Beispiel #1
0
        public void ServerRead(IReadMessage incMsg, Client c)
        {
            if (!c.HasPermission(Networking.ClientPermissions.ManageSettings))
            {
                return;
            }

            NetFlags flags = (NetFlags)incMsg.ReadByte();

            bool changed = false;

            if (flags.HasFlag(NetFlags.Name))
            {
                string serverName = incMsg.ReadString();
                if (ServerName != serverName)
                {
                    changed = true;
                }
                ServerName = serverName;
            }

            if (flags.HasFlag(NetFlags.Message))
            {
                string serverMessageText = incMsg.ReadString();
                if (ServerMessageText != serverMessageText)
                {
                    changed = true;
                }
                ServerMessageText = serverMessageText;
            }

            if (flags.HasFlag(NetFlags.Properties))
            {
                changed |= ReadExtraCargo(incMsg);

                UInt32 count = incMsg.ReadUInt32();

                for (int i = 0; i < count; i++)
                {
                    UInt32 key = incMsg.ReadUInt32();

                    if (netProperties.ContainsKey(key))
                    {
                        object prevValue = netProperties[key].Value;
                        netProperties[key].Read(incMsg);
                        if (!netProperties[key].PropEquals(prevValue, netProperties[key]))
                        {
                            GameServer.Log(GameServer.ClientLogName(c) + " changed " + netProperties[key].Name + " to " + netProperties[key].Value.ToString(), ServerLog.MessageType.ServerMessage);
                        }
                        changed = true;
                    }
                    else
                    {
                        UInt32 size = incMsg.ReadVariableUInt32();
                        incMsg.BitPosition += (int)(8 * size);
                    }
                }

                bool changedMonsterSettings = incMsg.ReadBoolean(); incMsg.ReadPadBits();
                changed |= changedMonsterSettings;
                if (changedMonsterSettings)
                {
                    ReadMonsterEnabled(incMsg);
                }
                changed |= BanList.ServerAdminRead(incMsg, c);
                changed |= Whitelist.ServerAdminRead(incMsg, c);
            }

            if (flags.HasFlag(NetFlags.Misc))
            {
                int orBits  = incMsg.ReadRangedInteger(0, (int)Barotrauma.MissionType.All) & (int)Barotrauma.MissionType.All;
                int andBits = incMsg.ReadRangedInteger(0, (int)Barotrauma.MissionType.All) & (int)Barotrauma.MissionType.All;
                GameMain.NetLobbyScreen.MissionType = (Barotrauma.MissionType)(((int)GameMain.NetLobbyScreen.MissionType | orBits) & andBits);

                int traitorSetting = (int)TraitorsEnabled + incMsg.ReadByte() - 1;
                if (traitorSetting < 0)
                {
                    traitorSetting = 2;
                }
                if (traitorSetting > 2)
                {
                    traitorSetting = 0;
                }
                TraitorsEnabled = (YesNoMaybe)traitorSetting;

                int botCount = BotCount + incMsg.ReadByte() - 1;
                if (botCount < 0)
                {
                    botCount = MaxBotCount;
                }
                if (botCount > MaxBotCount)
                {
                    botCount = 0;
                }
                BotCount = botCount;

                int botSpawnMode = (int)BotSpawnMode + incMsg.ReadByte() - 1;
                if (botSpawnMode < 0)
                {
                    botSpawnMode = 1;
                }
                if (botSpawnMode > 1)
                {
                    botSpawnMode = 0;
                }
                BotSpawnMode = (BotSpawnMode)botSpawnMode;

                float levelDifficulty = incMsg.ReadSingle();
                if (levelDifficulty >= 0.0f)
                {
                    SelectedLevelDifficulty = levelDifficulty;
                }

