Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Networking/GameServer.cs
T
Alex Noir d5e409bfff Increase muffling effects with obstruction for spoken speech (barely affects radio chat and wifi components, however it does add extra 100f range to the distance)
Decreased required muffling to 0.3f
Added an "obstructionmult" to intensify speaking obstruction effects
2017-12-17 14:55:35 +03:00

2195 lines
87 KiB
C#

using Barotrauma.Items.Components;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using RestSharp;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
namespace Barotrauma.Networking
{
partial class GameServer : NetworkMember
{
private List<Client> connectedClients = new List<Client>();
//for keeping track of disconnected clients in case the reconnect shortly after
private List<Client> disconnectedClients = new List<Client>();
private int roundStartSeed;
//is the server running
private bool started;
private NetServer server;
private NetPeerConfiguration config;
private DateTime refreshMasterTimer;
private DateTime roundStartTime;
private RestClient restClient;
private bool masterServerResponded;
private IRestResponse masterServerResponse;
private ServerLog log;
private bool initiatedStartGame;
private CoroutineHandle startGameCoroutine;
public TraitorManager TraitorManager;
private ServerEntityEventManager entityEventManager;
private FileSender fileSender;
public override List<Client> ConnectedClients
{
get
{
return connectedClients;
}
}
public ServerEntityEventManager EntityEventManager
{
get { return entityEventManager; }
}
public ServerLog ServerLog
{
get { return log; }
}
public TimeSpan UpdateInterval
{
get { return updateInterval; }
}
public GameServer(string name, int port, bool isPublic = false, string password = "", bool attemptUPnP = false, int maxPlayers = 10)
{
name = name.Replace(":", "");
name = name.Replace(";", "");
this.name = name;
this.isPublic = isPublic;
this.maxPlayers = maxPlayers;
this.password = "";
if (password.Length>0)
{
this.password = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(password)));
}
config = new NetPeerConfiguration("barotrauma");
#if CLIENT
netStats = new NetStats();
#endif
#if DEBUG
config.SimulatedLoss = 0.05f;
config.SimulatedRandomLatency = 0.05f;
config.SimulatedDuplicatesChance = 0.05f;
config.SimulatedMinimumLatency = 0.1f;
config.ConnectionTimeout = 60.0f;
NetIdUtils.Test();
#endif
config.Port = port;
Port = port;
if (attemptUPnP)
{
config.EnableUPnP = true;
}
config.MaximumConnections = maxPlayers * 2; //double the lidgren connections for unauthenticated players
config.DisableMessageType(NetIncomingMessageType.DebugMessage |
NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt |
NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error |
NetIncomingMessageType.UnconnectedData);
config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
log = new ServerLog(name);
InitProjSpecific();
entityEventManager = new ServerEntityEventManager(this);
whitelist = new WhiteList();
banList = new BanList();
LoadSettings();
LoadClientPermissions();
CoroutineManager.StartCoroutine(StartServer(isPublic));
}
private IEnumerable<object> StartServer(bool isPublic)
{
bool error = false;
try
{
Log("Starting the server...", ServerLog.MessageType.ServerMessage);
server = new NetServer(config);
netPeer = server;
fileSender = new FileSender(this);
fileSender.OnEnded += FileTransferChanged;
fileSender.OnStarted += FileTransferChanged;
server.Start();
}
catch (Exception e)
{
Log("Error while starting the server (" + e.Message + ")", ServerLog.MessageType.Error);
System.Net.Sockets.SocketException socketException = e as System.Net.Sockets.SocketException;
#if CLIENT
if (socketException != null && socketException.SocketErrorCode == System.Net.Sockets.SocketError.AddressAlreadyInUse)
{
new GUIMessageBox("Starting the server failed", e.Message + ". Are you trying to run multiple servers on the same port?");
}
else
{
new GUIMessageBox("Starting the server failed", e.Message);
}
#endif
error = true;
}
if (error)
{
if (server != null) server.Shutdown("Error while starting the server");
#if CLIENT
GameMain.NetworkMember = null;
#elif SERVER
Environment.Exit(-1);
#endif
yield return CoroutineStatus.Success;
}
if (config.EnableUPnP)
{
InitUPnP();
//DateTime upnpTimeout = DateTime.Now + new TimeSpan(0,0,5);
while (DiscoveringUPnP())// && upnpTimeout>DateTime.Now)
{
yield return null;
}
FinishUPnP();
}
if (isPublic)
{
CoroutineManager.StartCoroutine(RegisterToMasterServer());
}
updateInterval = new TimeSpan(0, 0, 0, 0, 150);
Log("Server started", ServerLog.MessageType.ServerMessage);
GameMain.NetLobbyScreen.Select();
started = true;
yield return CoroutineStatus.Success;
}
private IEnumerable<object> RegisterToMasterServer()
{
if (restClient==null)
{
restClient = new RestClient(NetConfig.MasterServerUrl);
}
var request = new RestRequest("masterserver3.php", Method.GET);
request.AddParameter("action", "addserver");
request.AddParameter("servername", name);
request.AddParameter("serverport", Port);
request.AddParameter("currplayers", connectedClients.Count);
request.AddParameter("maxplayers", maxPlayers);
request.AddParameter("password", string.IsNullOrWhiteSpace(password) ? 0 : 1);
request.AddParameter("version", GameMain.Version.ToString());
if (GameMain.Config.SelectedContentPackage != null)
{
request.AddParameter("contentpackage", GameMain.Config.SelectedContentPackage.Name);
}
masterServerResponded = false;
masterServerResponse = null;
var restRequestHandle = restClient.ExecuteAsync(request, response => MasterServerCallBack(response));
DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, 15);
while (!masterServerResponded)
{
if (DateTime.Now > timeOut)
{
restRequestHandle.Abort();
DebugConsole.NewMessage("Couldn't register to master server (request timed out)", Color.Red);
Log("Couldn't register to master server (request timed out)", ServerLog.MessageType.Error);
yield return CoroutineStatus.Success;
}
yield return CoroutineStatus.Running;
}
if (masterServerResponse.StatusCode != System.Net.HttpStatusCode.OK)
{
DebugConsole.ThrowError("Error while connecting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")");
}
else if (masterServerResponse != null && !string.IsNullOrWhiteSpace(masterServerResponse.Content))
{
DebugConsole.ThrowError("Error while connecting to master server (" + masterServerResponse.Content + ")");
}
else
{
registeredToMaster = true;
refreshMasterTimer = DateTime.Now + refreshMasterInterval;
}
yield return CoroutineStatus.Success;
}
private IEnumerable<object> RefreshMaster()
{
if (restClient == null)
{
restClient = new RestClient(NetConfig.MasterServerUrl);
}
var request = new RestRequest("masterserver3.php", Method.GET);
request.AddParameter("action", "refreshserver");
request.AddParameter("serverport", Port);
request.AddParameter("gamestarted", gameStarted ? 1 : 0);
request.AddParameter("currplayers", connectedClients.Count);
request.AddParameter("maxplayers", maxPlayers);
Log("Refreshing connection with master server...", ServerLog.MessageType.ServerMessage);
var sw = new Stopwatch();
sw.Start();
masterServerResponded = false;
masterServerResponse = null;
var restRequestHandle = restClient.ExecuteAsync(request, response => MasterServerCallBack(response));
DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, 15);
while (!masterServerResponded)
{
if (DateTime.Now > timeOut)
{
