Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/GameSession/GameModes/MultiPlayerCampaign.cs
2025-09-17 13:44:21 +03:00

1651 lines
74 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.IO;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class MultiPlayerCampaign : CampaignMode
{
private readonly List<CharacterCampaignData> characterData = new List<CharacterCampaignData>();
private readonly Dictionary<ushort, Wallet> walletsToCheck = new Dictionary<ushort, Wallet>();
private readonly HashSet<NetWalletTransaction> transactions = new HashSet<NetWalletTransaction>();
private const float clientCheckInterval = 10;
private float clientCheckTimer = clientCheckInterval;
/// <summary>
/// Temporary backup storage for characters that have been overwritten by SaveSingleCharacter, this will be gone
/// once the round ends or the server closes. Currently needed to enable the console command "revive" in ironman mode.
/// </summary>
public List<CharacterCampaignData> replacedCharacterDataBackup = new List<CharacterCampaignData>();
public override Wallet GetWallet(Client client = null)
{
if (client is null) { throw new ArgumentNullException(nameof(client), "Client should not be null in multiplayer"); }
if (client.Character is { } character)
{
return character.Wallet;
}
return Wallet.Invalid;
}
private bool forceMapUI;
public bool ForceMapUI
{
get { return forceMapUI; }
set
{
if (forceMapUI == value) { return; }
forceMapUI = value;
IncrementLastUpdateIdForFlag(NetFlags.MapAndMissions);
}
}
public bool GameOver { get; private set; }
class SavedExperiencePoints
{
public readonly Option<AccountId> AccountId;
public readonly Address Address;
public readonly int ExperiencePoints;
public SavedExperiencePoints(Client client)
{
AccountId = client.AccountId;
Address = client.Connection.Endpoint.Address;
ExperiencePoints = client.Character?.Info?.ExperiencePoints ?? 0;
}
public SavedExperiencePoints(XElement element)
{
AccountId = Networking.AccountId.Parse(
element.GetAttributeString("accountid", null)
?? element.GetAttributeString("steamid", ""));
Address = Address.Parse(
element.GetAttributeString("address", null)
?? element.GetAttributeString("endpoint", ""))
.Fallback(new UnknownAddress());
ExperiencePoints = element.GetAttributeInt("points", 0);
}
}
private readonly List<SavedExperiencePoints> savedExperiencePoints = new List<SavedExperiencePoints>();
public override bool Paused
{
get { return ForceMapUI || CoroutineManager.IsCoroutineRunning("LevelTransition"); }
}
private bool purchasedHullRepairs, purchasedLostShuttles, purchasedItemRepairs;
public override bool PurchasedHullRepairs
{
get { return purchasedHullRepairs; }
set
{
if (purchasedHullRepairs == value) { return; }
purchasedHullRepairs = value;
PurchasedHullRepairsInLatestSave |= value;
IncrementLastUpdateIdForFlag(NetFlags.Misc);
DebugConsole.NewMessage("Set PurchasedHullRepairs to " + PurchasedHullRepairs, Color.Cyan);
}
}
public override bool PurchasedLostShuttles
{
get { return purchasedLostShuttles; }
set
{
if (purchasedLostShuttles == value) { return; }
purchasedLostShuttles = value;
PurchasedLostShuttlesInLatestSave |= value;
IncrementLastUpdateIdForFlag(NetFlags.Misc);
}
}
public override bool PurchasedItemRepairs
{
get { return purchasedItemRepairs; }
set
{
if (purchasedItemRepairs == value) { return; }
purchasedItemRepairs = value;
PurchasedItemRepairsInLatestSave |= value;
IncrementLastUpdateIdForFlag(NetFlags.Misc);
}
}
public static void StartNewCampaign(string savePath, string subPath, string seed, CampaignSettings startingSettings)
{
if (string.IsNullOrWhiteSpace(savePath)) { return; }
GameMain.GameSession = new GameSession(new SubmarineInfo(subPath), Option.None, CampaignDataPath.CreateRegular(savePath), GameModePreset.MultiPlayerCampaign, startingSettings, seed);
GameMain.NetLobbyScreen.ToggleCampaignMode(true);
SaveUtil.SaveGame(GameMain.GameSession.DataPath);
DebugConsole.NewMessage("Campaign started!", Color.Cyan);
DebugConsole.NewMessage("Current location: " + GameMain.GameSession.Map.CurrentLocation.DisplayName, Color.Cyan);
((MultiPlayerCampaign)GameMain.GameSession.GameMode).LoadInitialLevel();
}
public static void LoadCampaign(CampaignDataPath path, Client client)
{
GameMain.NetLobbyScreen.ToggleCampaignMode(true);
try
{
SaveUtil.LoadGame(path);
if (GameMain.GameSession.GameMode is MultiPlayerCampaign mpCampaign)
{
mpCampaign.LastSaveID++;
}
else
{
DebugConsole.ThrowError("Failed to load a campaign. Unexpected game mode: " + GameMain.GameSession.GameMode ?? "none");
return;
}
}
catch (Exception e)
{
string errorMsg = $"Error while loading the save {path.LoadPath}";
if (client != null)
{
GameMain.Server?.SendDirectChatMessage($"{errorMsg}: {e.Message}\n{e.StackTrace}", client, ChatMessageType.Error);
}
DebugConsole.ThrowError(errorMsg, e);
return;
}
DebugConsole.NewMessage("Campaign loaded!", Color.Cyan);
DebugConsole.NewMessage(
GameMain.GameSession.Map.SelectedLocation == null ?