                UseRespawnShuttle = incMsg.ReadBoolean();

                bool changedAutoRestart = incMsg.ReadBoolean();
                bool autoRestart        = incMsg.ReadBoolean();
                if (changedAutoRestart)
                {
                    AutoRestart = autoRestart;
                }

                changed |= true;
            }

            if (flags.HasFlag(NetFlags.LevelSeed))
            {
                GameMain.NetLobbyScreen.LevelSeed = incMsg.ReadString();
                changed |= true;
            }

            if (changed)
            {
                if (KarmaPreset == "custom")
                {
                    GameMain.NetworkMember?.KarmaManager?.SaveCustomPreset();
                    GameMain.NetworkMember?.KarmaManager?.Save();
                }
                SaveSettings();
                GameMain.NetLobbyScreen.LastUpdateID++;
            }
        }
Beispiel #2
0
        public void ServerRead(NetIncomingMessage incMsg, Client c)
        {
            if (!c.HasPermission(Networking.ClientPermissions.ManageSettings))
            {
                return;
            }

            NetFlags flags = (NetFlags)incMsg.ReadByte();

            bool changed = false;

            if (flags.HasFlag(NetFlags.Name))
            {
                string serverName = incMsg.ReadString();
                if (ServerName != serverName)
                {
                    changed = true;
                }
                ServerName = serverName;
            }

            if (flags.HasFlag(NetFlags.Message))
            {
                string serverMessageText = incMsg.ReadString();
                if (ServerMessageText != serverMessageText)
                {
                    changed = true;
                }
                ServerMessageText = serverMessageText;
            }

            if (flags.HasFlag(NetFlags.Properties))
            {
                changed |= ReadExtraCargo(incMsg);

                UInt32 count = incMsg.ReadUInt32();

                for (int i = 0; i < count; i++)
                {
                    UInt32 key = incMsg.ReadUInt32();

                    if (netProperties.ContainsKey(key))
                    {
                        object prevValue = netProperties[key].Value;
                        netProperties[key].Read(incMsg);
                        if (!netProperties[key].PropEquals(prevValue, netProperties[key]))
                        {
                            GameServer.Log(c.Name + " changed " + netProperties[key].Name + " to " + netProperties[key].Value.ToString(), ServerLog.MessageType.ServerMessage);
                        }
                        changed = true;
                    }
                    else
                    {
                        UInt32 size = incMsg.ReadVariableUInt32();
                        incMsg.Position += 8 * size;
                    }
                }

                bool changedMonsterSettings = incMsg.ReadBoolean(); incMsg.ReadPadBits();
                changed |= changedMonsterSettings;
                if (changedMonsterSettings)
                {
                    ReadMonsterEnabled(incMsg);
                }
                changed |= BanList.ServerAdminRead(incMsg, c);
                changed |= Whitelist.ServerAdminRead(incMsg, c);
            }

            if (flags.HasFlag(NetFlags.Misc))
            {
                int missionType = GameMain.NetLobbyScreen.MissionTypeIndex + incMsg.ReadByte() - 1;
                while (missionType < 0)
                {
                    missionType += Enum.GetValues(typeof(MissionType)).Length;
                }
                while (missionType >= Enum.GetValues(typeof(MissionType)).Length)
                {
                    missionType -= Enum.GetValues(typeof(MissionType)).Length;
                }
                GameMain.NetLobbyScreen.MissionTypeIndex = missionType;

                int traitorSetting = (int)TraitorsEnabled + incMsg.ReadByte() - 1;
                if (traitorSetting < 0)
                {
                    traitorSetting = 2;
                }
                if (traitorSetting > 2)
                {
                    traitorSetting = 0;
                }
                TraitorsEnabled = (YesNoMaybe)traitorSetting;

                int botCount = BotCount + incMsg.ReadByte() - 1;
                if (botCount < 0)
                {
                    botCount = MaxBotCount;
                }
                if (botCount > MaxBotCount)
                {
                    botCount = 0;
                }
                BotCount = botCount;

                int botSpawnMode = (int)BotSpawnMode + incMsg.ReadByte() - 1;
                if (botSpawnMode < 0)
                {
                    botSpawnMode = 1;
                }
                if (botSpawnMode > 1)
                {
                    botSpawnMode = 0;
                }
                BotSpawnMode = (BotSpawnMode)botSpawnMode;

                float levelDifficulty = incMsg.ReadFloat();
                if (levelDifficulty >= 0.0f)
                {
                    SelectedLevelDifficulty = levelDifficulty;
                }

