saltedPw = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(passwordBox.Text)));
|
|
saltedPw = saltedPw + Convert.ToString(nonce);
|
|
saltedPw = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(saltedPw)));
|
|
|
|
timeOut = DateTime.Now + new TimeSpan(0, 0, 20);
|
|
reqAuthTime = DateTime.Now + new TimeSpan(0, 0, 1);
|
|
|
|
msgBox.Close(null, null);
|
|
break;
|
|
}
|
|
else if (cancelButton.Selected)
|
|
{
|
|
msgBox.Close(null, null);
|
|
connectCancelled = true;
|
|
}
|
|
else
|
|
{
|
|
yield return CoroutineStatus.Running;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (reconnectBox != null)
|
|
{
|
|
reconnectBox.Close(null, null);
|
|
reconnectBox = null;
|
|
}
|
|
|
|
if (connectCancelled) yield return CoroutineStatus.Success;
|
|
|
|
if (client.ConnectionStatus != NetConnectionStatus.Connected)
|
|
{
|
|
var reconnect = new GUIMessageBox("CONNECTION FAILED", "Failed to connect to the server.", new string[] { "Retry", "Cancel" });
|
|
|
|
DebugConsole.NewMessage("Failed to connect to the server - connection status: "+client.ConnectionStatus.ToString(), Color.Orange);
|
|
|
|
reconnect.Buttons[0].OnClicked += RetryConnection;
|
|
reconnect.Buttons[0].OnClicked += reconnect.Close;
|
|
reconnect.Buttons[1].OnClicked += ReturnToServerList;
|
|
reconnect.Buttons[1].OnClicked += reconnect.Close;
|
|
}
|
|
else
|
|
{
|
|
if (Screen.Selected != GameMain.GameScreen)
|
|
{
|
|
GameMain.NetLobbyScreen.Select();
|
|
}
|
|
connected = true;
|
|
}
|
|
|
|
yield return CoroutineStatus.Success;
|
|
}
|
|
|
|
public override void Update(float deltaTime)
|
|
{
|
|
#if DEBUG
|
|
if (PlayerInput.GetKeyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.P)) return;
|
|
#endif
|
|
|
|
base.Update(deltaTime);
|
|
|
|
if (!connected) return;
|
|
|
|
if (reconnectBox!=null)
|
|
{
|
|
reconnectBox.Close(null,null);
|
|
reconnectBox = null;
|
|
}
|
|
|
|
try
|
|
{
|
|
CheckServerMessages();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
#if DEBUG
|
|
DebugConsole.ThrowError("Error while receiving message from server", e);
|
|
#endif
|
|
}
|
|
|
|
|
|
if (updateTimer > DateTime.Now) return;
|
|
|
|
if (gameStarted && Screen.Selected == GameMain.GameScreen)
|
|
{
|
|
if (respawnManager != null)
|
|
{
|
|
respawnManager.Update(deltaTime);
|
|
}
|
|
SendIngameUpdate();
|
|
}
|
|
else
|
|
{
|
|
SendLobbyUpdate();
|
|
}
|
|
|
|
// Update current time
|
|
updateTimer = DateTime.Now + updateInterval;
|
|
}
|
|
|
|
private CoroutineHandle startGameCoroutine;
|
|
|
|
/// <summary>
|
|
/// Check for new incoming messages from server
|
|
/// </summary>
|
|
private void CheckServerMessages()
|
|
{
|
|
// Create new incoming message holder
|
|
NetIncomingMessage inc;
|
|
|
|
if (startGameCoroutine != null && CoroutineManager.IsCoroutineRunning(startGameCoroutine)) return;
|
|
|
|
while ((inc = client.ReadMessage()) != null)
|
|
{
|
|
switch (inc.MessageType)
|
|
{
|
|
case NetIncomingMessageType.Data:
|
|
ServerPacketHeader header = (ServerPacketHeader)inc.ReadByte();
|
|
switch (header)
|
|
{
|
|
case ServerPacketHeader.UPDATE_LOBBY:
|
|
ReadLobbyUpdate(inc);
|
|
break;
|
|