GameMain.GameSession.Map.CurrentLocation.DisplayName :
GameMain.GameSession.Map.CurrentLocation.DisplayName + " -> " + GameMain.GameSession.Map.SelectedLocation.DisplayName, Color.Cyan);
}
protected override void LoadInitialLevel()
{
NextLevel = map.SelectedConnection?.LevelData ?? map.CurrentLocation.LevelData;
MirrorLevel = false;
GameMain.Server.TryStartGame();
}
public static void StartCampaignSetup()
{
DebugConsole.NewMessage("********* CAMPAIGN SETUP *********", Color.White);
DebugConsole.ShowQuestionPrompt("Do you want to start a new campaign? Y/N", (string arg) =>
{
if (arg.Equals("y", StringComparison.OrdinalIgnoreCase) || arg.Equals("yes", StringComparison.OrdinalIgnoreCase))
{
DebugConsole.ShowQuestionPrompt("Enter a save name for the campaign:", (string saveName) =>
{
string savePath = SaveUtil.CreateSavePath(SaveUtil.SaveType.Multiplayer, saveName);
StartNewCampaign(savePath, GameMain.NetLobbyScreen.SelectedSub.FilePath, GameMain.NetLobbyScreen.LevelSeed, CampaignSettings.Empty);
});
}
else
{
var saveFiles = SaveUtil.GetSaveFiles(SaveUtil.SaveType.Multiplayer, includeInCompatible: false).ToArray();
if (saveFiles.Length == 0)
{
DebugConsole.ThrowError("No save files found.");
return;
}
DebugConsole.NewMessage("Saved campaigns:", Color.White);
for (int i = 0; i < saveFiles.Length; i++)
{
DebugConsole.NewMessage(" " + i + ". " + saveFiles[i].FilePath, Color.White);
}
DebugConsole.ShowQuestionPrompt("Select a save file to load (0 - " + (saveFiles.Length - 1) + "):", (string selectedSave) =>
{
int saveIndex = -1;
if (!int.TryParse(selectedSave, out saveIndex)) { return; }
if (saveIndex < 0 || saveIndex >= saveFiles.Length)
{
DebugConsole.ThrowError("Invalid save file index.");
}
else
{
try
{
LoadCampaign(CampaignDataPath.CreateRegular(saveFiles[saveIndex].FilePath), client: null);
}
catch (Exception ex)
{
DebugConsole.ThrowError("Failed to load the campaign.", ex);
}
}
});
}
});
}
public override void Start()
{
base.Start();
IncrementAllLastUpdateIds();
}
private static bool IsOwner(Client client) => client != null && client.Connection == GameMain.Server.OwnerConnection;
public void SaveExperiencePoints(Client client)
{
ClearSavedExperiencePoints(client);
savedExperiencePoints.Add(new SavedExperiencePoints(client));
}
public int GetSavedExperiencePoints(Client client)
{
return savedExperiencePoints.Find(s => client.AccountId == s.AccountId || client.Connection.Endpoint.Address == s.Address)?.ExperiencePoints ?? 0;
}
public void ClearSavedExperiencePoints(Client client)
{
savedExperiencePoints.RemoveAll(s => client.AccountId == s.AccountId || client.Connection.Endpoint.Address == s.Address);
}
public void RefreshCharacterCampaignData(Character character, bool refreshHealthData)
{
var matchingData = characterData.FirstOrDefault(c => c.CharacterInfo == character.Info);
matchingData?.Refresh(character, refreshHealthData: refreshHealthData);
}
public void SavePlayers()
{
//refresh the character data of clients who are still in the server
foreach (Client c in GameMain.Server.ConnectedClients)
{
//ignore if the character is controlling a monster
//(we'll just use the previously saved campaign data if there's any)
if (c.Character != null && c.Character.Info == null)
{
c.Character = null;
}
//use the info of the character the client is currently controlling
// or the previously saved info if not (e.g. if the client has been spectating or died)
var characterInfo = c.Character?.Info;
var matchingCharacterData = characterData.Find(d => d.MatchesClient(c));
if (matchingCharacterData != null)
{
//hasn't spawned this round -> don't touch the data
if (!matchingCharacterData.HasSpawned) { continue; }
characterInfo ??= matchingCharacterData.CharacterInfo;
}
if (characterInfo == null || characterInfo.Discarded) { continue; }
//reduce skills if the character has died
if (characterInfo.CauseOfDeath != null && characterInfo.CauseOfDeath.Type != CauseOfDeathType.Disconnected)
{
characterInfo.ApplyDeathEffects();
}
c.CharacterInfo = characterInfo;
SetClientCharacterData(c);
}
//refresh the character data of clients who aren't in the server anymore
List<CharacterCampaignData> prevCharacterData = new List<CharacterCampaignData>(characterData);
foreach (CharacterCampaignData data in prevCharacterData)
{
if (data.HasSpawned && !GameMain.Server.ConnectedClients.Any(c => data.MatchesClient(c)))
{
var character = Character.CharacterList.Find(c => c.Info == data.CharacterInfo && !c.IsHusk);
if (character != null &&
(!character.IsDead || character.CauseOfDeath?.Type == CauseOfDeathType.Disconnected))
{
//character still alive (or killed by Disconnect) -> save it as-is
characterData.RemoveAll(cd => cd.IsDuplicate(data));
data.Refresh(character, refreshHealthData: character.CauseOfDeath?.Type != CauseOfDeathType.Disconnected);
characterData.Add(data);
}
//check the cause of death in the CharacterInfo too (the character instance may have despawned, so we can't just rely on that)
else if (data.CharacterInfo.CauseOfDeath is not { Type: CauseOfDeathType.Disconnected })
{
//character dead or removed -> reduce skills, remove items, health data, etc
data.CharacterInfo.ApplyDeathEffects();
data.Reset();
}
}
}
MoveDiscardedCharacterBalancesToBank();
characterData.ForEach(cd => cd.HasSpawned = false);
foreach (var cd in characterData)
{
//remove from crewmanager - we don't need to save the data there if it's been saved as CharacterCampaignData
//(e.g. if a client has taken over a bot, we need to do this to prevent it being saved twice)
CrewManager.RemoveCharacterInfo(cd.CharacterInfo);
}
SavePets();
//remove all items that are in someone's inventory
foreach (Character c in Character.CharacterList)
{
if (c.Inventory == null) { continue; }
if (Level.Loaded.Type == LevelData.LevelType.Outpost && c.Submarine != Level.Loaded.StartOutpost)
{
Map.CurrentLocation.RegisterTakenItems(c.Inventory.AllItems.Where(it => it.SpawnedInCurrentOutpost && it.OriginalModuleIndex > 0));
}
if (c.Info != null && c.IsBot)
{
if (c.IsDead && c.CauseOfDeath?.Type != CauseOfDeathType.Disconnected) { CrewManager.RemoveCharacterInfo(c.Info); }
c.Info.HealthData = new XElement("health");
c.CharacterHealth.Save(c.Info.HealthData);
c.Info.InventoryData = new XElement("inventory");
c.SaveInventory();
c.Info.SaveOrderData();
}
c.Inventory.DeleteAllItems();
}
SaveActiveOrders();
}
public void MoveDiscardedCharacterBalancesToBank()
{
foreach (var discardedCharacter in discardedCharacters)
{
if (discardedCharacter.WalletData != null)
{
var wallet =
Character.CharacterList.Find(c => c.Info == discardedCharacter.CharacterInfo)?.Wallet ??