restRequestHandle.Abort();
DebugConsole.NewMessage("Couldn't connect to master server (request timed out)", Color.Red);
Log("Couldn't connect to master server (request timed out)", ServerLog.MessageType.Error);
yield return CoroutineStatus.Success;
}
yield return CoroutineStatus.Running;
}
if (masterServerResponse.Content == "Error: server not found")
{
Log("Not registered to master server, re-registering...", ServerLog.MessageType.Error);
CoroutineManager.StartCoroutine(RegisterToMasterServer());
}
else if (masterServerResponse.ErrorException != null)
{
DebugConsole.NewMessage("Error while registering to master server (" + masterServerResponse.ErrorException + ")", Color.Red);
Log("Error while registering to master server (" + masterServerResponse.ErrorException + ")", ServerLog.MessageType.Error);
}
else if (masterServerResponse.StatusCode != System.Net.HttpStatusCode.OK)
{
DebugConsole.NewMessage("Error while reporting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")", Color.Red);
Log("Error while reporting to master server (" + masterServerResponse.StatusCode + ": " + masterServerResponse.StatusDescription + ")", ServerLog.MessageType.Error);
}
else
{
Log("Master server responded", ServerLog.MessageType.ServerMessage);
}
System.Diagnostics.Debug.WriteLine("took "+sw.ElapsedMilliseconds+" ms");
yield return CoroutineStatus.Success;
}
private void MasterServerCallBack(IRestResponse response)
{
masterServerResponse = response;
masterServerResponded = true;
}
public override void Update(float deltaTime)
{
#if CLIENT
if (ShowNetStats) netStats.Update(deltaTime);
if (settingsFrame != null) settingsFrame.Update(deltaTime);
if (log.LogFrame != null) log.LogFrame.Update(deltaTime);
#endif
if (!started) return;
base.Update(deltaTime);
foreach (UnauthenticatedClient unauthClient in unauthenticatedClients)
{
unauthClient.AuthTimer -= deltaTime;
if (unauthClient.AuthTimer <= 0.0f)
{
unauthClient.Connection.Disconnect("Connection timed out");
}
}
unauthenticatedClients.RemoveAll(uc => uc.AuthTimer <= 0.0f);
fileSender.Update(deltaTime);
if (gameStarted)
{
if (respawnManager != null) respawnManager.Update(deltaTime);
entityEventManager.Update(connectedClients);
bool isCrewDead =
connectedClients.All(c => c.Character == null || c.Character.IsDead || c.Character.IsUnconscious) &&
(myCharacter == null || myCharacter.IsDead || myCharacter.IsUnconscious);
//restart if all characters are dead or submarine is at the end of the level
if ((autoRestart && isCrewDead)
||
(EndRoundAtLevelEnd && Submarine.MainSub != null && Submarine.MainSub.AtEndPosition && Submarine.MainSubs[1] == null))
{
if (AutoRestart && isCrewDead)
{
Log("Ending round (entire crew dead)", ServerLog.MessageType.ServerMessage);
}
else
{
Log("Ending round (submarine reached the end of the level)", ServerLog.MessageType.ServerMessage);
}
EndGame();
return;
}
}
else if (initiatedStartGame)
{
//tried to start up the game and StartGame coroutine is not running anymore
// -> something wen't wrong during startup, re-enable start button and reset AutoRestartTimer
if (startGameCoroutine != null && !CoroutineManager.IsCoroutineRunning(startGameCoroutine))
{
if (autoRestart) AutoRestartTimer = Math.Max(AutoRestartInterval, 5.0f);
GameMain.NetLobbyScreen.StartButtonEnabled = true;
GameMain.NetLobbyScreen.LastUpdateID++;
startGameCoroutine = null;
initiatedStartGame = false;
}
}
else if (autoRestart && Screen.Selected == GameMain.NetLobbyScreen && connectedClients.Count > 0)
{
AutoRestartTimer -= deltaTime;
if (AutoRestartTimer < 0.0f && !initiatedStartGame)
{
StartGame();
}
}
for (int i = disconnectedClients.Count - 1; i >= 0; i-- )
{
disconnectedClients[i].DeleteDisconnectedTimer -= deltaTime;
if (disconnectedClients[i].DeleteDisconnectedTimer > 0.0f) continue;
if (gameStarted && disconnectedClients[i].Character!=null)
{
disconnectedClients[i].Character.Kill(CauseOfDeath.Damage, true);
disconnectedClients[i].Character = null;
}
disconnectedClients.RemoveAt(i);
}
foreach (Client c in connectedClients)
{
//slowly reset spam timers
c.ChatSpamTimer = Math.Max(0.0f, c.ChatSpamTimer - deltaTime);
c.ChatSpamSpeed = Math.Max(0.0f, c.ChatSpamSpeed - deltaTime);
}
NetIncomingMessage inc = null;
while ((inc = server.ReadMessage()) != null)
{
try
{
switch (inc.MessageType)
{
case NetIncomingMessageType.Data:
ReadDataMessage(inc);
break;
case NetIncomingMessageType.StatusChanged:
switch (inc.SenderConnection.Status)
{
case NetConnectionStatus.Disconnected:
var connectedClient = connectedClients.Find(c => c.Connection == inc.SenderConnection);
/*if (connectedClient != null && !disconnectedClients.Contains(connectedClient))
{
connectedClient.deleteDisconnectedTimer = NetConfig.DeleteDisconnectedTime;
disconnectedClients.Add(connectedClient);
}
*/
DisconnectClient(inc.SenderConnection,
connectedClient != null ? connectedClient.Name + " has disconnected" : "");
break;
}
break;
case NetIncomingMessageType.ConnectionApproval:
if (banList.IsBanned(inc.SenderEndPoint.Address.ToString()))
{
inc.SenderConnection.Deny("You have been banned from the server");
}
else if (ConnectedClients.Count >= maxPlayers)
{
inc.SenderConnection.Deny("Server full");
}
else
{
if ((ClientPacketHeader)inc.SenderConnection.RemoteHailMessage.ReadByte() == ClientPacketHeader.REQUEST_AUTH)
{
inc.SenderConnection.Approve();
ClientAuthRequest(inc.SenderConnection);
}
}
break;
}
}
catch (Exception e)
{
if (GameSettings.VerboseLogging)
{
DebugConsole.ThrowError("Failed to read an incoming message. {" + e + "}\n" + e.StackTrace);
}
}
}
// if 30ms has passed
if (updateTimer < DateTime.Now)
{
if (server.ConnectionsCount > 0)
{
foreach (Client c in ConnectedClients)
{
try
{
ClientWrite(c);
}
catch (Exception e)
{
DebugConsole.ThrowError("Failed to write a network message for the client \""+c.Name+"\"!", e);
}
}
foreach (Item item in Item.ItemList)
{
item.NeedsPositionUpdate = false;
}
}
updateTimer = DateTime.Now + updateInterval;
}
if (!registeredToMaster || refreshMasterTimer >= DateTime.Now) return;
CoroutineManager.StartCoroutine(RefreshMaster());
refreshMasterTimer = DateTime.Now + refreshMasterInterval;
}
private void ReadDataMessage(NetIncomingMessage inc)
{
if (banList.IsBanned(inc.SenderEndPoint.Address.ToString()))
{
KickClient(inc.SenderConnection, "You have been banned from the server.");
return;
}
ClientPacketHeader header = (ClientPacketHeader)inc.ReadByte();
switch (header)
{
case ClientPacketHeader.REQUEST_AUTH:
ClientAuthRequest(inc.SenderConnection);
break;
case ClientPacketHeader.REQUEST_INIT:
ClientInitRequest(inc);
break;
case ClientPacketHeader.RESPONSE_STARTGAME:
var connectedClient = connectedClients.Find(c => c.Connection == inc.SenderConnection);
if (connectedClient != null)
{
connectedClient.ReadyToStart = inc.ReadBoolean();
UpdateCharacterInfo(inc, connectedClient);
//game already started -> send start message immediately
if (gameStarted)
{
SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.GameMode.Preset, connectedClient);
}
}
break;
case ClientPacketHeader.UPDATE_LOBBY:
ClientReadLobby(inc);
break;
case ClientPacketHeader.UPDATE_INGAME:
if (!gameStarted) return;
ClientReadIngame(inc);
break;
case ClientPacketHeader.SERVER_COMMAND:
ClientReadServerCommand(inc);
break;
case ClientPacketHeader.FILE_REQUEST:
if (AllowFileTransfers)
{
fileSender.ReadFileRequest(inc);
}
break;
}
}
public void CreateEntityEvent(IServerSerializable entity, object[] extraData = null)