                UseRespawnShuttle = incMsg.ReadBoolean();

                bool changedAutoRestart = incMsg.ReadBoolean();
                bool autoRestart        = incMsg.ReadBoolean();
                if (changedAutoRestart)
                {
                    AutoRestart = autoRestart;
                }

                changed |= true;
            }

            if (flags.HasFlag(NetFlags.LevelSeed))
            {
                GameMain.NetLobbyScreen.LevelSeed = incMsg.ReadString();
                changed |= true;
            }

            if (changed)
            {
                GameMain.NetLobbyScreen.LastUpdateID++;
            }
        }
Beispiel #3
0
        public void SaveClientPermissions()
        {
            //delete old client permission file
            if (File.Exists("Data/clientpermissions.txt"))
            {
                File.Delete("Data/clientpermissions.txt");
            }

            GameServer.Log("Saving client permissions", ServerLog.MessageType.ServerMessage);

            XDocument doc = new XDocument(new XElement("ClientPermissions"));

            foreach (SavedClientPermission clientPermission in ClientPermissions)
            {
                var matchingPreset = PermissionPreset.List.Find(p => p.MatchesPermissions(clientPermission.Permissions, clientPermission.PermittedCommands));
                if (matchingPreset != null && matchingPreset.Name == "None")
                {
                    continue;
                }

                XElement clientElement = new XElement("Client",
                                                      new XAttribute("name", clientPermission.Name));

                if (clientPermission.SteamID > 0)
                {
                    clientElement.Add(new XAttribute("steamid", clientPermission.SteamID));
                }
                else
                {
                    clientElement.Add(new XAttribute("endpoint", clientPermission.EndPoint));
                }

                if (matchingPreset == null)
                {
                    clientElement.Add(new XAttribute("permissions", clientPermission.Permissions.ToString()));
                    if (clientPermission.Permissions.HasFlag(Networking.ClientPermissions.ConsoleCommands))
                    {
                        foreach (DebugConsole.Command command in clientPermission.PermittedCommands)
                        {
                            clientElement.Add(new XElement("command", new XAttribute("name", command.names[0])));
                        }
                    }
                }
                else
                {
                    clientElement.Add(new XAttribute("preset", matchingPreset.Name));
                }
                doc.Root.Add(clientElement);
            }

            try
            {
                System.Xml.XmlWriterSettings settings = new System.Xml.XmlWriterSettings();
                settings.Indent = true;
                settings.NewLineOnAttributes = true;

                using (var writer = XmlWriter.Create(ClientPermissionsFile, settings))
                {
                    doc.SaveSafe(writer);
                }
            }
            catch (Exception e)
            {
                DebugConsole.ThrowError("Saving client permissions to " + ClientPermissionsFile + " failed", e);
            }
        }
Beispiel #4
0
        private void UpdateReturning(float deltaTime)
        {
            //if (shuttleReturnTimer == maxTransportTime &&
            //    networkMember.Character != null &&
            //    networkMember.Character.Submarine == respawnShuttle)
            //{
            //    networkMember.AddChatMessage("The shuttle will automatically return back to the outpost. Please leave the shuttle immediately.", ChatMessageType.Server);
            //}

            shuttleReturnTimer -= deltaTime;

            updateReturnTimer += deltaTime;

            if (updateReturnTimer > 1.0f)
            {
                updateReturnTimer = 0.0f;

                respawnShuttle.PhysicsBody.FarseerBody.IgnoreCollisionWith(Level.Loaded.ShaftBody);

                shuttleSteering.SetDestinationLevelStart();

                foreach (Door door in shuttleDoors)
                {
                    if (door.IsOpen)
                    {
                        door.SetState(false, false, true);
                    }
                }

                var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == respawnShuttle && g.ConnectedWall != null);
                shuttleGaps.ForEach(g => g.Remove());

                var dockingPorts = Item.ItemList.FindAll(i => i.Submarine == respawnShuttle && i.GetComponent <DockingPort>() != null);
                dockingPorts.ForEach(d => d.GetComponent <DockingPort>().Undock());

                var server = networkMember as GameServer;
                if (server == null)
                {
                    return;
                }