new Wallet(Option<Character>.None(), discardedCharacter.WalletData);
Bank.Give(wallet.Balance);
}
}
discardedCharacters.Clear();
}
protected override IEnumerable<CoroutineStatus> DoLevelTransition(TransitionType transitionType, LevelData newLevel, Submarine leavingSub, bool mirror)
{
IncrementAllLastUpdateIds();
switch (transitionType)
{
case TransitionType.None:
throw new InvalidOperationException("Level transition failed (no transitions available).");
case TransitionType.ReturnToPreviousLocation:
//deselect destination on map
map.SelectLocation(-1);
break;
case TransitionType.ProgressToNextLocation:
Map.MoveToNextLocation();
TotalPassedLevels++;
break;
case TransitionType.End:
EndCampaign();
IsFirstRound = true;
break;
case TransitionType.ProgressToNextEmptyLocation:
Map.Visit(Map.CurrentLocation);
TotalPassedLevels++;
break;
}
Map.ProgressWorld(this, transitionType, GameMain.GameSession.RoundDuration);
bool success = GameMain.Server.ConnectedClients.Any(c => c.InGame && c.Character != null && !c.Character.IsDead);
if (success)
{
foreach (Client c in GameMain.Server.ConnectedClients)
{
if (c.Character?.HasAbilityFlag(AbilityFlags.RetainExperienceForNewCharacter) ?? false)
{
(GameMain.GameSession?.GameMode as MultiPlayerCampaign)?.SaveExperiencePoints(c);
}
}
// Event history must be registered before ending the round or it will be cleared
GameMain.GameSession.EventManager.StoreEventDataAtRoundEnd();
}
//store the currently active missions at this point so we can communicate their states to clients, they're cleared in EndRound
List<Mission> missions = GameMain.GameSession.Missions.ToList();
GameMain.GameSession.EndRound("", transitionType);
//--------------------------------------
if (success)
{
SavePlayers();
yield return CoroutineStatus.Running;
LeaveUnconnectedSubs(leavingSub);
NextLevel = newLevel;
GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine);
SaveUtil.SaveGame(GameMain.GameSession.DataPath);
}
else
{
PendingSubmarineSwitch = null;
GameMain.Server.EndGame(TransitionType.None, wasSaved: false);
LoadCampaign(GameMain.GameSession.DataPath, client: null);
LastSaveID++;
IncrementAllLastUpdateIds();
yield return CoroutineStatus.Success;
}
CrewManager?.ClearCurrentOrders();
//--------------------------------------
GameMain.Server.EndGame(transitionType, wasSaved: true, missions);
ForceMapUI = false;
NextLevel = newLevel;
MirrorLevel = mirror;
yield return new WaitForSeconds(EndTransitionDuration * 0.5f);
//don't start the next round automatically if we just finished the campaign
if (transitionType != TransitionType.End)
{
GameMain.Server.TryStartGame();
}
yield return CoroutineStatus.Success;
}
partial void InitProjSpecific()
{
Identifier eventId = nameof(MultiPlayerCampaign).ToIdentifier();
CargoManager.OnItemsInBuyCrateChanged.RegisterOverwriteExisting(eventId, _ => IncrementLastUpdateIdForFlag(NetFlags.ItemsInBuyCrate));
CargoManager.OnPurchasedItemsChanged.RegisterOverwriteExisting(eventId, _ => IncrementLastUpdateIdForFlag(NetFlags.PurchasedItems));
CargoManager.OnSoldItemsChanged.RegisterOverwriteExisting(eventId, _ => IncrementLastUpdateIdForFlag(NetFlags.SoldItems));
UpgradeManager.OnUpgradesChanged.RegisterOverwriteExisting(eventId, _ => IncrementLastUpdateIdForFlag(NetFlags.UpgradeManager));
Reputation.OnAnyReputationValueChanged.RegisterOverwriteExisting(eventId, _ => IncrementLastUpdateIdForFlag(NetFlags.Reputation));
Map.OnLocationSelected = (loc, connection) => IncrementLastUpdateIdForFlag(NetFlags.MapAndMissions);
Map.OnMissionsSelected = (loc, mission) => IncrementLastUpdateIdForFlag(NetFlags.MapAndMissions);
//increment save ID so clients know they're lacking the most up-to-date save file
LastSaveID++;
}
public bool CanPurchaseSub(SubmarineInfo info, Client client)
=> CanAfford(info.GetPrice(), client) && GetCampaignSubs().Contains(info);
private readonly List<CharacterCampaignData> discardedCharacters = new List<CharacterCampaignData>();
public void DiscardClientCharacterData(Client client)
{
foreach (var data in characterData.ToList())
{
if (data.MatchesClient(client))
{
if (!discardedCharacters.Any(d => d.MatchesClient(client)))
{
discardedCharacters.Add(data);
}
DebugConsole.Log($"Client \"{client}\" discarded the character ({data.Name})");
data.CharacterInfo.Discarded = true;
characterData.Remove(data);
IncrementLastUpdateIdForFlag(NetFlags.CharacterInfo);
}
}
}
public CharacterCampaignData GetClientCharacterData(Client client)
{
return characterData.Find(cd => cd.MatchesClient(client));
}
public CharacterCampaignData GetCharacterData(CharacterInfo characterInfo)
{
return characterData.Find(cd => cd.CharacterInfo == characterInfo);
}
public CharacterCampaignData SetClientCharacterData(Client client)
{
characterData.RemoveAll(cd => cd.MatchesClient(client));
var data = new CharacterCampaignData(client);
characterData.Add(data);
IncrementLastUpdateIdForFlag(NetFlags.CharacterInfo);
return data;
}
public void AssignClientCharacterInfos(IEnumerable<Client> connectedClients)
{
foreach (Client client in connectedClients)
{
if (client.SpectateOnly && GameMain.Server.ServerSettings.AllowSpectating) { continue; }
var matchingData = GetClientCharacterData(client);
if (matchingData != null) { client.CharacterInfo = matchingData.CharacterInfo; }
}
IncrementLastUpdateIdForFlag(NetFlags.CharacterInfo);
}
public Dictionary<Client, Job> GetAssignedJobs(IEnumerable<Client> connectedClients)
{
var assignedJobs = new Dictionary<Client, Job>();
foreach (Client client in connectedClients)
{
var matchingData = GetClientCharacterData(client);
if (matchingData != null) assignedJobs.Add(client, matchingData.CharacterInfo.Job);
}
return assignedJobs;
}
public override void Update(float deltaTime)
{
if (CoroutineManager.IsCoroutineRunning("LevelTransition")) { return; }
Map?.Radiation?.UpdateRadiation(deltaTime);
base.Update(deltaTime);
MedicalClinic?.Update(deltaTime);
if (Level.Loaded != null)
{
if (Level.Loaded.Type == LevelData.LevelType.LocationConnection)
{
var transitionType = GetAvailableTransition(out _, out Submarine leavingSub);
if (transitionType == TransitionType.End ||
(Level.Loaded.IsEndBiome && transitionType == TransitionType.ProgressToNextLocation))
{
LoadNewLevel();
}
else if (GameMain.Server.ConnectedClients.Count == 0 || GameMain.Server.ConnectedClients.Any(c => c.InGame && c.Character != null && !c.Character.IsDead))
{
if (transitionType == TransitionType.ProgressToNextLocation && Level.Loaded.EndOutpost != null && Level.Loaded.EndOutpost.DockedTo.Contains(leavingSub))
{
LoadNewLevel();
}