{
entityEventManager.CreateEvent(entity, extraData);
}
private byte GetNewClientID()
{
byte userID = 1;
while (connectedClients.Any(c => c.ID == userID))
{
userID++;
}
return userID;
}
private void ClientReadLobby(NetIncomingMessage inc)
{
Client c = ConnectedClients.Find(x => x.Connection == inc.SenderConnection);
if (c == null)
{
inc.SenderConnection.Disconnect("You're not a connected client.");
return;
}
ClientNetObject objHeader;
while ((objHeader = (ClientNetObject)inc.ReadByte()) != ClientNetObject.END_OF_MESSAGE)
{
switch (objHeader)
{
case ClientNetObject.SYNC_IDS:
//TODO: might want to use a clever class for this
c.LastRecvGeneralUpdate = NetIdUtils.Clamp(inc.ReadUInt16(), c.LastRecvGeneralUpdate, GameMain.NetLobbyScreen.LastUpdateID);
c.LastRecvChatMsgID = NetIdUtils.Clamp(inc.ReadUInt16(), c.LastRecvChatMsgID, c.LastChatMsgQueueID);
c.LastRecvCampaignSave = inc.ReadUInt16();
if (c.LastRecvCampaignSave > 0)
{
c.LastRecvCampaignUpdate = inc.ReadUInt16();
}
break;
case ClientNetObject.CHAT_MESSAGE:
ChatMessage.ServerRead(inc, c);
break;
case ClientNetObject.VOTE:
Voting.ServerRead(inc, c);
break;
default:
return;
}
//don't read further messages if the client has been disconnected (kicked due to spam for example)
if (!connectedClients.Contains(c)) break;
}
}
private void ClientReadIngame(NetIncomingMessage inc)
{
Client c = ConnectedClients.Find(x => x.Connection == inc.SenderConnection);
if (c == null)
{
inc.SenderConnection.Disconnect("You're not a connected client.");
return;
}
if (gameStarted)
{
if (!c.InGame)
{
//check if midround syncing is needed due to missed unique events
entityEventManager.InitClientMidRoundSync(c);
c.InGame = true;
}
}
ClientNetObject objHeader;
while ((objHeader = (ClientNetObject)inc.ReadByte()) != ClientNetObject.END_OF_MESSAGE)
{
switch (objHeader)
{
case ClientNetObject.SYNC_IDS:
//TODO: might want to use a clever class for this
UInt16 lastRecvChatMsgID = inc.ReadUInt16();
UInt16 lastRecvEntityEventID = inc.ReadUInt16();
//last msgs we've created/sent, the client IDs should never be higher than these
UInt16 lastEntityEventID = entityEventManager.Events.Count == 0 ? (UInt16)0 : entityEventManager.Events.Last().ID;
if (c.NeedsMidRoundSync)
{
//received all the old events -> client in sync, we can switch to normal behavior
if (lastRecvEntityEventID >= c.UnreceivedEntityEventCount - 1 ||
c.UnreceivedEntityEventCount == 0)
{
c.NeedsMidRoundSync = false;
lastRecvEntityEventID = (UInt16)(c.FirstNewEventID - 1);
c.LastRecvEntityEventID = lastRecvEntityEventID;
}
else
{
lastEntityEventID = (UInt16)(c.UnreceivedEntityEventCount - 1);
}
}
if (NetIdUtils.IdMoreRecent(lastRecvChatMsgID, c.LastRecvChatMsgID) && //more recent than the last ID received by the client
!NetIdUtils.IdMoreRecent(lastRecvChatMsgID, c.LastChatMsgQueueID)) //NOT more recent than the latest existing ID
{
c.LastRecvChatMsgID = lastRecvChatMsgID;
}
else if (lastRecvChatMsgID != c.LastRecvChatMsgID && GameSettings.VerboseLogging)
{
DebugConsole.ThrowError(
"Invalid lastRecvChatMsgID " + lastRecvChatMsgID +
" (previous: " + c.LastChatMsgQueueID + ", latest: "+c.LastChatMsgQueueID+")");
}
if (NetIdUtils.IdMoreRecent(lastRecvEntityEventID, c.LastRecvEntityEventID) &&
!NetIdUtils.IdMoreRecent(lastRecvEntityEventID, lastEntityEventID))
{
c.LastRecvEntityEventID = lastRecvEntityEventID;
}
else if (lastRecvEntityEventID != c.LastRecvEntityEventID && GameSettings.VerboseLogging)
{
DebugConsole.ThrowError(
"Invalid lastRecvEntityEventID " + lastRecvEntityEventID +
" (previous: " + c.LastRecvEntityEventID + ", latest: " + lastEntityEventID + ")");
}
break;
case ClientNetObject.CHAT_MESSAGE:
ChatMessage.ServerRead(inc, c);
break;
case ClientNetObject.CHARACTER_INPUT:
if (c.Character != null)
{
c.Character.ServerRead(objHeader, inc, c);
}
break;
case ClientNetObject.ENTITY_STATE:
entityEventManager.Read(inc, c);
break;
case ClientNetObject.VOTE:
Voting.ServerRead(inc, c);
break;
default:
return;
}
//don't read further messages if the client has been disconnected (kicked due to spam for example)
if (!connectedClients.Contains(c)) break;
}
}
private void ClientReadServerCommand(NetIncomingMessage inc)
{
Client sender = ConnectedClients.Find(x => x.Connection == inc.SenderConnection);
if (sender == null)
{
inc.SenderConnection.Disconnect("You're not a connected client.");
return;
}
ClientPermissions command = ClientPermissions.None;
try
{
command = (ClientPermissions)inc.ReadByte();
}
catch
{
return;
}
if (!sender.HasPermission(command))
{
Log("Client \"" + sender.Name + "\" sent a server command \"" + command + "\". Permission denied.", ServerLog.MessageType.ServerMessage);
return;
}
switch (command)
{
case ClientPermissions.Kick:
string kickedName = inc.ReadString().ToLowerInvariant();
string kickReason = inc.ReadString();
var kickedClient = connectedClients.Find(cl => cl != sender && cl.Name.ToLowerInvariant() == kickedName);
if (kickedClient != null)
{
Log("Client \"" + sender.Name + "\" kicked \"" + kickedClient.Name + "\".", ServerLog.MessageType.ServerMessage);
KickClient(kickedClient, string.IsNullOrEmpty(kickReason) ? "Kicked by " + sender.Name : kickReason);
}
break;
case ClientPermissions.Ban:
string bannedName = inc.ReadString().ToLowerInvariant();
string banReason = inc.ReadString();
var bannedClient = connectedClients.Find(cl => cl != sender && cl.Name.ToLowerInvariant() == bannedName);
if (bannedClient != null)
{
Log("Client \"" + sender.Name + "\" banned \"" + bannedClient.Name + "\".", ServerLog.MessageType.ServerMessage);
BanClient(bannedClient, string.IsNullOrEmpty(banReason) ? "Banned by " + sender.Name : banReason, false);
}
break;
case ClientPermissions.EndRound:
if (gameStarted)
{
Log("Client \"" + sender.Name + "\" ended the round.", ServerLog.MessageType.ServerMessage);
EndGame();
}
break;
case ClientPermissions.SelectSub:
UInt16 subIndex = inc.ReadUInt16();
var subList = GameMain.NetLobbyScreen.GetSubList();
if (subIndex >= subList.Count)
{
DebugConsole.NewMessage("Client \"" + sender.Name + "\" attempted to select a sub, index out of bounds (" + subIndex + ")", Color.Red);
}
else
{
GameMain.NetLobbyScreen.SelectedSub = subList[subIndex];
}
break;
case ClientPermissions.SelectMode:
UInt16 modeIndex = inc.ReadUInt16();
var modeList = GameMain.NetLobbyScreen.SelectedModeIndex = modeIndex;
break;
case ClientPermissions.ManageCampaign:
MultiplayerCampaign campaign = GameMain.GameSession.GameMode as MultiplayerCampaign;
if (campaign != null)
{
campaign.ServerRead(inc, sender);
}
break;
}
inc.ReadPadBits();
}
private void ClientWrite(Client c)
{
if (gameStarted && c.InGame)
{
ClientWriteIngame(c);
}
else
{
//if 30 seconds have passed since the round started and the client isn't ingame yet,
//kill the client's character
if (gameStarted && c.Character != null && (DateTime.Now - roundStartTime).Seconds > 30.0f)
{
c.Character.Kill(CauseOfDeath.Disconnected);
c.Character = null;
}
ClientWriteLobby(c);
MultiplayerCampaign campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
if (campaign != null && NetIdUtils.IdMoreRecent(campaign.LastSaveID, c.LastRecvCampaignSave))
{
if (!fileSender.ActiveTransfers.Any(t => t.Connection == c.Connection && t.FileType == FileTransferType.CampaignSave))
{
fileSender.StartTransfer(c.Connection, FileTransferType.CampaignSave, GameMain.GameSession.SavePath);
}
}
}
}
/// <summary>