case ServerPacketHeader.UPDATE_INGAME:
|
|
ReadIngameUpdate(inc);
|
|
break;
|
|
case ServerPacketHeader.QUERY_STARTGAME:
|
|
string subName = inc.ReadString();
|
|
string subHash = inc.ReadString();
|
|
|
|
string shuttleName = inc.ReadString();
|
|
string shuttleHash = inc.ReadString();
|
|
|
|
NetOutgoingMessage readyToStartMsg = client.CreateMessage();
|
|
readyToStartMsg.Write((byte)ClientPacketHeader.RESPONSE_STARTGAME);
|
|
|
|
readyToStartMsg.Write(
|
|
GameMain.NetLobbyScreen.TrySelectSub(subName, subHash, GameMain.NetLobbyScreen.SubList) &&
|
|
GameMain.NetLobbyScreen.TrySelectSub(shuttleName, shuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox));
|
|
|
|
WriteCharacterInfo(readyToStartMsg);
|
|
|
|
client.SendMessage(readyToStartMsg, NetDeliveryMethod.ReliableUnordered);
|
|
|
|
break;
|
|
case ServerPacketHeader.STARTGAME:
|
|
startGameCoroutine = GameMain.ShowLoading(StartGame(inc), false);
|
|
break;
|
|
case ServerPacketHeader.ENDGAME:
|
|
string endMessage = inc.ReadString();
|
|
bool missionSuccessful = inc.ReadBoolean();
|
|
if (missionSuccessful && GameMain.GameSession.Mission != null)
|
|
{
|
|
GameMain.GameSession.Mission.Completed = true;
|
|
}
|
|
CoroutineManager.StartCoroutine(EndGame(endMessage));
|
|
break;
|
|
}
|
|
break;
|
|
case NetIncomingMessageType.StatusChanged:
|
|
NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
|
|
DebugConsole.NewMessage("Connection status changed: " + connectionStatus.ToString(), Color.Orange);
|
|
|
|
if (connectionStatus == NetConnectionStatus.Disconnected)
|
|
{
|
|
string disconnectMsg = inc.ReadString();
|
|
if (disconnectMsg == "The server has been shut down")
|
|
{
|
|
var msgBox = new GUIMessageBox("CONNECTION LOST", "The server has been shut down");
|
|
msgBox.Buttons[0].OnClicked += ReturnToServerList;
|
|
}
|
|
else if (reconnectBox == null)
|
|
{
|
|
reconnectBox = new GUIMessageBox("CONNECTION LOST", "You have been disconnected from the server. Reconnecting...", new string[0]);
|
|
connected = false;
|
|
ConnectToServer(serverIP);
|
|
}
|
|
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private IEnumerable<object> StartGame(NetIncomingMessage inc)
|
|
{
|
|
if (Character != null) Character.Remove();
|
|
|
|
Entity.Spawner.Clear();
|
|
entityEventManager.Clear();
|
|
LastSentEntityEventID = 0;
|
|
|
|
endVoteTickBox.Selected = false;
|
|
|
|
int seed = inc.ReadInt32();
|
|
string levelSeed = inc.ReadString();
|
|
|
|
int missionTypeIndex = inc.ReadByte();
|
|
|
|
string subName = inc.ReadString();
|
|
string subHash = inc.ReadString();
|
|
|
|
string shuttleName = inc.ReadString();
|
|
string shuttleHash = inc.ReadString();
|
|
|
|
string modeName = inc.ReadString();
|
|
|
|
bool respawnAllowed = inc.ReadBoolean();
|
|
bool loadSecondSub = inc.ReadBoolean();
|
|
|
|
GameModePreset gameMode = GameModePreset.list.Find(gm => gm.Name == modeName);
|
|
|
|
if (gameMode == null)
|
|
{
|
|
DebugConsole.ThrowError("Game mode \"" + modeName + "\" not found!");
|
|
yield return CoroutineStatus.Success;
|
|
}
|
|
|
|
if (!GameMain.NetLobbyScreen.TrySelectSub(subName, subHash, GameMain.NetLobbyScreen.SubList))