else if (transitionType == TransitionType.ReturnToPreviousLocation && Level.Loaded.StartOutpost != null && Level.Loaded.StartOutpost.DockedTo.Contains(leavingSub))
{
LoadNewLevel();
}
}
}
else if (Level.Loaded.IsEndBiome)
{
var transitionType = GetAvailableTransition(out _, out Submarine leavingSub);
if (transitionType == TransitionType.ProgressToNextLocation)
{
LoadNewLevel();
}
}
else if (Level.Loaded.Type == LevelData.LevelType.Outpost)
{
KeepCharactersCloseToOutpost(deltaTime);
}
}
UpdateClientsToCheck(deltaTime);
UpdateWallets();
}
private void UpdateClientsToCheck(float deltaTime)
{
if (clientCheckTimer < clientCheckInterval)
{
clientCheckTimer += deltaTime;
return;
}
clientCheckTimer = 0;
walletsToCheck.Clear();
walletsToCheck.Add(0, Bank);
foreach (Character character in GameSession.GetSessionCrewCharacters(CharacterType.Player))
{
walletsToCheck.Add(character.ID, character.Wallet);
}
}
private void UpdateWallets()
{
foreach (var (id, wallet) in walletsToCheck)
{
if (wallet.HasTransactions())
{
NetWalletTransaction transaction = wallet.DequeueAndMergeTransactions(id);
if (!wallet.ShouldForceUpdate && transaction.ChangedData.BalanceChanged.IsNone() && transaction.ChangedData.RewardDistributionChanged.IsNone()) { continue; }
transactions.Add(transaction);
wallet.ShouldForceUpdate = false;
}
}
if (transactions.Count == 0) { return; }
NetWalletUpdate walletUpdate = new NetWalletUpdate
{
Transactions = transactions.ToArray()
};
transactions.Clear();
foreach (Client client in GameMain.Server.ConnectedClients)
{
IWriteMessage msg = new WriteOnlyMessage().WithHeader(ServerPacketHeader.MONEY);
((INetSerializableStruct)walletUpdate).Write(msg);
GameMain.Server?.ServerPeer?.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
}
public override void End(TransitionType transitionType = TransitionType.None)
{
GameOver = !GameMain.Server.ConnectedClients.Any(c => c.InGame && c.Character != null && !c.Character.IsDead);
base.End(transitionType);
}
private bool IsFlagRequired(Client c, NetFlags flag)
=> !c.LastRecvCampaignUpdate.TryGetValue(flag, out var id) || NetIdUtils.IdMoreRecent(GetLastUpdateIdForFlag(flag), id);
public void ServerWrite(IWriteMessage msg, Client c)
{
System.Diagnostics.Debug.Assert(map.Locations.Count < UInt16.MaxValue);
NetFlags requiredFlags = lastUpdateID.Keys.Where(k => IsFlagRequired(c, k)).Aggregate((NetFlags)0, (f1, f2) => f1 | f2);
msg.WriteUInt16((UInt16)requiredFlags);
msg.WriteBoolean(IsFirstRound);
msg.WriteByte(CampaignID);
msg.WriteByte(RoundID);
msg.WriteUInt16(lastSaveID);
msg.WriteString(map.Seed);
if (requiredFlags.HasFlag(NetFlags.Misc))
{
msg.WriteUInt16(GetLastUpdateIdForFlag(NetFlags.Misc));
msg.WriteBoolean(PurchasedHullRepairs);
msg.WriteBoolean(PurchasedItemRepairs);
msg.WriteBoolean(PurchasedLostShuttles);
}
if (requiredFlags.HasFlag(NetFlags.MapAndMissions))
{
msg.WriteUInt16(GetLastUpdateIdForFlag(NetFlags.MapAndMissions));
msg.WriteBoolean(ForceMapUI);
msg.WriteBoolean(map.AllowDebugTeleport);
msg.WriteUInt16(map.CurrentLocationIndex == -1 ? UInt16.MaxValue : (UInt16)map.CurrentLocationIndex);
msg.WriteUInt16(map.SelectedLocationIndex == -1 ? UInt16.MaxValue : (UInt16)map.SelectedLocationIndex);
if (map.CurrentLocation != null)
{
msg.WriteByte((byte)map.CurrentLocation.AvailableMissions.Count());
foreach (Mission mission in map.CurrentLocation.AvailableMissions)
{
msg.WriteIdentifier(mission.Prefab.Identifier);
if (mission.Locations[0] == mission.Locations[1])
{
msg.WriteByte((byte)255);
}
else
{
Location missionDestination = mission.Locations[0] == map.CurrentLocation ? mission.Locations[1] : mission.Locations[0];
LocationConnection connection = map.CurrentLocation.Connections.Find(c => c.OtherLocation(map.CurrentLocation) == missionDestination);
msg.WriteByte((byte)map.CurrentLocation.Connections.IndexOf(connection));
}
}
}
else
{
msg.WriteByte((byte)0);
}
var selectedMissionIndices = map.GetSelectedMissionIndices();
msg.WriteByte((byte)selectedMissionIndices.Count());
foreach (int selectedMissionIndex in selectedMissionIndices)
{
msg.WriteByte((byte)selectedMissionIndex);
}
WriteStores(msg);
}
if (requiredFlags.HasFlag(NetFlags.SubList))
{
msg.WriteUInt16(GetLastUpdateIdForFlag(NetFlags.SubList));
var subList = GameMain.NetLobbyScreen.GetSubList();
List<int> ownedSubmarineIndices = new List<int>();
for (int i = 0; i < subList.Count; i++)
{
if (GameMain.GameSession.OwnedSubmarines.Any(s => s.Name == subList[i].Name))
{
ownedSubmarineIndices.Add(i);
}
}
msg.WriteUInt16((ushort)ownedSubmarineIndices.Count);
foreach (int index in ownedSubmarineIndices)
{
msg.WriteUInt16((ushort)index);
}
}
if (requiredFlags.HasFlag(NetFlags.UpgradeManager))
{
msg.WriteUInt16(GetLastUpdateIdForFlag(NetFlags.UpgradeManager));
msg.WriteUInt16((ushort)UpgradeManager.PendingUpgrades.Count);
foreach (var (prefab, category, level) in UpgradeManager.PendingUpgrades)
{
msg.WriteIdentifier(prefab.Identifier);
msg.WriteIdentifier(category.Identifier);
msg.WriteByte((byte)level);
}
msg.WriteUInt16((ushort)UpgradeManager.PurchasedItemSwaps.Count);
foreach (var itemSwap in UpgradeManager.PurchasedItemSwaps)
{
msg.WriteUInt16(itemSwap.ItemToRemove.ID);
msg.WriteIdentifier(itemSwap.ItemToInstall?.Identifier ?? Identifier.Empty);
}
}
if (requiredFlags.HasFlag(NetFlags.ItemsInBuyCrate))
{
msg.WriteUInt16(GetLastUpdateIdForFlag(NetFlags.ItemsInBuyCrate));
WriteItems(msg, CargoManager.ItemsInBuyCrate);
WriteStores(msg);
}
if (requiredFlags.HasFlag(NetFlags.ItemsInSellFromSubCrate))
{
msg.WriteUInt16(GetLastUpdateIdForFlag(NetFlags.ItemsInSellFromSubCrate));
WriteItems(msg, CargoManager.ItemsInSellFromSubCrate);
WriteStores(msg);
}
if (requiredFlags.HasFlag(NetFlags.PurchasedItems))
{
msg.WriteUInt16(GetLastUpdateIdForFlag(NetFlags.PurchasedItems));
WriteItems(msg, CargoManager.PurchasedItems);
WriteStores(msg);
}
if (requiredFlags.HasFlag(NetFlags.SoldItems))
{
msg.WriteUInt16(GetLastUpdateIdForFlag(NetFlags.SoldItems));
WriteItems(msg, CargoManager.SoldItems);
WriteStores(msg);
}
if (requiredFlags.HasFlag(NetFlags.Reputation))
{
msg.WriteUInt16(GetLastUpdateIdForFlag(NetFlags.Reputation));
// hopefully we'll never have more than 128 factions
msg.WriteByte((byte)Factions.Count);
foreach (Faction faction in Factions)
{
msg.WriteIdentifier(faction.Prefab.Identifier);
msg.WriteSingle(faction.Reputation.Value);
}
}
if (requiredFlags.HasFlag(NetFlags.CharacterInfo))
{
msg.WriteUInt16(GetLastUpdateIdForFlag(NetFlags.CharacterInfo));
var characterData = GetClientCharacterData(c);
if (characterData?.CharacterInfo == null)
{
msg.WriteBoolean(false);
}
else
{
msg.WriteBoolean(true);
characterData.CharacterInfo.ServerWrite(msg);
}
}
void WriteStores(IWriteMessage msg)