/// Write info that the client needs when joining the server
/// </summary>
private void ClientWriteInitial(Client c, NetBuffer outmsg)
{
if (GameSettings.VerboseLogging)
{
DebugConsole.NewMessage("Sending initial lobby update", Color.Gray);
}
outmsg.Write(c.ID);
var subList = GameMain.NetLobbyScreen.GetSubList();
outmsg.Write((UInt16)subList.Count);
for (int i = 0; i < subList.Count; i++)
{
outmsg.Write(subList[i].Name);
outmsg.Write(subList[i].MD5Hash.ToString());
}
outmsg.Write(GameStarted);
outmsg.Write(AllowSpectating);
outmsg.Write((byte)c.Permissions);
}
private void ClientWriteIngame(Client c)
{
//don't send position updates to characters who are still midround syncing
//characters or items spawned mid-round don't necessarily exist at the client's end yet
if (!c.NeedsMidRoundSync)
{
foreach (Character character in Character.CharacterList)
{
if (!character.Enabled) continue;
if (c.Character != null &&
Vector2.DistanceSquared(character.WorldPosition, c.Character.WorldPosition) >=
NetConfig.CharacterIgnoreDistanceSqr)
{
continue;
}
if (!c.PendingPositionUpdates.Contains(character)) c.PendingPositionUpdates.Enqueue(character);
}
foreach (Submarine sub in Submarine.Loaded)
{
//if docked to a sub with a smaller ID, don't send an update
// (= update is only sent for the docked sub that has the smallest ID, doesn't matter if it's the main sub or a shuttle)
if (sub.DockedTo.Any(s => s.ID < sub.ID)) continue;
if (!c.PendingPositionUpdates.Contains(sub)) c.PendingPositionUpdates.Enqueue(sub);
}
foreach (Item item in Item.ItemList)
{
if (!item.NeedsPositionUpdate) continue;
if (!c.PendingPositionUpdates.Contains(item)) c.PendingPositionUpdates.Enqueue(item);
}
}
NetOutgoingMessage outmsg = server.CreateMessage();
outmsg.Write((byte)ServerPacketHeader.UPDATE_INGAME);
outmsg.Write((float)NetTime.Now);
outmsg.Write((byte)ServerNetObject.SYNC_IDS);
outmsg.Write(c.LastSentChatMsgID); //send this to client so they know which chat messages weren't received by the server
outmsg.Write(c.LastSentEntityEventID);
entityEventManager.Write(c, outmsg);
WriteChatMessages(outmsg, c);
//write as many position updates as the message can fit
while (outmsg.LengthBytes < config.MaximumTransmissionUnit - 20 &&
c.PendingPositionUpdates.Count > 0)
{
var entity = c.PendingPositionUpdates.Dequeue();
if (entity == null || entity.Removed) continue;
outmsg.Write((byte)ServerNetObject.ENTITY_POSITION);
if (entity is Item)
{
((Item)entity).ServerWritePosition(outmsg, c);
}
else
{
((IServerSerializable)entity).ServerWrite(outmsg, c);
}
outmsg.WritePadBits();
}
outmsg.Write((byte)ServerNetObject.END_OF_MESSAGE);
if (outmsg.LengthBytes > config.MaximumTransmissionUnit)
{
DebugConsole.ThrowError("Maximum packet size exceeded (" + outmsg.LengthBytes + " > " + config.MaximumTransmissionUnit + ")");
}
server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.Unreliable);
}
private void ClientWriteLobby(Client c)
{
bool isInitialUpdate = false;
NetOutgoingMessage outmsg = server.CreateMessage();
outmsg.Write((byte)ServerPacketHeader.UPDATE_LOBBY);
outmsg.Write((byte)ServerNetObject.SYNC_IDS);
if (NetIdUtils.IdMoreRecent(GameMain.NetLobbyScreen.LastUpdateID, c.LastRecvGeneralUpdate))
{
outmsg.Write(true);
outmsg.WritePadBits();
outmsg.Write(GameMain.NetLobbyScreen.LastUpdateID);
outmsg.Write(GameMain.NetLobbyScreen.GetServerName());
outmsg.Write(GameMain.NetLobbyScreen.ServerMessageText);
outmsg.Write(c.LastRecvGeneralUpdate < 1);
if (c.LastRecvGeneralUpdate < 1)
{
isInitialUpdate = true;
ClientWriteInitial(c, outmsg);
}
outmsg.Write(GameMain.NetLobbyScreen.SelectedSub.Name);
outmsg.Write(GameMain.NetLobbyScreen.SelectedSub.MD5Hash.ToString());
outmsg.Write(GameMain.NetLobbyScreen.UsingShuttle);
outmsg.Write(GameMain.NetLobbyScreen.SelectedShuttle.Name);
outmsg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.ToString());
outmsg.Write(Voting.AllowSubVoting);
outmsg.Write(Voting.AllowModeVoting);
outmsg.Write(AllowSpectating);
outmsg.WriteRangedInteger(0, 2, (int)TraitorsEnabled);
outmsg.WriteRangedInteger(0, Mission.MissionTypes.Count - 1, (GameMain.NetLobbyScreen.MissionTypeIndex));
outmsg.Write((byte)GameMain.NetLobbyScreen.SelectedModeIndex);
outmsg.Write(GameMain.NetLobbyScreen.LevelSeed);
outmsg.Write(AutoRestart);
if (autoRestart)
{
outmsg.Write(AutoRestartTimer);
}
outmsg.Write((byte)connectedClients.Count);
foreach (Client client in connectedClients)
{
outmsg.Write(client.ID);
outmsg.Write(client.Name);
outmsg.Write(client.Character == null || !gameStarted ? (ushort)0 : client.Character.ID);
}
}
else
{
outmsg.Write(false);
outmsg.WritePadBits();
}
var campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
if (campaign != null)
{
if (NetIdUtils.IdMoreRecent(campaign.LastUpdateID, c.LastRecvCampaignUpdate))
{
outmsg.Write(true);
outmsg.WritePadBits();
campaign.ServerWrite(outmsg, c);
}
else
{
outmsg.Write(false);
outmsg.WritePadBits();
}
}
else
{
outmsg.Write(false);
outmsg.WritePadBits();
}
outmsg.Write(c.LastSentChatMsgID); //send this to client so they know which chat messages weren't received by the server
WriteChatMessages(outmsg, c);
outmsg.Write((byte)ServerNetObject.END_OF_MESSAGE);
if (isInitialUpdate)
{
//the initial update may be very large if the host has a large number
//of submarine files, so the message may have to be fragmented
//unreliable messages don't play nicely with fragmenting, so we'll send the message reliably
server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.ReliableUnordered);
//and assume the message was received, so we don't have to keep resending
//these large initial messages until the client acknowledges receiving them
c.LastRecvGeneralUpdate++;
SendVoteStatus(new List<Client>() { c });
}
else
{
if (outmsg.LengthBytes > config.MaximumTransmissionUnit)
{
DebugConsole.ThrowError("Maximum packet size exceeded (" + outmsg.LengthBytes + " > " + config.MaximumTransmissionUnit + ")");
}
server.SendMessage(outmsg, c.Connection, NetDeliveryMethod.Unreliable);
}
}
private void WriteChatMessages(NetOutgoingMessage outmsg, Client c)
{
c.ChatMsgQueue.RemoveAll(cMsg => !NetIdUtils.IdMoreRecent(cMsg.NetStateID, c.LastRecvChatMsgID));
for (int i = 0; i < c.ChatMsgQueue.Count && i < ChatMessage.MaxMessagesPerPacket; i++)
{
if (outmsg.LengthBytes + c.ChatMsgQueue[i].EstimateLengthBytesServer(c) > config.MaximumTransmissionUnit - 5)
{
//not enough room in this packet
return;
}
c.ChatMsgQueue[i].ServerWrite(outmsg, c);
}
}
public bool StartGame()
{
Submarine selectedSub = null;
Submarine selectedShuttle = GameMain.NetLobbyScreen.SelectedShuttle;
bool usingShuttle = GameMain.NetLobbyScreen.UsingShuttle;
if (Voting.AllowSubVoting)
{
selectedSub = Voting.HighestVoted<Submarine>(VoteType.Sub, connectedClients);
if (selectedSub == null) selectedSub = GameMain.NetLobbyScreen.SelectedSub;
}
else
{
selectedSub = GameMain.NetLobbyScreen.SelectedSub;
}
if (selectedSub == null)
{
#if CLIENT
GameMain.NetLobbyScreen.SubList.Flash();
#endif
return false;
}
if (selectedShuttle == null)
{
#if CLIENT
GameMain.NetLobbyScreen.ShuttleList.Flash();
#endif
return false;
}
GameModePreset selectedMode = Voting.HighestVoted<GameModePreset>(VoteType.Mode, connectedClients);
if (selectedMode == null) selectedMode = GameMain.NetLobbyScreen.SelectedMode;
if (selectedMode == null)
{
#if CLIENT
GameMain.NetLobbyScreen.ModeList.Flash();
#endif
return false;
}
