Files
LuaCsForBarotraumaEP/Subsurface/Source/Networking/Client.cs
Regalis c314b37029 Some classes for syncing entity state changes. Similar to the NetworkEvents in the old netcode, but the logic is split into separate classes which prevent the server from reading updates for entities that aren't IClientSerializable.
todo: add NetEntityEventManagers to server & client, some logic to prevent sending events that don't need to be sent (e.g. duplicate event state updates)
2016-11-12 20:56:06 +02:00

190 lines
4.7 KiB
C#

using Lidgren.Network;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
namespace Barotrauma.Networking
{
[Flags]
enum ClientPermissions
{
None = 0,
[Description("End round")]
EndRound = 1,
[Description("Kick")]
Kick = 2,
[Description("Ban")]
Ban = 4
}
class Client
{
public string name;
public byte ID;
public byte TeamID = 0;
public Character Character;
public CharacterInfo characterInfo;
public NetConnection Connection { get; set; }
public string version;
public bool inGame;
public UInt32 lastRecvGeneralUpdate = 0;
public bool hasLobbyData = false;
public UInt32 lastSentChatMsgID = 0; //last msg this client said
public UInt32 lastRecvChatMsgID = 0; //last msg this client knows about
public UInt32 lastRecvEntityEventID = 0;
public UInt32 lastRecvEntitySpawnID = 0;
public List<string> ChatMessages = new List<string>();
public float ChatSpamSpeed;
public float ChatSpamTimer;
public int ChatSpamCount;
private List<Client> kickVoters;
public bool ReadyToStart;
private object[] votes;
public List<JobPrefab> jobPreferences;
public JobPrefab assignedJob;
public float deleteDisconnectedTimer;
public ClientPermissions Permissions;
public void InitClientSync()
{
lastSentChatMsgID = 0;
lastRecvChatMsgID = ChatMessage.LastID;
lastRecvEntitySpawnID = 0;
}
public int KickVoteCount
{
get { return kickVoters.Count; }
}
public Client(NetPeer server, string name, byte ID)
: this(name, ID)
{
}
public Client(string name, byte ID)
{
this.name = name;
this.ID = ID;
kickVoters = new List<Client>();
votes = new object[Enum.GetNames(typeof(VoteType)).Length];
jobPreferences = new List<JobPrefab>(JobPrefab.List.GetRange(0, 3));
}
public static bool IsValidName(string name)
{
if (name.Contains("\n") || name.Contains("\r\n")) return false;
return (name.All(c =>
c != ';' &&
c != ',' &&
c != '<' &&
c != '/'));
}
public static string SanitizeName(string name)
{
if (name.Length > 20)
{
name = name.Substring(0, 20);
}
string rName = "";
for (int i=0;i<name.Length;i++)
{
if (name[i] < 32 || name[i] > 126)
{
//TODO: allow safe unicode characters, this is just to prevent players from taking names that look similar but aren't the same
rName += '?';
}
else
{
rName += name[i];
}
}
return rName;
}
public void SetPermissions(ClientPermissions permissions)
{
this.Permissions = permissions;
}
public void GivePermission(ClientPermissions permission)
{
this.Permissions |= permission;
}
public void RemovePermission(ClientPermissions permission)
{
this.Permissions &= ~permission;
}
public bool HasPermission(ClientPermissions permission)
{
return false; //Permissions.HasFlag(permission);
}
public T GetVote<T>(VoteType voteType)
{
return (votes[(int)voteType] is T) ? (T)votes[(int)voteType] : default(T);
}
public void SetVote(VoteType voteType, object value)
{
votes[(int)voteType] = value;
}
public void ResetVotes()
{
for (int i = 0; i < votes.Length; i++)
{
votes[i] = null;
}
}
public void AddKickVote(Client voter)
{
if (!kickVoters.Contains(voter)) kickVoters.Add(voter);
}
public void RemoveKickVote(Client voter)
{
kickVoters.Remove(voter);
}
public bool HasKickVoteFromID(int id)
{
return kickVoters.Any(k => k.ID == id);
}
public static void UpdateKickVotes(List<Client> connectedClients)
{
foreach (Client client in connectedClients)
{
client.kickVoters.RemoveAll(voter => !connectedClients.Contains(voter));
}
}
}
}