{
if (map.CurrentLocation != null)
{
// Store balance
bool hasStores = map.CurrentLocation.Stores != null && map.CurrentLocation.Stores.Any();
msg.WriteBoolean(hasStores);
if (hasStores)
{
msg.WriteByte((byte)map.CurrentLocation.Stores.Count);
foreach (var store in map.CurrentLocation.Stores.Values)
{
msg.WriteIdentifier(store.Identifier);
msg.WriteUInt16((UInt16)store.Balance);
}
}
}
else
{
msg.WriteByte((byte)0);
// Store balance
msg.WriteBoolean(false);
}
}
}
public void ServerRead(IReadMessage msg, Client sender)
{
UInt16 currentLocIndex = msg.ReadUInt16();
UInt16 selectedLocIndex = msg.ReadUInt16();
byte selectedMissionCount = msg.ReadByte();
List<int> selectedMissionIndices = new List<int>();
for (int i = 0; i < selectedMissionCount; i++)
{
selectedMissionIndices.Add(msg.ReadByte());
}
bool purchasedHullRepairs = msg.ReadBoolean();
bool purchasedItemRepairs = msg.ReadBoolean();
bool purchasedLostShuttles = msg.ReadBoolean();
var buyCrateItems = ReadPurchasedItems(msg, sender);
var subSellCrateItems = ReadPurchasedItems(msg, sender);
var purchasedItems = ReadPurchasedItems(msg, sender);
var soldItems = ReadSoldItems(msg);
ushort purchasedUpgradeCount = msg.ReadUInt16();
List<PurchasedUpgrade> purchasedUpgrades = new List<PurchasedUpgrade>();
for (int i = 0; i < purchasedUpgradeCount; i++)
{
Identifier upgradeIdentifier = msg.ReadIdentifier();
UpgradePrefab prefab = UpgradePrefab.Find(upgradeIdentifier);
Identifier categoryIdentifier = msg.ReadIdentifier();
UpgradeCategory category = UpgradeCategory.Find(categoryIdentifier);
int upgradeLevel = msg.ReadByte();
if (category == null || prefab == null) { continue; }
purchasedUpgrades.Add(new PurchasedUpgrade(prefab, category, upgradeLevel));
}
ushort purchasedItemSwapCount = msg.ReadUInt16();
List<PurchasedItemSwap> purchasedItemSwaps = new List<PurchasedItemSwap>();
for (int i = 0; i < purchasedItemSwapCount; i++)
{
UInt16 itemToRemoveID = msg.ReadUInt16();
Identifier itemToInstallIdentifier = msg.ReadIdentifier();
ItemPrefab itemToInstall = itemToInstallIdentifier.IsEmpty ? null : ItemPrefab.Find(string.Empty, itemToInstallIdentifier);
if (Entity.FindEntityByID(itemToRemoveID) is not Item itemToRemove) { continue; }
purchasedItemSwaps.Add(new PurchasedItemSwap(itemToRemove, itemToInstall));
}
if (purchasedUpgradeCount > 0 || purchasedItemSwapCount > 0)
{
//if the client attempted to purchase something, increment flag regardless of whether the upgrades were actually purchased or not
//so we can sync the correct state in case the client incorrectly assumed they can buy something (e.g. lost permissions just as they were purchasing)
IncrementLastUpdateIdForFlag(NetFlags.UpgradeManager);
}
int hullRepairCost = GetHullRepairCost();
int itemRepairCost = GetItemRepairCost();
int shuttleRetrieveCost = CampaignMode.ShuttleReplaceCost;
Location location = Map.CurrentLocation;
if (location != null)
{
hullRepairCost = location.GetAdjustedMechanicalCost(hullRepairCost);
itemRepairCost = location.GetAdjustedMechanicalCost(itemRepairCost);
shuttleRetrieveCost = location.GetAdjustedMechanicalCost(shuttleRetrieveCost);
}
Wallet personalWallet = GetWallet(sender);
personalWallet?.ForceUpdate();
if (AllowedToManageWallets(sender))
{
Bank.ForceUpdate();
}
if (purchasedHullRepairs && !PurchasedHullRepairs)
{
if (GetBalance(sender) >= hullRepairCost)
{
TryPurchase(sender, hullRepairCost);
PurchasedHullRepairs = true;
GameAnalyticsManager.AddMoneySpentEvent(hullRepairCost, GameAnalyticsManager.MoneySink.Service, "hullrepairs");
}
}
if (purchasedItemRepairs && !PurchasedItemRepairs)
{
if (GetBalance(sender) >= itemRepairCost)
{
TryPurchase(sender, itemRepairCost);
PurchasedItemRepairs = true;
GameAnalyticsManager.AddMoneySpentEvent(itemRepairCost, GameAnalyticsManager.MoneySink.Service, "devicerepairs");
}
}
if (purchasedLostShuttles && !PurchasedLostShuttles)
{
if (GameMain.GameSession?.SubmarineInfo != null && GameMain.GameSession.SubmarineInfo.LeftBehindSubDockingPortOccupied)
{
GameMain.Server.SendDirectChatMessage(TextManager.FormatServerMessage("ReplaceShuttleDockingPortOccupied"), sender, ChatMessageType.MessageBox);
}
else if (TryPurchase(sender, shuttleRetrieveCost))
{
PurchasedLostShuttles = true;
GameAnalyticsManager.AddMoneySpentEvent(shuttleRetrieveCost, GameAnalyticsManager.MoneySink.Service, "retrieveshuttle");
}
}
if (currentLocIndex < Map.Locations.Count && Map.AllowDebugTeleport)
{
Map.SetLocation(currentLocIndex);
}
if (AllowedToManageCampaign(sender, ClientPermissions.ManageMap))
{
Map.SelectLocation(selectedLocIndex == UInt16.MaxValue ? -1 : selectedLocIndex);
if (Map.SelectedLocation == null) { Map.SelectRandomLocation(preferUndiscovered: true); }
if (Map.SelectedConnection != null) { Map.SelectMission(selectedMissionIndices); }
CheckTooManyMissions(Map.CurrentLocation, sender);
}
var prevBuyCrateItems = new Dictionary<Identifier, List<PurchasedItem>>();
foreach (var kvp in CargoManager.ItemsInBuyCrate)
{
prevBuyCrateItems.Add(kvp.Key, new List<PurchasedItem>(kvp.Value));
}
foreach (var store in prevBuyCrateItems)
{
foreach (var item in store.Value.ToList())
{
CargoManager.ModifyItemQuantityInBuyCrate(store.Key, item.ItemPrefab, -item.Quantity, sender);
}
}
foreach (var store in buyCrateItems)
{
foreach (var item in store.Value.ToList())
{
if (map?.CurrentLocation?.Stores == null || !map.CurrentLocation.Stores.ContainsKey(store.Key)) { continue; }
int availableQuantity = map.CurrentLocation.Stores[store.Key].Stock.Find(s => s.ItemPrefab == item.ItemPrefab)?.Quantity ?? 0;
int alreadyPurchasedQuantity =
CargoManager.GetBuyCrateItem(store.Key, item.ItemPrefab)?.Quantity ?? 0 +
CargoManager.GetPurchasedItemCount(store.Key, item.ItemPrefab);
item.Quantity = MathHelper.Clamp(item.Quantity, 0, availableQuantity - alreadyPurchasedQuantity);
CargoManager.ModifyItemQuantityInBuyCrate(store.Key, item.ItemPrefab, item.Quantity, sender);
}
}
var prevPurchasedItems = new Dictionary<Identifier, List<PurchasedItem>>();
foreach (var kvp in CargoManager.PurchasedItems)
{
prevPurchasedItems.Add(kvp.Key, new List<PurchasedItem>(kvp.Value));
}
foreach (var storeId in purchasedItems.Keys)
{
DebugConsole.Log($"Purchased items ({storeId}):\n");
if (prevPurchasedItems.TryGetValue(storeId, out var alreadyPurchased))
{
var delivered = alreadyPurchased.Where(it => it.Delivered);
var notDelivered = alreadyPurchased.Where(it => !it.Delivered);
if (delivered.Any())
{
DebugConsole.Log($" Already delivered:\n" + string.Concat(delivered.Select(it => $" - {it.ItemPrefab.Name} (x{it.Quantity})")));
}
if (notDelivered.Any())
{