                //shuttle has returned if the path has been traversed or the shuttle is close enough to the exit

                if (!CoroutineManager.IsCoroutineRunning("forcepos"))
                {
                    if (shuttleSteering.SteeringPath != null && shuttleSteering.SteeringPath.Finished ||
                        (respawnShuttle.WorldPosition.Y + respawnShuttle.Borders.Y > Level.Loaded.StartPosition.Y - Level.ShaftHeight &&
                         Math.Abs(Level.Loaded.StartPosition.X - respawnShuttle.WorldPosition.X) < 1000.0f))
                    {
                        CoroutineManager.StopCoroutines("forcepos");
                        CoroutineManager.StartCoroutine(
                            ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f), "forcepos");
                    }
                }

                if (respawnShuttle.WorldPosition.Y > Level.Loaded.Size.Y || shuttleReturnTimer <= 0.0f)
                {
                    CoroutineManager.StopCoroutines("forcepos");

                    ResetShuttle();

                    state = State.Waiting;
                    GameServer.Log("The respawn shuttle has left.", ServerLog.MessageType.Spawning);
                    server.CreateEntityEvent(this);

                    respawnTimer     = respawnInterval;
                    CountdownStarted = false;
                }
            }
        }
Beispiel #5
0
        public void RespawnCharacters()
        {
            var server = networkMember as GameServer;

            if (server == null)
            {
                return;
            }


            var clients = GetClientsToRespawn();

            foreach (Client c in clients)
            {
                //all characters are in Team 1 in game modes/missions with only one team.
                //if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked
                c.TeamID = 1;
                if (c.characterInfo == null)
                {
                    c.characterInfo = new CharacterInfo(Character.HumanConfigFile, c.name);
                }
            }

            List <CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList();

            if (server.Character != null && server.Character.IsDead)
            {
                characterInfos.Add(server.CharacterInfo);
            }

            server.AssignJobs(clients, server.Character != null && server.Character.IsDead);
            foreach (Client c in clients)
            {
                c.characterInfo.Job = new Job(c.assignedJob);
            }

            //the spawnpoints where the characters will spawn
            var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnShuttle);
            //the spawnpoints where they would spawn if they were spawned inside the main sub
            //(in order to give them appropriate ID card tags)
            var mainSubSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);

            ItemPrefab divingSuitPrefab = ItemPrefab.list.Find(ip => ip.Name == "Diving Suit") as ItemPrefab;
            ItemPrefab oxyPrefab        = ItemPrefab.list.Find(ip => ip.Name == "Oxygen Tank") as ItemPrefab;
            ItemPrefab scooterPrefab    = ItemPrefab.list.Find(ip => ip.Name == "Underwater Scooter") as ItemPrefab;
            ItemPrefab batteryPrefab    = ItemPrefab.list.Find(ip => ip.Name == "Battery Cell") as ItemPrefab;

            var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnShuttle && wp.SpawnType == SpawnType.Cargo);

            for (int i = 0; i < characterInfos.Count; i++)
            {
                bool myCharacter = false;
#if CLIENT
                myCharacter = i >= clients.Count;
#endif

                var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, !myCharacter, false);

                character.TeamID = 1;

#if CLIENT
                if (myCharacter)
                {
                    server.Character     = character;
                    Character.Controlled = character;

                    GameMain.LightManager.LosEnabled = true;
                    GameServer.Log(string.Format("Respawning {0} (host) as {1}", character.Name, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
                }
                else
                {
#endif
                clients[i].Character = character;
                GameServer.Log(string.Format("Respawning {0} ({1}) as {2}", clients[i].name, clients[i].Connection?.RemoteEndPoint?.Address, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);