|
|
{
|
|
yield return CoroutineStatus.Success;
|
|
}
|
|
|
|
if (!GameMain.NetLobbyScreen.TrySelectSub(shuttleName, shuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox))
|
|
{
|
|
yield return CoroutineStatus.Success;
|
|
}
|
|
|
|
Rand.SetSyncedSeed(seed);
|
|
|
|
GameMain.GameSession = new GameSession(GameMain.NetLobbyScreen.SelectedSub, "", gameMode, Mission.MissionTypes[missionTypeIndex]);
|
|
GameMain.GameSession.StartShift(levelSeed,loadSecondSub);
|
|
|
|
if (respawnAllowed) respawnManager = new RespawnManager(this, GameMain.NetLobbyScreen.SelectedShuttle);
|
|
|
|
//int characterCount = inc.ReadByte();
|
|
//for (int i = 0; i < characterCount; i++)
|
|
//{
|
|
// var character = Character.ReadSpawnData(inc);
|
|
// if (inc.ReadBoolean())
|
|
// {
|
|
// myCharacter = character;
|
|
// Character.Controlled = character;
|
|
// }
|
|
//}
|
|
|
|
gameStarted = true;
|
|
|
|
endVoteTickBox.Visible = Voting.AllowEndVoting && myCharacter != null;
|
|
|
|
GameMain.GameScreen.Select();
|
|
|
|
yield return CoroutineStatus.Success;
|
|
}
|
|
|
|
public IEnumerable<object> EndGame(string endMessage)
|
|
{
|
|
if (!gameStarted) yield return CoroutineStatus.Success;
|
|
|
|
if (GameMain.GameSession != null) GameMain.GameSession.gameMode.End(endMessage);
|
|
|
|
gameStarted = false;
|
|
Character.Controlled = null;
|
|
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
|
|
GameMain.LightManager.LosEnabled = false;
|
|
respawnManager = null;
|
|
|
|
float endPreviewLength = 10.0f;
|
|
if (Screen.Selected == GameMain.GameScreen)
|
|
{
|
|
new TransitionCinematic(Submarine.MainSub, GameMain.GameScreen.Cam, endPreviewLength);
|
|
float secondsLeft = endPreviewLength;
|
|
do
|
|
{
|
|
secondsLeft -= CoroutineManager.UnscaledDeltaTime;
|
|
yield return CoroutineStatus.Running;
|
|
} while (secondsLeft > 0.0f);
|
|
}
|
|
|
|
Submarine.Unload();
|
|
GameMain.NetLobbyScreen.Select();
|
|
myCharacter = null;
|
|
foreach (Client c in otherClients)
|
|
{
|
|
c.inGame = false;
|
|
c.Character = null;
|
|
}
|
|
yield return CoroutineStatus.Success;
|
|
}
|
|
|
|
private void ReadInitialUpdate(NetIncomingMessage inc, bool isDuplicate)
|
|
{
|
|
myID = inc.ReadByte();
|
|
|
|
UInt16 subListCount = inc.ReadUInt16();
|
|
List<Submarine> submarines = new List<Submarine>();
|
|
for (int i = 0; i < subListCount; i++)
|
|
{
|
|
|
|
string subName = inc.ReadString();
|
|
string subHash = inc.ReadString();
|
|
|
|
var matchingSub = Submarine.SavedSubmarines.Find(s => s.Name == subName);
|
|
if (matchingSub != null)
|
|
{
|
|
submarines.Add(matchingSub);
|
|
}
|
|
else
|
|
{
|
|
submarines.Add(new Submarine(Path.Combine(Submarine.SavePath, subName), subHash, false));
|
|
}
|
|
}
|
|
|
|
if (!isDuplicate)
|
|
{
|
|
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.SubList, submarines);
|
|
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.ShuttleList.ListBox, submarines);
|
|
}
|
|
|
|
gameStarted = inc.ReadBoolean();
|
|
bool allowSpectating = inc.ReadBoolean();
|
|
|
|
if (gameStarted && !isDuplicate)
|
|
{
|
|
new GUIMessageBox("Please wait",
|
|
(allowSpectating) ?