CoroutineManager.StartCoroutine(InitiateStartGame(selectedSub, selectedShuttle, usingShuttle, selectedMode), "InitiateStartGame");
return true;
}
private IEnumerable<object> InitiateStartGame(Submarine selectedSub, Submarine selectedShuttle, bool usingShuttle, GameModePreset selectedMode)
{
initiatedStartGame = true;
GameMain.NetLobbyScreen.StartButtonEnabled = false;
if (connectedClients.Any())
{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.QUERY_STARTGAME);
msg.Write(selectedSub.Name);
msg.Write(selectedSub.MD5Hash.Hash);
msg.Write(usingShuttle);
msg.Write(selectedShuttle.Name);
msg.Write(selectedShuttle.MD5Hash.Hash);
connectedClients.ForEach(c => c.ReadyToStart = false);
server.SendMessage(msg, connectedClients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
//give the clients a few seconds to request missing sub/shuttle files before starting the round
float waitForResponseTimer = 5.0f;
while (connectedClients.Any(c => !c.ReadyToStart) && waitForResponseTimer > 0.0f)
{
waitForResponseTimer -= CoroutineManager.UnscaledDeltaTime;
yield return CoroutineStatus.Running;
}
if (fileSender.ActiveTransfers.Count > 0)
{
#if CLIENT
var msgBox = new GUIMessageBox("", "Waiting for file transfers to finish before starting the round...", new string[] { "Start now" });
msgBox.Buttons[0].OnClicked += msgBox.Close;
#endif
float waitForTransfersTimer = 20.0f;
while (fileSender.ActiveTransfers.Count > 0 && waitForTransfersTimer > 0.0f)
{
waitForTransfersTimer -= CoroutineManager.UnscaledDeltaTime;
#if CLIENT
//message box close, break and start the round immediately
if (!GUIMessageBox.MessageBoxes.Contains(msgBox))
{
break;
}
#endif
yield return CoroutineStatus.Running;
}
}
}
startGameCoroutine = GameMain.Instance.ShowLoading(StartGame(selectedSub, selectedShuttle, usingShuttle, selectedMode), false);
yield return CoroutineStatus.Success;
}
private IEnumerable<object> StartGame(Submarine selectedSub, Submarine selectedShuttle, bool usingShuttle, GameModePreset selectedMode)
{
entityEventManager.Clear();
GameMain.NetLobbyScreen.StartButtonEnabled = false;
#if CLIENT
GUIMessageBox.CloseAll();
#endif
roundStartSeed = DateTime.Now.Millisecond;
Rand.SetSyncedSeed(roundStartSeed);
int teamCount = 1;
byte hostTeam = 1;
MultiplayerCampaign campaign = GameMain.NetLobbyScreen.SelectedMode == GameMain.GameSession?.GameMode.Preset ?
GameMain.GameSession?.GameMode as MultiplayerCampaign : null;
//don't instantiate a new gamesession if we're playing a campaign
if (campaign == null || GameMain.GameSession == null)
{
GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, Mission.MissionTypes[GameMain.NetLobbyScreen.MissionTypeIndex]);
}
if (GameMain.GameSession.GameMode.Mission != null &&
GameMain.GameSession.GameMode.Mission.AssignTeamIDs(connectedClients, out hostTeam))
{
teamCount = 2;
}
else
{
connectedClients.ForEach(c => c.TeamID = hostTeam);
}
if (campaign != null)
{
#if CLIENT
if (GameMain.GameSession?.CrewManager != null) GameMain.GameSession.CrewManager.Reset();
#endif
GameMain.GameSession.StartRound(campaign.Map.SelectedConnection.Level, true, teamCount > 1);
}
else
{
GameMain.GameSession.StartRound(GameMain.NetLobbyScreen.LevelSeed, teamCount > 1);
}
GameServer.Log("Starting a new round...", ServerLog.MessageType.ServerMessage);
GameServer.Log("Submarine: " + selectedSub.Name, ServerLog.MessageType.ServerMessage);
GameServer.Log("Game mode: " + selectedMode.Name, ServerLog.MessageType.ServerMessage);
GameServer.Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, ServerLog.MessageType.ServerMessage);
bool missionAllowRespawn = campaign == null &&
(!(GameMain.GameSession.GameMode is MissionMode) ||
((MissionMode)GameMain.GameSession.GameMode).Mission.AllowRespawn);
if (AllowRespawn && missionAllowRespawn) respawnManager = new RespawnManager(this, usingShuttle ? selectedShuttle : null);
//assign jobs and spawnpoints separately for each team
for (int teamID = 1; teamID <= teamCount; teamID++)
{
//find the clients in this team
List<Client> teamClients = teamCount == 1 ? new List<Client>(connectedClients) : connectedClients.FindAll(c => c.TeamID == teamID);
if (AllowSpectating)
{
teamClients.RemoveAll(c => c.SpectateOnly);
}
if (!teamClients.Any() && teamID > 1) continue;
AssignJobs(teamClients, teamID == hostTeam);
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
foreach (Client client in teamClients)
{
client.NeedsMidRoundSync = false;
client.PendingPositionUpdates.Clear();
client.EntityEventLastSent.Clear();
client.LastSentEntityEventID = 0;
client.LastRecvEntityEventID = 0;
client.UnreceivedEntityEventCount = 0;
if (client.CharacterInfo == null)
{
client.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, client.Name);
}
characterInfos.Add(client.CharacterInfo);
client.CharacterInfo.Job = new Job(client.AssignedJob);
}
//host's character
if (characterInfo != null && hostTeam == teamID)
{
characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]);
characterInfos.Add(characterInfo);
}
WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[teamID - 1]);
for (int i = 0; i < teamClients.Count; i++)
{
Character spawnedCharacter = Character.Create(teamClients[i].CharacterInfo, assignedWayPoints[i].WorldPosition, true, false);
spawnedCharacter.AnimController.Frozen = true;
spawnedCharacter.GiveJobItems(assignedWayPoints[i]);
spawnedCharacter.TeamID = (byte)teamID;
teamClients[i].Character = spawnedCharacter;
#if CLIENT
GameMain.GameSession.CrewManager.AddCharacter(spawnedCharacter);
#endif
}
#if CLIENT
if (characterInfo != null && hostTeam == teamID)
{
myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
myCharacter.GiveJobItems(assignedWayPoints.Last());
myCharacter.TeamID = (byte)teamID;
Character.Controlled = myCharacter;
GameMain.GameSession.CrewManager.AddCharacter(myCharacter);
}
#endif
}
foreach (Submarine sub in Submarine.MainSubs)
{
if (sub == null) continue;
WayPoint cargoSpawnPos = WayPoint.GetRandom(SpawnType.Cargo, null, sub);
if (cargoSpawnPos?.CurrentHull == null)
{
DebugConsole.ThrowError("Couldn't spawn additional cargo (no cargo spawnpoint inside any of the hulls)");
continue;
}
var cargoRoom = cargoSpawnPos.CurrentHull;
Vector2 position = new Vector2(
cargoSpawnPos.Position.X,
cargoRoom.Rect.Y - cargoRoom.Rect.Height);
foreach (string s in extraCargo.Keys)
{
ItemPrefab itemPrefab = MapEntityPrefab.Find(s) as ItemPrefab;
if (itemPrefab == null) continue;
for (int i = 0; i < extraCargo[s]; i++)
{
Entity.Spawner.AddToSpawnQueue(itemPrefab, position + new Vector2(Rand.Range(-20.0f, 20.0f), itemPrefab.Size.Y / 2), sub);
}
}
}
TraitorManager = null;
if (TraitorsEnabled == YesNoMaybe.Yes ||
(TraitorsEnabled == YesNoMaybe.Maybe && Rand.Range(0.0f, 1.0f) < 0.5f))
{
List<Character> characters = new List<Character>();
foreach (Client client in ConnectedClients)
{
if (client.Character != null)
characters.Add(client.Character);
}
var max = (int)Math.Round(characters.Count * 0.2f, 1);
var traitorCount = Math.Max(1, TraitorsEnabled == YesNoMaybe.Maybe ? Rand.Int(max) + 1 : max);
TraitorManager = new TraitorManager(this, traitorCount);
if (TraitorManager.TraitorList.Count > 0)
{
for (int i = 0; i < TraitorManager.TraitorList.Count; i++)
{
Log(TraitorManager.TraitorList[i].Character.Name + " is the traitor and the target is " + TraitorManager.TraitorList[i].TargetCharacter.Name, ServerLog.MessageType.ServerMessage);
}
}
}
SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.GameMode.Preset, connectedClients);