DebugConsole.Log($" Already purchased:\n" + string.Concat(notDelivered.Where(it => !it.Delivered).Select(it => $" - {it.ItemPrefab.Name} (x{it.Quantity})")));
}
}
DebugConsole.Log($" New purchases:");
foreach (var purchasedItem in purchasedItems[storeId])
{
if (purchasedItem.Delivered) { continue; }
int quantity = purchasedItem.Quantity;
if (alreadyPurchased != null)
{
quantity -= alreadyPurchased.Where(it => it.DeliverImmediately == purchasedItem.DeliverImmediately && it.ItemPrefab == purchasedItem.ItemPrefab).Sum(it => it.Quantity);
}
if (quantity > 0)
{
DebugConsole.Log($" - {purchasedItem.ItemPrefab.Name} (x{quantity})");
}
}
}
foreach (var storeId in soldItems.Keys)
{
DebugConsole.Log($"Sold items:\n" + string.Concat(soldItems[storeId].Select(it => $" - {it.ItemPrefab.Name}")));
}
foreach (var kvp in purchasedItems)
{
var storeId = kvp.Key;
var purchasedItemList = kvp.Value;
foreach (var purchasedItem in purchasedItemList)
{
int desiredQuantity = purchasedItem.Quantity;
if (prevPurchasedItems.TryGetValue(storeId, out var alreadyPurchasedList) &&
alreadyPurchasedList.FirstOrDefault(p => p.ItemPrefab == purchasedItem.ItemPrefab && p.DeliverImmediately == purchasedItem.DeliverImmediately) is { } alreadyPurchased)
{
desiredQuantity -= alreadyPurchased.Quantity;
}
int availableQuantity = map.CurrentLocation.Stores[storeId].Stock.Find(s => s.ItemPrefab == purchasedItem.ItemPrefab)?.Quantity ?? 0;
purchasedItem.Quantity = Math.Min(desiredQuantity, availableQuantity);
}
CargoManager.PurchaseItems(storeId, purchasedItemList, removeFromCrate: false, client: sender);
}
foreach (var (storeIdentifier, items) in CargoManager.PurchasedItems)
{
if (!prevPurchasedItems.ContainsKey(storeIdentifier))
{
CargoManager.LogNewItemPurchases(storeIdentifier, items, sender);
continue;
}
List<PurchasedItem> newItems = new List<PurchasedItem>();
List<PurchasedItem> prevItems = prevPurchasedItems[storeIdentifier];
foreach (PurchasedItem item in items)
{
PurchasedItem matching = prevItems.FirstOrDefault(ppi => ppi.ItemPrefab == item.ItemPrefab);
if (matching is null)
{
newItems.Add(item);
continue;
}
if (matching.Quantity < item.Quantity)
{
newItems.Add(new PurchasedItem(item.ItemPrefab, item.Quantity - matching.Quantity, sender));
}
}
if (newItems.Any())
{
CargoManager.LogNewItemPurchases(storeIdentifier, newItems, sender);
}
}
bool allowedToSellSubItems = AllowedToManageCampaign(sender, ClientPermissions.SellSubItems);
if (allowedToSellSubItems)
{
var prevSubSellCrateItems = new Dictionary<Identifier, List<PurchasedItem>>(CargoManager.ItemsInSellFromSubCrate);
foreach (var store in prevSubSellCrateItems)
{
foreach (var item in store.Value.ToList())
{
CargoManager.ModifyItemQuantityInSubSellCrate(store.Key, item.ItemPrefab, -item.Quantity, sender);
}
}
foreach (var store in subSellCrateItems)
{
foreach (var item in store.Value.ToList())
{
CargoManager.ModifyItemQuantityInSubSellCrate(store.Key, item.ItemPrefab, item.Quantity, sender);
}
}
}
bool allowedToSellInventoryItems = AllowedToManageCampaign(sender, ClientPermissions.SellInventoryItems);
if (allowedToSellInventoryItems && allowedToSellSubItems)
{
// for some reason CargoManager.SoldItem is never cleared by the server, I've added a check to SellItems that ignores all
// sold items that are removed so they should be discarded on the next message
var prevSoldItems = new Dictionary<Identifier, List<SoldItem>>(CargoManager.SoldItems);
foreach (var store in prevSoldItems)
{
CargoManager.BuyBackSoldItems(store.Key, store.Value.ToList(), sender);
}
foreach (var store in soldItems)
{
CargoManager.SellItems(store.Key, store.Value.ToList(), sender);
}
}
else if (allowedToSellInventoryItems || allowedToSellSubItems)
{
var prevSoldItems = new Dictionary<Identifier, List<SoldItem>>(CargoManager.SoldItems);
foreach (var store in prevSoldItems)
{
store.Value.RemoveAll(predicate);
CargoManager.BuyBackSoldItems(store.Key, store.Value.ToList(), sender);
}
foreach (var store in soldItems)
{
store.Value.RemoveAll(predicate);
}
foreach (var store in soldItems)
{
CargoManager.SellItems(store.Key, store.Value.ToList(), sender);
}
bool predicate(SoldItem i) => allowedToSellInventoryItems != (i.Origin == SoldItem.SellOrigin.Character);
}
var characterList = GameSession.GetSessionCrewCharacters(CharacterType.Both);
foreach (var (prefab, category, _) in purchasedUpgrades)
{
UpgradeManager.TryPurchaseUpgrade(prefab, category, client: sender);
// unstable logging
int price = prefab.Price.GetBuyPrice(prefab, UpgradeManager.GetUpgradeLevel(prefab, category), Map?.CurrentLocation, characterList);
int level = UpgradeManager.GetUpgradeLevel(prefab, category);
GameServer.Log($"SERVER: Purchased level {level} {category.Identifier}.{prefab.Identifier} for {price}", ServerLog.MessageType.ServerMessage);
}
foreach (var purchasedItemSwap in purchasedItemSwaps)
{
if (purchasedItemSwap.ItemToInstall == null)
{
UpgradeManager.CancelItemSwap(purchasedItemSwap.ItemToRemove, client: sender);
}
else
{
UpgradeManager.PurchaseItemSwap(purchasedItemSwap.ItemToRemove, purchasedItemSwap.ItemToInstall, client: sender);
}
}
foreach (Item item in Item.ItemList)
{
if (item.PendingItemSwap != null && !purchasedItemSwaps.Any(it => it.ItemToRemove == item))
{
UpgradeManager.CancelItemSwap(item);
item.PendingItemSwap = null;
}
}
}
public void ServerReadMoney(IReadMessage msg, Client sender)
{
NetWalletTransfer transfer = INetSerializableStruct.Read<NetWalletTransfer>(msg);
if (GameMain.Server is null) { return; }
if (transfer.Sender.TryUnwrap(out var id))
{
if (id != sender.CharacterID && !AllowedToManageWallets(sender)) { return; }
Wallet wallet = GetWalletByID(id);
if (wallet is InvalidWallet) { return; }
TransferMoney(wallet);
}
else
{
if (!AllowedToManageWallets(sender))
{
if (transfer.Receiver.TryUnwrap(out var receiverId) && receiverId == sender.CharacterID)
{
if (transfer.Amount > GameMain.Server.ServerSettings.MaximumMoneyTransferRequest) { return; }
GameMain.Server.Voting.StartTransferVote(sender, null, transfer.Amount, sender);
GameServer.Log($"{sender.Name} started a vote to transfer {transfer.Amount} mk from the bank.", ServerLog.MessageType.Money);
}
return;
}
TransferMoney(Bank);
}
void TransferMoney(Wallet from)
{
if (!from.TryDeduct(transfer.Amount)) { return; }
if (transfer.Receiver.TryUnwrap(out var id))
{
Wallet wallet = GetWalletByID(id);
if (wallet is InvalidWallet) { return; }
wallet.Give(transfer.Amount);
GameServer.Log($"{sender.Name} transferred {transfer.Amount} mk to {wallet.GetOwnerLogName()} from {from.GetOwnerLogName()}.", ServerLog.MessageType.Money);
}
else
{
Bank.Give(transfer.Amount);