|
|
"A round is already running, but you can spectate the game while waiting for a respawn shuttle or a new round." :
|
|
"A round is already running and the admin has disabled spectating. You will have to wait for a new round to start.");
|
|
|
|
GameMain.NetLobbyScreen.Select();
|
|
}
|
|
}
|
|
|
|
private void ReadLobbyUpdate(NetIncomingMessage inc)
|
|
{
|
|
ServerNetObject objHeader;
|
|
while ((objHeader = (ServerNetObject)inc.ReadByte()) != ServerNetObject.END_OF_MESSAGE)
|
|
{
|
|
switch (objHeader)
|
|
{
|
|
case ServerNetObject.SYNC_IDS:
|
|
bool lobbyUpdated = inc.ReadBoolean();
|
|
inc.ReadPadBits();
|
|
|
|
if (lobbyUpdated)
|
|
{
|
|
UInt32 updateID = inc.ReadUInt32();
|
|
string serverName = inc.ReadString();
|
|
string serverText = inc.ReadString();
|
|
|
|
if (inc.ReadBoolean())
|
|
{
|
|
ReadInitialUpdate(inc, updateID <= GameMain.NetLobbyScreen.LastUpdateID);
|
|
}
|
|
|
|
string selectSubName = inc.ReadString();
|
|
string selectSubHash = inc.ReadString();
|
|
|
|
string selectShuttleName = inc.ReadString();
|
|
string selectShuttleHash = inc.ReadString();
|
|
|
|
YesNoMaybe traitorsEnabled = (YesNoMaybe)inc.ReadRangedInteger(0, 2);
|
|
int missionTypeIndex = inc.ReadRangedInteger(0, Mission.MissionTypes.Count - 1);
|
|
int modeIndex = inc.ReadByte();
|
|
|
|
string levelSeed = inc.ReadString();
|
|
|
|
bool autoRestartEnabled = inc.ReadBoolean();
|
|
float autoRestartTimer = autoRestartEnabled ? inc.ReadFloat() : 0.0f;
|
|
|
|
//ignore the message if we already a more up-to-date one
|
|
if (updateID > GameMain.NetLobbyScreen.LastUpdateID)
|
|
{
|
|
GameMain.NetLobbyScreen.LastUpdateID = updateID;
|
|
|
|
GameMain.NetLobbyScreen.ServerName = serverName;
|
|
GameMain.NetLobbyScreen.ServerMessage.Text = serverText;
|
|
|
|
GameMain.NetLobbyScreen.TrySelectSub(selectSubName, selectSubHash, GameMain.NetLobbyScreen.SubList);
|
|
GameMain.NetLobbyScreen.TrySelectSub(selectShuttleName, selectShuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox);
|
|
|
|
GameMain.NetLobbyScreen.SetTraitorsEnabled(traitorsEnabled);
|
|
GameMain.NetLobbyScreen.SetMissionType(missionTypeIndex);
|
|
GameMain.NetLobbyScreen.SelectMode(modeIndex);
|
|
|
|
GameMain.NetLobbyScreen.LevelSeed = levelSeed;
|
|
|
|
GameMain.NetLobbyScreen.SetAutoRestart(autoRestartEnabled, autoRestartTimer);
|
|
}
|
|
}
|
|
lastSentChatMsgID = inc.ReadUInt32();
|
|
break;
|
|
case ServerNetObject.CHAT_MESSAGE:
|
|
ChatMessage.ClientRead(inc);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void ReadIngameUpdate(NetIncomingMessage inc)
|
|
{
|
|
float sendingTime = inc.ReadFloat() - inc.SenderConnection.RemoteTimeOffset;
|
|
|
|
ServerNetObject objHeader;
|
|
while ((objHeader = (ServerNetObject)inc.ReadByte()) != ServerNetObject.END_OF_MESSAGE)
|
|
{
|
|
switch (objHeader)
|
|
{
|
|
case ServerNetObject.SYNC_IDS:
|
|
lastSentChatMsgID = inc.ReadUInt32();
|
|
LastSentEntityEventID = inc.ReadUInt32();
|
|
break;
|
|
case ServerNetObject.ENTITY_POSITION:
|
|
UInt16 id = inc.ReadUInt16();
|
|
byte msgLength = inc.ReadByte();
|
|
|
|
var entity = Entity.FindEntityByID(id) as IServerSerializable;
|
|
if (entity == null)
|
|
{
|
|
//skip through the rest of the message
|
|
inc.Position += msgLength * 8;
|
|
}
|
|
else
|
|
{
|
|
entity.ClientRead(objHeader, inc, sendingTime);
|
|
}
|
|
|
|
inc.ReadPadBits();
|
|
break;
|
|
case ServerNetObject.ENTITY_STATE:
|
|
entityEventManager.Read(inc, sendingTime);
|
|
break;
|
|
case ServerNetObject.CHAT_MESSAGE:
|
|
ChatMessage.ClientRead(inc);
|
|
break;
|
|
case ServerNetObject.ENTITY_SPAWN:
|
|
Item.Spawner.ClientRead(objHeader, inc, sendingTime);