yield return CoroutineStatus.Running;
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
GameMain.GameScreen.Select();
AddChatMessage("Press TAB to chat. Use \"r;\" to talk through the radio.", ChatMessageType.Server);
GameMain.NetLobbyScreen.StartButtonEnabled = true;
gameStarted = true;
initiatedStartGame = false;
roundStartTime = DateTime.Now;
yield return CoroutineStatus.Success;
}
private void SendStartMessage(int seed, Submarine selectedSub, GameModePreset selectedMode, List<Client> clients)
{
foreach (Client client in clients)
{
SendStartMessage(seed, selectedSub, selectedMode, client);
}
}
private void SendStartMessage(int seed, Submarine selectedSub, GameModePreset selectedMode, Client client)
{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.STARTGAME);
msg.Write(seed);
msg.Write(GameMain.GameSession.Level.Seed);
msg.Write((byte)GameMain.NetLobbyScreen.MissionTypeIndex);
msg.Write(selectedSub.Name);
msg.Write(selectedSub.MD5Hash.Hash);
msg.Write(GameMain.NetLobbyScreen.UsingShuttle);
msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.Name);
msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.Hash);
msg.Write(selectedMode.Name);
MultiplayerCampaign campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;
bool missionAllowRespawn = campaign == null &&
(!(GameMain.GameSession.GameMode is MissionMode) ||
((MissionMode)GameMain.GameSession.GameMode).Mission.AllowRespawn);
msg.Write(AllowRespawn && missionAllowRespawn);
msg.Write(Submarine.MainSubs[1] != null); //loadSecondSub
Traitor traitor = null;
if (TraitorManager != null && TraitorManager.TraitorList.Count > 0)
traitor = TraitorManager.TraitorList.Find(t => t.Character == client.Character);
if (traitor != null)
{
msg.Write(true);
msg.Write(traitor.TargetCharacter.Name);
}
else
{
msg.Write(false);
}
//monster spawn settings
List<string> monsterNames = monsterEnabled.Keys.ToList();
foreach (string s in monsterNames)
{
msg.Write(monsterEnabled[s]);
}
msg.WritePadBits();
server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
}
public void EndGame()
{
if (!gameStarted) return;
string endMessage = "The round has ended." + '\n';
if (TraitorManager != null)
{
endMessage += TraitorManager.GetEndMessage();
}
Mission mission = GameMain.GameSession.Mission;
GameMain.GameSession.GameMode.End(endMessage);
if (autoRestart)
{
AutoRestartTimer = AutoRestartInterval;
//send a netlobby update to get the clients' autorestart timers up to date
GameMain.NetLobbyScreen.LastUpdateID++;
}
if (SaveServerLogs) log.Save();
Character.Controlled = null;
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
#if CLIENT
myCharacter = null;
GameMain.LightManager.LosEnabled = false;
#endif
entityEventManager.Clear();
foreach (Client c in connectedClients)
{
c.EntityEventLastSent.Clear();
c.PendingPositionUpdates.Clear();
}
#if DEBUG
messageCount.Clear();
#endif
respawnManager = null;
gameStarted = false;
if (connectedClients.Count > 0)
{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.ENDGAME);
msg.Write(endMessage);
msg.Write(mission != null && mission.Completed);
if (server.ConnectionsCount > 0)
{
server.SendMessage(msg, server.Connections, NetDeliveryMethod.ReliableOrdered, 0);
}
foreach (Client client in connectedClients)
{
client.Character = null;
client.InGame = false;
}
}
CoroutineManager.StartCoroutine(EndCinematic(),"EndCinematic");
}
public IEnumerable<object> EndCinematic()
{
float endPreviewLength = 10.0f;
var cinematic = new TransitionCinematic(Submarine.MainSub, GameMain.GameScreen.Cam, endPreviewLength);
//float secondsLeft = endPreviewLength;
do
{
//secondsLeft -= CoroutineManager.UnscaledDeltaTime;
yield return CoroutineStatus.Running;
} while (cinematic.Running);//(secondsLeft > 0.0f);
Submarine.Unload();
entityEventManager.Clear();
GameMain.NetLobbyScreen.Select();
yield return CoroutineStatus.Success;
}
public override void KickPlayer(string playerName, string reason)
{
playerName = playerName.ToLowerInvariant();
Client client = connectedClients.Find(c =>
c.Name.ToLowerInvariant() == playerName ||
(c.Character != null && c.Character.Name.ToLowerInvariant() == playerName));
KickClient(client, reason);
}
public void KickClient(NetConnection conn, string reason)
{
Client client = connectedClients.Find(c => c.Connection == conn);
KickClient(client, reason);
}
public void KickClient(Client client, string reason)
{
if (client == null) return;
string msg = "You have been kicked from the server.";
if (!string.IsNullOrWhiteSpace(reason)) msg += "\nReason: " + reason;
DisconnectClient(client, client.Name + " has been kicked from the server.", msg);
}
public override void BanPlayer(string playerName, string reason, bool range = false, TimeSpan? duration = null)
{
playerName = playerName.ToLowerInvariant();
Client client = connectedClients.Find(c =>
c.Name.ToLowerInvariant() == playerName ||
(c.Character != null && c.Character.Name.ToLowerInvariant() == playerName));
if (client == null)
{
DebugConsole.ThrowError("Client \"" + playerName + "\" not found.");
return;
}
BanClient(client, reason, range, duration);
}
public void BanClient(NetConnection conn, string reason, bool range = false, TimeSpan? duration = null)
{
Client client = connectedClients.Find(c => c.Connection == conn);
if (client == null)
{
conn.Disconnect("You have been banned from the server");
if (!banList.IsBanned(conn.RemoteEndPoint.Address.ToString()))
{
banList.BanPlayer("Unnamed", conn.RemoteEndPoint.Address.ToString(), reason, duration);
}
}
else
{
BanClient(client, reason, range);
}
}
public void BanClient(Client client, string reason, bool range = false, TimeSpan? duration = null)
{
if (client == null) return;
string msg = "You have been banned from the server.";
if (!string.IsNullOrWhiteSpace(reason)) msg += "\nReason: " + reason;
DisconnectClient(client, client.Name + " has been banned from the server.", msg);
string ip = client.Connection.RemoteEndPoint.Address.ToString();
if (range) { ip = banList.ToRange(ip); }
banList.BanPlayer(client.Name, ip, reason, duration);
}
public void DisconnectClient(NetConnection senderConnection, string msg = "", string targetmsg = "")
{
Client client = connectedClients.Find(x => x.Connection == senderConnection);
if (client == null) return;
DisconnectClient(client, msg, targetmsg);
}
public void DisconnectClient(Client client, string msg = "", string targetmsg = "")
{
if (client == null) return;
if (gameStarted && client.Character != null)
{
client.Character.ClearInputs();
client.Character.Kill(CauseOfDeath.Disconnected, true);
}
client.Character = null;
client.InGame = false;
if (string.IsNullOrWhiteSpace(msg)) msg = client.Name + " has left the server";
if (string.IsNullOrWhiteSpace(targetmsg)) targetmsg = "You have left the server";
Log(msg, ServerLog.MessageType.ServerMessage);
client.Connection.Disconnect(targetmsg);
connectedClients.Remove(client);
#if CLIENT
GameMain.NetLobbyScreen.RemovePlayer(client.Name);
Voting.UpdateVoteTexts(connectedClients, VoteType.Sub);
Voting.UpdateVoteTexts(connectedClients, VoteType.Mode);
#endif
UpdateVoteStatus();
SendChatMessage(msg, ChatMessageType.Server);
UpdateCrewFrame();
refreshMasterTimer = DateTime.Now;
}
private void UpdateCrewFrame()
{
foreach (Client c in connectedClients)
{
if (c.Character == null || !c.InGame) continue;
}
}
public void SendChatMessage(ChatMessage msg, Client recipient)
{
msg.NetStateID = recipient.ChatMsgQueue.Count > 0 ?