GameServer.Log($"{sender.Name} transferred {transfer.Amount} mk to {Bank.GetOwnerLogName()} from {from.GetOwnerLogName()}.", ServerLog.MessageType.Money);
}
}
Wallet GetWalletByID(ushort id)
{
Character targetCharacter = Character.CharacterList.FirstOrDefault(c => c.ID == id);
return targetCharacter is null ? Wallet.Invalid : targetCharacter.Wallet;
}
}
public void ServerReadRewardDistribution(IReadMessage msg, Client sender)
{
NetWalletSetSalaryUpdate update = INetSerializableStruct.Read<NetWalletSetSalaryUpdate>(msg);
if (!AllowedToManageWallets(sender)) { return; }
if (update.Target.TryUnwrap(out ushort id))
{
Character targetCharacter = Character.CharacterList.FirstOrDefault(c => c.ID == id);
targetCharacter?.Wallet.SetRewardDistribution(update.NewRewardDistribution);
GameServer.Log($"{sender.Name} changed the salary of {targetCharacter?.Name} to {update.NewRewardDistribution}%.", ServerLog.MessageType.Money);
return;
}
Bank.SetRewardDistribution(update.NewRewardDistribution);
GameServer.Log($"{sender.Name} changed the default salary to {update.NewRewardDistribution}%.", ServerLog.MessageType.Money);
}
public void ResetSalaries(Client sender)
{
if (!AllowedToManageWallets(sender)) { return; }
foreach (Character character in GameSession.GetSessionCrewCharacters(CharacterType.Player))
{
character.Wallet.SetRewardDistribution(Bank.RewardDistribution);
}
}
public void ServerReadCrew(IReadMessage msg, Client sender)
{
UInt16[] pendingHires = null;
bool[] pendingToReserveBench = null;
Dictionary<int, BotStatus> existingBotsClient = null;
bool updatePending = msg.ReadBoolean();
if (updatePending)
{
ushort pendingHireLength = msg.ReadUInt16();
pendingHires = new UInt16[pendingHireLength];
pendingToReserveBench = new bool[pendingHireLength];
for (int i = 0; i < pendingHireLength; i++)
{
pendingHires[i] = msg.ReadUInt16();
pendingToReserveBench[i] = msg.ReadBoolean();
}
}
bool validateHires = msg.ReadBoolean();
bool renameCharacter = msg.ReadBoolean();
UInt16 renamedIdentifier = 0;
string newName = null;
bool existingCrewMember = false;
if (renameCharacter)
{
renamedIdentifier = msg.ReadUInt16();
newName = Client.SanitizeName(msg.ReadString());
existingCrewMember = msg.ReadBoolean();
if (!GameMain.Server.IsNameValid(sender, newName, clientRenamingSelf: renamedIdentifier == sender.CharacterInfo?.ID))
{
renameCharacter = false;
}
}
bool fireCharacter = msg.ReadBoolean();
int firedIdentifier = -1;
if (fireCharacter) { firedIdentifier = msg.ReadUInt16(); }
Location location = map?.CurrentLocation;
CharacterInfo firedCharacter = null;
(ushort id, string newName) appliedRename = (Entity.NullEntityID, string.Empty);
if (location != null)
{
if (fireCharacter && AllowedToManageCampaign(sender, ClientPermissions.ManageHires))
{
firedCharacter = CrewManager.GetCharacterInfos(includeReserveBench: true).FirstOrDefault(info => info.ID == firedIdentifier);
if (firedCharacter != null && (firedCharacter.Character?.IsBot ?? true))
{
CrewManager.FireCharacter(firedCharacter);
}
else
{
DebugConsole.ThrowError($"Tried to fire an invalid character ({firedIdentifier})");
}
}
if (renameCharacter)
{
CharacterInfo characterInfo = null;
if (AllowedToManageCampaign(sender, ClientPermissions.ManageHires))
{
if (existingCrewMember && CrewManager != null)
{
characterInfo = CrewManager.GetCharacterInfos(includeReserveBench: true).FirstOrDefault(info => info.ID == renamedIdentifier);
}
else if (!existingCrewMember && location.HireManager != null)
{
characterInfo = location.HireManager.AvailableCharacters.FirstOrDefault(info => info.ID == renamedIdentifier);
}
}
if (characterInfo == null && renamedIdentifier == sender.CharacterInfo?.ID)
{
characterInfo = sender.CharacterInfo;
}
if (characterInfo != null &&
(characterInfo.Character == null || characterInfo.Character is { IsBot: true } || (characterInfo.RenamingEnabled && characterInfo == sender.CharacterInfo)))
{
GameServer.Log($"{sender.Name} renamed the character \"{characterInfo.Name}\" as \"{newName}\".", ServerLog.MessageType.ServerMessage);
if (existingCrewMember)
{
CrewManager.RenameCharacter(characterInfo, newName);
if (characterInfo == sender.CharacterInfo)
{
//renaming is only allowed once
characterInfo.RenamingEnabled = false;
}
}
else
{
location.HireManager.RenameCharacter(characterInfo, newName);
}
appliedRename = (characterInfo.ID, newName);
}
else
{
string errorMsg = $"Tried to rename an invalid character ({renamedIdentifier}, {characterInfo?.Name ?? "null"})";
DebugConsole.ThrowError(errorMsg);
GameMain.Server?.SendConsoleMessage(errorMsg, sender, Color.Red);
}
}
if (location.HireManager != null)
{
if (validateHires)
{
foreach (CharacterInfo hireInfo in location.HireManager.PendingHires)
{
TryHireCharacter(location, hireInfo, client: sender);
}
}
if (updatePending)
{
List<CharacterInfo> pendingHireInfos = new List<CharacterInfo>();
int i = 0;
foreach (UInt16 identifier in pendingHires)
{
CharacterInfo match = location.GetHireableCharacters().FirstOrDefault(info => info.ID == identifier);
if (match == null)
{
DebugConsole.ThrowError($"Tried to add a character that doesn't exist ({identifier}) to pending hires");
continue;
}
match.BotStatus = pendingToReserveBench[i++] ? BotStatus.PendingHireToReserveBench : BotStatus.PendingHireToActiveService;
if (match.BotStatus == BotStatus.PendingHireToActiveService)
{
//can't add more bots to active service is max has been reached
if (pendingHireInfos.Count(ci => ci.BotStatus == BotStatus.PendingHireToActiveService) + CrewManager.GetCharacterInfos().Count() >= CrewManager.MaxCrewSize) { continue; }
}
pendingHireInfos.Add(match);
}
location.HireManager.PendingHires = pendingHireInfos;
}
location.HireManager.AvailableCharacters.ForEachMod(info =>
{
if (!location.HireManager.PendingHires.Contains(info))
{
location.HireManager.RenameCharacter(info, info.OriginalName);
}
});
}
}
// bounce back
if (renameCharacter && existingCrewMember)
{
SendCrewState(appliedRename, firedCharacter);
}
else
{
SendCrewState(firedCharacter: firedCharacter);
}
}
/// <summary>
/// Notifies the clients of the current bot situation like syncing pending and available hires
/// </summary>
/// <param name="hiredCharacters">Inform the clients that these characters have been hired.</param>
/// <param name="firedCharacter">Inform the clients that this character has been fired.</param>
/// <remarks>
/// It might be obsolete to sync available hires. I found that the available hires are always the same between
/// the client and the server when there's only one person on the server but when a second person joins both of
/// their available hires are different from the server.