|
|
inc.ReadPadBits();
|
|
break;
|
|
default:
|
|
DebugConsole.ThrowError("Error while reading update from server (unknown object header \""+objHeader+"\"!)");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void SendLobbyUpdate()
|
|
{
|
|
NetOutgoingMessage outmsg = client.CreateMessage();
|
|
outmsg.Write((byte)ClientPacketHeader.UPDATE_LOBBY);
|
|
|
|
outmsg.Write((byte)ClientNetObject.SYNC_IDS);
|
|
outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
|
|
outmsg.Write(ChatMessage.LastID);
|
|
ChatMessage removeMsg;
|
|
while ((removeMsg=chatMsgQueue.Find(cMsg => cMsg.NetStateID <= lastSentChatMsgID)) != null)
|
|
{
|
|
chatMsgQueue.Remove(removeMsg);
|
|
}
|
|
|
|
foreach (ChatMessage cMsg in chatMsgQueue)
|
|
{
|
|
cMsg.ClientWrite(outmsg);
|
|
}
|
|
outmsg.Write((byte)ClientNetObject.END_OF_MESSAGE);
|
|
client.SendMessage(outmsg, NetDeliveryMethod.Unreliable);
|
|
}
|
|
|
|
private void SendIngameUpdate()
|
|
{
|
|
NetOutgoingMessage outmsg = client.CreateMessage();
|
|
outmsg.Write((byte)ClientPacketHeader.UPDATE_INGAME);
|
|
|
|
outmsg.Write((byte)ClientNetObject.SYNC_IDS);
|
|
//outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
|
|
outmsg.Write(ChatMessage.LastID);
|
|
outmsg.Write(Entity.Spawner.NetStateID);
|
|
outmsg.Write(entityEventManager.LastReceivedID);
|
|
|
|
ChatMessage removeMsg;
|
|
while ((removeMsg = chatMsgQueue.Find(cMsg => cMsg.NetStateID <= lastSentChatMsgID)) != null)
|
|
{
|
|
chatMsgQueue.Remove(removeMsg);
|
|
}
|
|
|
|
foreach (ChatMessage cMsg in chatMsgQueue)
|
|
{
|
|
cMsg.ClientWrite(outmsg);
|
|
}
|
|
|
|
if (Character.Controlled != null)
|
|
{
|
|
Character.Controlled.ClientWrite(outmsg);
|
|
}
|
|
|
|
entityEventManager.Write(outmsg, client.ServerConnection);
|
|
|
|
outmsg.Write((byte)ClientNetObject.END_OF_MESSAGE);
|
|
client.SendMessage(outmsg, NetDeliveryMethod.Unreliable);
|
|
}
|
|
|
|
public void SendChatMessage(string message)
|
|
{
|
|
if (client.ServerConnection == null) return;
|
|
|
|
ChatMessage chatMessage = ChatMessage.Create(
|
|
gameStarted && myCharacter != null ? myCharacter.Name : name,
|
|
message,
|
|
ChatMessageType.Default,
|
|
gameStarted ? myCharacter : null);
|
|
|
|
lastQueueChatMsgID++;
|
|
chatMessage.NetStateID = lastQueueChatMsgID;
|
|
|
|
chatMsgQueue.Add(chatMessage);
|
|
}
|
|
|
|
public void CreateEntityEvent(IClientSerializable entity, object[] extraData)
|
|
{
|
|
entityEventManager.CreateEvent(entity, extraData);
|
|
}
|
|
|
|
public bool HasPermission(ClientPermissions permission)
|
|
{
|
|
return permissions.HasFlag(permission);
|
|
}
|
|
|
|
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
|
|
{
|
|
base.Draw(spriteBatch);
|
|
|
|
if (!GameMain.DebugDraw) return;
|
|
|
|
int width = 200, height = 300;
|
|
int x = GameMain.GraphicsWidth - width, y = (int)(GameMain.GraphicsHeight * 0.3f);
|
|
|
|
GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black * 0.7f, true);
|
|
spriteBatch.DrawString(GUI.Font, "Network statistics:", new Vector2(x + 10, y + 10), Color.White);
|
|
|
|
if (client.ServerConnection != null)
|
|
{
|
|
spriteBatch.DrawString(GUI.Font, "Ping: " + (int)(client.ServerConnection.AverageRoundtripTime * 1000.0f) + " ms", new Vector2(x + 10, y + 25), Color.White);
|
|
|
|
y += 15;
|
|
|
|
spriteBatch.DrawString(GUI.SmallFont, "Received bytes: " + client.Statistics.ReceivedBytes, new Vector2(x + 10, y + 45), Color.White);
|
|
spriteBatch.DrawString(GUI.SmallFont, "Received packets: " + client.Statistics.ReceivedPackets, new Vector2(x + 10, y + 60), Color.White);
|
|
|
|
spriteBatch.DrawString(GUI.SmallFont, "Sent bytes: " + client.Statistics.SentBytes, new Vector2(x + 10, y + 75), Color.White);