(ushort)(recipient.ChatMsgQueue.Last().NetStateID + 1) :
(ushort)(recipient.LastRecvChatMsgID + 1);
recipient.ChatMsgQueue.Add(msg);
recipient.LastChatMsgQueueID = msg.NetStateID;
}
/// <summary>
/// Add the message to the chatbox and pass it to all clients who can receive it
/// </summary>
public void SendChatMessage(string message, ChatMessageType? type = null, Client senderClient = null)
{
Character senderCharacter = null;
string senderName = "";
Client targetClient = null;
if (type==null)
{
string tempStr;
string command = ChatMessage.GetChatMessageCommand(message, out tempStr);
switch (command.ToLowerInvariant())
{
case "r":
case "radio":
type = ChatMessageType.Radio;
break;
case "d":
case "dead":
type = ChatMessageType.Dead;
break;
default:
if (command != "")
{
if (command == name.ToLowerInvariant())
{
//a private message to the host
}
else
{
targetClient = connectedClients.Find(c =>
command == c.Name.ToLowerInvariant() ||
(c.Character != null && command == c.Character.Name.ToLowerInvariant()));
if (targetClient == null)
{
if (senderClient != null)
{
var chatMsg = ChatMessage.Create(
"", "Player \"" + command + "\" not found!",
ChatMessageType.Error, null);
chatMsg.NetStateID = senderClient.ChatMsgQueue.Count > 0 ?
(ushort)(senderClient.ChatMsgQueue.Last().NetStateID + 1) :
(ushort)(senderClient.LastRecvChatMsgID + 1);
senderClient.ChatMsgQueue.Add(chatMsg);
senderClient.LastChatMsgQueueID = chatMsg.NetStateID;
}
else
{
AddChatMessage("Player \"" + command + "\" not found!", ChatMessageType.Error);
}
return;
}
}
type = ChatMessageType.Private;
}
else
{
type = ChatMessageType.Default;
}
break;
}
message = tempStr;
}
if (gameStarted)
{
//msg sent by the server
if (senderClient == null)
{
senderCharacter = myCharacter;
senderName = myCharacter == null ? name : myCharacter.Name;
}
else //msg sent by a client
{
senderCharacter = senderClient.Character;
senderName = senderCharacter == null ? senderClient.Name : senderCharacter.Name;
//sender doesn't have an alive character -> only ChatMessageType.Dead allowed
if (senderCharacter == null || senderCharacter.IsDead)
{
type = ChatMessageType.Dead;
}
else if (type == ChatMessageType.Private)
{
//sender has an alive character, sending private messages not allowed
return;
}
}
}
else
{
//msg sent by the server
if (senderClient == null)
{
senderName = name;
}
else //msg sent by a client
{
//game not started -> clients can only send normal and private chatmessages
if (type != ChatMessageType.Private) type = ChatMessageType.Default;
senderName = senderClient.Name;
}
}
//check if the client is allowed to send the message
WifiComponent senderRadio = null;
switch (type)
{
case ChatMessageType.Radio:
if (senderCharacter == null) return;
//return if senderCharacter doesn't have a working radio
var radio = senderCharacter.Inventory.Items.FirstOrDefault(i => i != null && i.GetComponent<WifiComponent>() != null);
if (radio == null) return;
senderRadio = radio.GetComponent<WifiComponent>();
if (!senderRadio.CanTransmit()) return;
break;
case ChatMessageType.Dead:
//character still alive -> not allowed
if (senderClient != null && senderCharacter != null && !senderCharacter.IsDead)
{
return;
}
break;
}
if (type == ChatMessageType.Server)
{
senderName = null;
senderCharacter = null;
}
//check which clients can receive the message and apply distance effects
foreach (Client client in ConnectedClients)
{
string modifiedMessage = message;
switch (type)
{
case ChatMessageType.Default:
case ChatMessageType.Radio:
if (senderCharacter != null &&
client.Character != null && !client.Character.IsDead)
{
modifiedMessage = ApplyChatMsgDistanceEffects(message, (ChatMessageType)type, senderCharacter, client.Character);
//too far to hear the msg -> don't send
if (string.IsNullOrWhiteSpace(modifiedMessage)) continue;
}
break;
case ChatMessageType.Dead:
//character still alive -> don't send
if (client.Character != null && !client.Character.IsDead) continue;
break;
case ChatMessageType.Private:
//private msg sent to someone else than this client -> don't send
if (client != targetClient && client != senderClient) continue;
break;
}
var chatMsg = ChatMessage.Create(
senderName,
modifiedMessage,
(ChatMessageType)type,
senderCharacter);
SendChatMessage(chatMsg, client);
}
string myReceivedMessage = message;
if (gameStarted && myCharacter != null && senderCharacter != null)
{
myReceivedMessage = ApplyChatMsgDistanceEffects(message, (ChatMessageType)type, senderCharacter, myCharacter);
}
if (!string.IsNullOrWhiteSpace(myReceivedMessage) &&
(targetClient == null || senderClient == null))
{
AddChatMessage(myReceivedMessage, (ChatMessageType)type, senderName, senderCharacter);
}
}
private string ApplyChatMsgDistanceEffects(string message, ChatMessageType type, Character sender, Character receiver)
{
if (sender == null) return "";
switch (type)
{
case ChatMessageType.Default:
if (!receiver.IsDead)
{
return ChatMessage.ApplyDistanceEffect(receiver, sender, message, ChatMessage.SpeakRange, 3.0f);
}
break;
case ChatMessageType.Radio:
if (!receiver.IsDead)
{
var receiverItem = receiver.Inventory.Items.FirstOrDefault(i => i?.GetComponent<WifiComponent>() != null);
//client doesn't have a radio -> don't send
if (receiverItem == null) return "";
var senderItem = sender.Inventory.Items.FirstOrDefault(i => i?.GetComponent<WifiComponent>() != null);
if (senderItem == null) return "";
var receiverRadio = receiverItem.GetComponent<WifiComponent>();
var senderRadio = senderItem.GetComponent<WifiComponent>();
if (!receiverRadio.CanReceive(senderRadio)) return "";
return ChatMessage.ApplyDistanceEffect(receiverItem, senderItem, message, senderRadio.Range);
}
break;
}
return message;
}
private void FileTransferChanged(FileSender.FileTransferOut transfer)
{
Client recipient = connectedClients.Find(c => c.Connection == transfer.Connection);
#if CLIENT
UpdateFileTransferIndicator(recipient);
#endif
}
public void SendCancelTransferMsg(FileSender.FileTransferOut transfer)
{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.FILE_TRANSFER);
msg.Write((byte)FileTransferMessageType.Cancel);
msg.Write((byte)transfer.SequenceChannel);
server.SendMessage(msg, transfer.Connection, NetDeliveryMethod.ReliableOrdered, transfer.SequenceChannel);
}
public void UpdateVoteStatus()
{
if (server.Connections.Count == 0|| connectedClients.Count == 0) return;
Client.UpdateKickVotes(connectedClients);
var clientsToKick = connectedClients.FindAll(c => c.KickVoteCount >= connectedClients.Count * KickVoteRequiredRatio);
foreach (Client c in clientsToKick)
{
SendChatMessage(c.Name + " has been kicked from the server.", ChatMessageType.Server, null);
KickClient(c, "Kicked by vote");
}
GameMain.NetLobbyScreen.LastUpdateID++;
SendVoteStatus(connectedClients);
if (Voting.AllowEndVoting && EndVoteMax > 0 &&
((float)EndVoteCount / (float)EndVoteMax) >= EndVoteRequiredRatio)
{
Log("Ending round by votes (" + EndVoteCount + "/" + (EndVoteMax - EndVoteCount) + ")", ServerLog.MessageType.ServerMessage);
EndGame();
}
}
public void SendVoteStatus(List<Client> recipients)
{
NetOutgoingMessage msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.UPDATE_LOBBY);