/// </remarks>
public void SendCrewState((ushort id, string newName) renamedCrewMember = default, CharacterInfo firedCharacter = null, bool createNotification = true)
{
List<CharacterInfo> availableHires = new List<CharacterInfo>();
List<CharacterInfo> pendingHires = new List<CharacterInfo>();
if (map.CurrentLocation != null && map.CurrentLocation.Type.HasHireableCharacters)
{
availableHires = map.CurrentLocation.GetHireableCharacters().ToList();
pendingHires = map.CurrentLocation?.HireManager.PendingHires;
}
foreach (Client client in GameMain.Server.ConnectedClients)
{
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.CREW);
msg.WriteBoolean(createNotification);
msg.WriteUInt16((ushort)availableHires.Count);
foreach (CharacterInfo hire in availableHires)
{
hire.ServerWrite(msg);
msg.WriteInt32(hire.Salary);
}
msg.WriteUInt16((ushort)pendingHires.Count);
foreach (CharacterInfo pendingHire in pendingHires)
{
msg.WriteUInt16(pendingHire.ID);
msg.WriteBoolean(pendingHire.BotStatus == BotStatus.PendingHireToReserveBench);
}
var crewManager = CrewManager.GetCharacterInfos();
msg.WriteUInt16((ushort)crewManager.Count());
foreach (CharacterInfo info in crewManager)
{
info.ServerWrite(msg);
}
var reserveBench = CrewManager.GetReserveBenchInfos();
msg.WriteUInt16((ushort)reserveBench.Count());
foreach (CharacterInfo info in reserveBench)
{
info.ServerWrite(msg);
}
bool validRenaming = renamedCrewMember.id > 0 && !string.IsNullOrEmpty(renamedCrewMember.newName);
msg.WriteBoolean(validRenaming);
if (validRenaming)
{
msg.WriteUInt16(renamedCrewMember.id);
msg.WriteString(renamedCrewMember.newName);
}
msg.WriteBoolean(firedCharacter != null);
if (firedCharacter != null) { msg.WriteUInt16(firedCharacter.ID); }
GameMain.Server.ServerPeer.Send(msg, client.Connection, DeliveryMethod.Reliable);
}
}
public override bool TryPurchase(Client client, int price)
{
//disconnected clients can never purchase anything
//(can happen e.g. if someone starts a vote to buy something and then disconnects)
if (client != null && !GameMain.Server.ConnectedClients.Contains(client)) { return false; }
if (price == 0) { return true; }
Wallet wallet = GetWallet(client);
if (!AllowedToManageWallets(client))
{
return wallet.TryDeduct(price);
}
int balance = wallet.Balance;
if (balance >= price)
{
return wallet.TryDeduct(price);
}
if (balance + Bank.Balance >= price)
{
int remainder = price - balance;
if (balance > 0) { wallet.Deduct(balance); }
Bank.Deduct(remainder);
return true ;
}
return false;
}
public override int GetBalance(Client client = null)
{
if (client is null) { return 0; }
Wallet wallet = GetWallet(client);
if (!AllowedToManageWallets(client))
{
return wallet.Balance;
}
return wallet.Balance + Bank.Balance;
}
/// <summary>
/// Serializes the campaign and character data to XML.
/// </summary>
/// <param name="element">Game session element to save the campaign data to.</param>
/// <param name="isSavingOnLoading">
/// Whether the save is being done during loading to ensure the campaign ID matches the one in the save file.
/// Used to work around some quirks with the backup save system.
/// See: <see cref="SaveUtil.SaveGame(CampaignDataPath,bool)"/>
/// </param>
public override void Save(XElement element, bool isSavingOnLoading)
{
element.Add(new XAttribute("campaignid", CampaignID));
XElement modeElement = new XElement("MultiPlayerCampaign",
new XAttribute("purchasedlostshuttles", PurchasedLostShuttlesInLatestSave),
new XAttribute("purchasedhullrepairs", PurchasedHullRepairsInLatestSave),
new XAttribute("purchaseditemrepairs", PurchasedItemRepairsInLatestSave),
new XAttribute("cheatsenabled", CheatsEnabled));
DebugConsole.NewMessage("Saved PurchasedHullRepairs: "+ PurchasedHullRepairs+" (in last save "+PurchasedHullRepairsInLatestSave+")", Color.Magenta);
modeElement.Add(Settings.Save());
modeElement.Add(SaveStats());
if (GameMain.Server?.TraitorManager is TraitorManager traitorManager)
{
modeElement.Add(traitorManager.Save());
}
modeElement.Add(Bank.Save());
if (GameMain.GameSession?.EventManager != null)
{
modeElement.Add(GameMain.GameSession?.EventManager.Save());
}
foreach ((CharacterTeamType team, Identifier unlockedRecipe) in GameMain.GameSession.UnlockedRecipes)
{
modeElement.Add(
new XElement("unlockedrecipe",
new XAttribute("identifier", unlockedRecipe),
new XAttribute("team", team)));
}
CampaignMetadata?.Save(modeElement);
Map.Save(modeElement);
CargoManager?.SavePurchasedItems(modeElement);
UpgradeManager?.Save(modeElement);
if (petsElement != null)
{
modeElement.Add(petsElement);
}
// save bots
var crewManagerElement = CrewManager.SaveMultiplayer(modeElement);
if (ActiveOrdersElement != null)
{
crewManagerElement.Add(ActiveOrdersElement);
}
XElement savedExperiencePointsElement = new XElement("SavedExperiencePoints");
foreach (var savedExperiencePoint in savedExperiencePoints)
{
savedExperiencePointsElement.Add(new XElement("Point",
new XAttribute("accountid", savedExperiencePoint.AccountId.TryUnwrap(out var accountId) ? accountId.StringRepresentation : ""),
new XAttribute("address", savedExperiencePoint.Address.StringRepresentation),
new XAttribute("points", savedExperiencePoint.ExperiencePoints)));
}
element.Add(modeElement);
// save character data to a separate file
// When loading a campaign in multiplayer, we save the campaign to ensure the campaign ID that gets assigned
// matches the one in the save file, this is a problem with the backup save system since this causes the
// character data to save too, and we don't want to overwrite the main save file's character data.
// So we instead save over the load path in this case, which in backup saves is the backup file
// which we don't mind getting overriden since the data should be the same
string characterDataPath = isSavingOnLoading
? GetCharacterDataPathForLoading()
: GetCharacterDataPathForSaving();
XDocument characterDataDoc = new XDocument(new XElement("CharacterData"));
foreach (CharacterCampaignData cd in characterData)
{
characterDataDoc.Root.Add(cd.Save());
}
try
{
SaveUtil.DeleteIfExists(characterDataPath);
characterDataDoc.SaveSafe(characterDataPath);
}
catch (Exception e)
{
DebugConsole.ThrowError("Saving multiplayer campaign characters to \"" + characterDataPath + "\" failed!", e);
}
lastSaveID++;
DebugConsole.Log("Campaign saved, save ID " + lastSaveID);
}
/// <summary>
/// Load the current character save file and add/replace a single character's data with a new version immediately.
/// </summary>
/// <param name="newData">New character to insert. If it matches one existing in the save, that will get replaced.</param>
/// <param name="skipBackup">By default, replaced characters will be temporarily backed up, but that might be unwanted
/// eg. when using this method to save a character itself restored from the backup.</param>
public void SaveSingleCharacter(CharacterCampaignData newData, bool skipBackup = false)
{
string characterDataPath = GetCharacterDataPathForSaving();
if (!File.Exists(characterDataPath))
{
DebugConsole.ThrowError($"Failed to load the character data for the campaign. Could not find the file \"{characterDataPath}\".");
}
else
{
var loadedCharacterData = XMLExtensions.TryLoadXml(characterDataPath);
if (loadedCharacterData?.Root == null) { return; }
var oldData = loadedCharacterData.Root.Elements()
.FirstOrDefault(subElement => new CharacterCampaignData(subElement).IsDuplicate(newData));
if (oldData != null)
{
if (!skipBackup)
{
replacedCharacterDataBackup.Add(new CharacterCampaignData(oldData));
}
oldData.Remove();
}
loadedCharacterData.Root.Add(newData.Save());
try
{
loadedCharacterData.SaveSafe(characterDataPath);
}
catch (Exception e)
{
DebugConsole.ThrowError("Saving multiplayer campaign characters to \"" + characterDataPath + "\" failed!", e);
}
}
}
public CharacterCampaignData RestoreSingleCharacterFromBackup(Client client)
{
if (replacedCharacterDataBackup.Find(cd => cd.MatchesClient(client)) is CharacterCampaignData characterToRestore)
{
replacedCharacterDataBackup.Remove(characterToRestore);
return characterToRestore;
}
return default;
}
}
}