|
|
spriteBatch.DrawString(GUI.SmallFont, "Sent packets: " + client.Statistics.SentPackets, new Vector2(x + 10, y + 90), Color.White);
|
|
}
|
|
else
|
|
{
|
|
spriteBatch.DrawString(GUI.Font, "Disconnected", new Vector2(x + 10, y + 25), Color.White);
|
|
}
|
|
}
|
|
|
|
|
|
public override void Disconnect()
|
|
{
|
|
client.Shutdown("");
|
|
GameMain.NetworkMember = null;
|
|
}
|
|
|
|
public void WriteCharacterInfo(NetOutgoingMessage msg)
|
|
{
|
|
if (characterInfo == null) return;
|
|
|
|
msg.Write(characterInfo.Gender == Gender.Male);
|
|
msg.Write((byte)characterInfo.HeadSpriteId);
|
|
|
|
var jobPreferences = GameMain.NetLobbyScreen.JobPreferences;
|
|
int count = Math.Min(jobPreferences.Count, 3);
|
|
msg.Write((byte)count);
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
msg.Write(jobPreferences[i].Name);
|
|
}
|
|
}
|
|
|
|
|
|
public override bool SelectCrewCharacter(GUIComponent component, object obj)
|
|
{
|
|
var characterFrame = component.Parent.Parent.FindChild("selectedcharacter");
|
|
|
|
Character character = obj as Character;
|
|
if (character == null) return false;
|
|
|
|
if (character != myCharacter)
|
|
{
|
|
var client = GameMain.NetworkMember.ConnectedClients.Find(c => c.Character == character);
|
|
if (client == null) return false;
|
|
|
|
if (HasPermission(ClientPermissions.Ban))
|
|
{
|
|
var banButton = new GUIButton(new Rectangle(0, 0, 100, 20), "Ban", Alignment.BottomRight, GUI.Style, characterFrame);
|
|
banButton.UserData = character.Name;
|
|
banButton.OnClicked += GameMain.NetLobbyScreen.BanPlayer;
|
|
}
|
|
if (HasPermission(ClientPermissions.Kick))
|
|
{
|
|
var kickButton = new GUIButton(new Rectangle(0, 0, 100, 20), "Kick", Alignment.BottomLeft, GUI.Style, characterFrame);
|
|
kickButton.UserData = character.Name;
|
|
kickButton.OnClicked += GameMain.NetLobbyScreen.KickPlayer;
|
|
}
|
|
else if (Voting.AllowVoteKick)
|
|
{
|
|
var kickVoteButton = new GUIButton(new Rectangle(0, 0, 120, 20), "Vote to Kick", Alignment.BottomLeft, GUI.Style, characterFrame);
|
|
|
|
if (GameMain.NetworkMember.ConnectedClients != null)
|
|
{
|
|
kickVoteButton.Enabled = !client.HasKickVoteFromID(myID);
|
|
}
|
|
|
|
kickVoteButton.UserData = character;
|
|
kickVoteButton.OnClicked += VoteForKick;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool VoteForKick(GUIButton button, object userdata)
|
|
{
|
|
var votedClient = otherClients.Find(c => c.Character == userdata);
|
|
if (votedClient == null) return false;
|
|
|
|
votedClient.AddKickVote(new Client(name, ID));
|
|
|
|
if (votedClient == null) return false;
|
|
|
|
//Vote(VoteType.Kick, votedClient);
|
|
|
|
button.Enabled = false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool SpectateClicked(GUIButton button, object userData)
|
|
{
|
|
if (button != null) button.Enabled = false;
|
|
|
|
NetOutgoingMessage readyToStartMsg = client.CreateMessage();
|
|
readyToStartMsg.Write((byte)ClientPacketHeader.RESPONSE_STARTGAME);
|
|
|
|
//correct sub & shuttle files found
|
|
//TODO: check if they're actually found
|
|
readyToStartMsg.Write(true);
|
|
|
|
WriteCharacterInfo(readyToStartMsg);
|
|
|
|
client.SendMessage(readyToStartMsg, NetDeliveryMethod.ReliableUnordered);
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool ToggleEndRoundVote(GUITickBox tickBox)
|
|
{
|
|
if (!gameStarted) return false;
|
|
|
|
if (!Voting.AllowEndVoting || myCharacter==null)
|
|
{
|
|
tickBox.Visible = false;
|
|
return false;
|
|
}
|
|
|
|
//Vote(VoteType.EndRound, tickBox.Selected);
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|