msg.Write((byte)ServerNetObject.VOTE);
Voting.ServerWrite(msg);
msg.Write((byte)ServerNetObject.END_OF_MESSAGE);
server.SendMessage(msg, recipients.Select(c => c.Connection).ToList(), NetDeliveryMethod.ReliableUnordered, 0);
}
public void UpdateClientPermissions(Client client)
{
clientPermissions.RemoveAll(cp => cp.IP == client.Connection.RemoteEndPoint.Address.ToString());
if (client.Permissions != ClientPermissions.None)
{
clientPermissions.Add(new SavedClientPermission(
client.Name,
client.Connection.RemoteEndPoint.Address.ToString(),
client.Permissions));
}
var msg = server.CreateMessage();
msg.Write((byte)ServerPacketHeader.PERMISSIONS);
msg.Write((byte)client.Permissions);
server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
SaveClientPermissions();
}
public void SetClientCharacter(Client client, Character newCharacter)
{
if (client == null) return;
//the client's previous character is no longer a remote player
if (client.Character != null)
{
client.Character.IsRemotePlayer = false;
}
if (newCharacter == null)
{
if (client.Character != null) //removing control of the current character
{
CreateEntityEvent(client.Character, new object[] { NetEntityEvent.Type.Control, null });
client.Character = null;
}
}
else //taking control of a new character
{
newCharacter.ResetNetState();
if (client.Character != null)
{
newCharacter.LastNetworkUpdateID = client.Character.LastNetworkUpdateID;
}
newCharacter.IsRemotePlayer = true;
newCharacter.Enabled = true;
client.Character = newCharacter;
CreateEntityEvent(newCharacter, new object[] { NetEntityEvent.Type.Control, client });
}
}
private void UpdateCharacterInfo(NetIncomingMessage message, Client sender)
{
sender.SpectateOnly = message.ReadBoolean() && AllowSpectating;
if (sender.SpectateOnly)
{
return;
}
Gender gender = Gender.Male;
int headSpriteId = 0;
try
{
gender = message.ReadBoolean() ? Gender.Male : Gender.Female;
headSpriteId = message.ReadByte();
}
catch (Exception e)
{
gender = Gender.Male;
headSpriteId = 0;
DebugConsole.Log("Received invalid characterinfo from \"" + sender.Name + "\"! { " + e.Message + " }");
}
List<JobPrefab> jobPreferences = new List<JobPrefab>();
int count = message.ReadByte();
for (int i = 0; i < Math.Min(count, 3); i++)
{
string jobName = message.ReadString();
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
if (jobPrefab != null) jobPreferences.Add(jobPrefab);
}
sender.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, sender.Name, gender);
sender.CharacterInfo.HeadSpriteId = headSpriteId;
sender.JobPreferences = jobPreferences;
}
public void AssignJobs(List<Client> unassigned, bool assignHost)
{
unassigned = new List<Client>(unassigned);
Dictionary<JobPrefab, int> assignedClientCount = new Dictionary<JobPrefab, int>();
foreach (JobPrefab jp in JobPrefab.List)
{
assignedClientCount.Add(jp, 0);
}
int teamID = 0;
if (unassigned.Count > 0) teamID = unassigned[0].TeamID;
if (assignHost)
{
if (characterInfo != null)
{
assignedClientCount[GameMain.NetLobbyScreen.JobPreferences[0]] = 1;
}
else if (myCharacter?.Info?.Job != null && !myCharacter.IsDead)
{
assignedClientCount[myCharacter.Info.Job.Prefab] = 1;
}
}
else if (myCharacter?.Info?.Job != null && !myCharacter.IsDead && myCharacter.TeamID == teamID)
{
assignedClientCount[myCharacter.Info.Job.Prefab]++;
}
//count the clients who already have characters with an assigned job
foreach (Client c in connectedClients)
{
if (c.TeamID != teamID || unassigned.Contains(c)) continue;
if (c.Character?.Info?.Job != null && !c.Character.IsDead)
{
assignedClientCount[c.Character.Info.Job.Prefab]++;
}
}
//if any of the players has chosen a job that is Always Allowed, give them that job
for (int i = unassigned.Count - 1; i >= 0; i--)
{
if (!unassigned[i].JobPreferences[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;
foreach (JobPrefab jobPrefab in JobPrefab.List)
{
if (unassigned.Count == 0) break;
if (jobPrefab.MinNumber < 1 || assignedClientCount[jobPrefab] >= jobPrefab.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, true);
assignedClient.AssignedJob = jobPrefab;
assignedClientCount[jobPrefab]++;
unassigned.Remove(assignedClient);
//the job still needs more crew members, set unassignedJobsFound to true to keep the while loop running
if (assignedClientCount[jobPrefab] < jobPrefab.MinNumber) unassignedJobsFound = true;
}
}
//find a suitable job for the rest of the players
foreach (Client c in unassigned)
{
foreach (JobPrefab preferredJob in c.JobPreferences)
{
//the maximum number of players that can have this job hasn't been reached yet
// -> assign it to the client
if (assignedClientCount[preferredJob] < preferredJob.MaxNumber && c.Karma >= preferredJob.MinKarma)
{
c.AssignedJob = preferredJob;
assignedClientCount[preferredJob]++;
break;
}
//none of the jobs the client prefers are available anymore
else if (preferredJob == c.JobPreferences.Last())
{
//find all jobs that are still available
var remainingJobs = JobPrefab.List.FindAll(jp => assignedClientCount[preferredJob] < jp.MaxNumber && c.Karma >= jp.MinKarma);
//all jobs taken, give a random job
if (remainingJobs.Count == 0)
{
DebugConsole.ThrowError("Failed to assign a suitable job for \"" + c.Name + "\" (all jobs already have the maximum numbers of players). Assigning a random job...");
int jobIndex = Rand.Range(0,JobPrefab.List.Count);
int skips = 0;
while (c.Karma < JobPrefab.List[jobIndex].MinKarma)
{
jobIndex++;
skips++;
if (jobIndex >= JobPrefab.List.Count) jobIndex -= JobPrefab.List.Count;
if (skips >= JobPrefab.List.Count) break;
}
c.AssignedJob = JobPrefab.List[jobIndex];
assignedClientCount[c.AssignedJob]++;
}
else //some jobs still left, choose one of them by random
{
c.AssignedJob = remainingJobs[Rand.Range(0, remainingJobs.Count)];
assignedClientCount[c.AssignedJob]++;
}
}
}
}
}
private Client FindClientWithJobPreference(List<Client> clients, JobPrefab job, bool forceAssign = false)
{
int bestPreference = 0;
Client preferredClient = null;
foreach (Client c in clients)
{
if (c.Karma < job.MinKarma) continue;
int index = c.JobPreferences.IndexOf(job);
if (index == -1) index = 1000;
if (preferredClient == null || index < bestPreference)
{
bestPreference = index;
preferredClient = c;
}
}
//none of the clients wants the job, assign it to random client
if (forceAssign && preferredClient == null)
{
preferredClient = clients[Rand.Int(clients.Count)];
}
return preferredClient;
}
public static void Log(string line, ServerLog.MessageType messageType)
{
if (GameMain.Server == null || !GameMain.Server.SaveServerLogs) return;
GameMain.Server.log.WriteLine(line, messageType);
}
public override void Disconnect()
{
banList.Save();
SaveSettings();
if (registeredToMaster && restClient != null)
{
var request = new RestRequest("masterserver2.php", Method.GET);
request.AddParameter("action", "removeserver");
request.AddParameter("serverport", Port);
restClient.Execute(request);
restClient = null;
}
if (SaveServerLogs)
{
Log("Shutting down the server...", ServerLog.MessageType.ServerMessage);
log.Save();
}
server.Shutdown("The server has been shut down");
}
}
}