#if CLIENT
            }
#endif

                Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;

                if (divingSuitPrefab != null && oxyPrefab != null)
                {
                    var divingSuit = new Item(divingSuitPrefab, pos, respawnShuttle);
                    Entity.Spawner.CreateNetworkEvent(divingSuit, false);

                    var oxyTank = new Item(oxyPrefab, pos, respawnShuttle);
                    Entity.Spawner.CreateNetworkEvent(oxyTank, false);
                    divingSuit.Combine(oxyTank);
                }

                if (scooterPrefab != null && batteryPrefab != null)
                {
                    var scooter = new Item(scooterPrefab, pos, respawnShuttle);
                    Entity.Spawner.CreateNetworkEvent(scooter, false);

                    var battery = new Item(batteryPrefab, pos, respawnShuttle);
                    Entity.Spawner.CreateNetworkEvent(battery, false);

                    scooter.Combine(battery);
                }

                //give the character the items they would've gotten if they had spawned in the main sub
                character.GiveJobItems(mainSubSpawnPoints[i]);

                //add the ID card tags they should've gotten when spawning in the shuttle
                foreach (Item item in character.Inventory.Items)
                {
                    if (item == null || item.Prefab.Name != "ID Card")
                    {
                        continue;
                    }
                    foreach (string s in shuttleSpawnPoints[i].IdCardTags)
                    {
                        item.AddTag(s);
                    }
                }
#if CLIENT
                GameMain.GameSession.CrewManager.characters.Add(character);
#endif
            }
        }
Beispiel #6
0
 private void RemoveFromWhiteList(WhiteListedPlayer wlp)
 {
     GameServer.Log("Removing " + wlp.Name + " from whitelist", ServerLog.MessageType.ServerMessage);
     whitelistedPlayers.Remove(wlp);
 }
Beispiel #7
0
        private void ReadConnectionInitializationStep(PendingClient pendingClient, IReadMessage inc)
        {
            if (netServer == null)
            {
                return;
            }

            pendingClient.TimeOut = NetworkConnection.TimeoutThreshold;

            ConnectionInitialization initializationStep = (ConnectionInitialization)inc.ReadByte();

            //DebugConsole.NewMessage(initializationStep+" "+pendingClient.InitializationStep);

            if (pendingClient.InitializationStep != initializationStep)
            {
                return;
            }

            pendingClient.UpdateTime = Timing.TotalTime + Timing.Step;

            switch (initializationStep)
            {
            case ConnectionInitialization.SteamTicketAndVersion:
                string name         = Client.SanitizeName(inc.ReadString());
                UInt64 steamId      = inc.ReadUInt64();
                UInt16 ticketLength = inc.ReadUInt16();
                inc.BitPosition += ticketLength * 8;     //skip ticket, owner handles steam authentication

                if (!Client.IsValidName(name, serverSettings))
                {
                    RemovePendingClient(pendingClient, DisconnectReason.InvalidName.ToString() + "/ The name \"" + name + "\" is invalid");
                    return;
                }

                string version             = inc.ReadString();
                bool   isCompatibleVersion = NetworkMember.IsCompatible(version, GameMain.Version.ToString()) ?? false;
                if (!isCompatibleVersion)
                {
                    RemovePendingClient(pendingClient,
                                        $"DisconnectMessage.InvalidVersion~[version]={GameMain.Version.ToString()}~[clientversion]={version}");

                    GameServer.Log(name + " (" + pendingClient.SteamID.ToString() + ") couldn't join the server (incompatible game version)", ServerLog.MessageType.Error);
                    DebugConsole.NewMessage(name + " (" + pendingClient.SteamID.ToString() + ") couldn't join the server (incompatible game version)", Microsoft.Xna.Framework.Color.Red);
                    return;
                }

                int contentPackageCount = (int)inc.ReadVariableUInt32();
                List <ClientContentPackage> contentPackages = new List <ClientContentPackage>();
                for (int i = 0; i < contentPackageCount; i++)
                {
                    string packageName = inc.ReadString();
                    string packageHash = inc.ReadString();
                    contentPackages.Add(new ClientContentPackage(packageName, packageHash));
                }

                List <ContentPackage> missingPackages = new List <ContentPackage>();
                foreach (ContentPackage contentPackage in GameMain.SelectedPackages)
                {
                    if (!contentPackage.HasMultiplayerIncompatibleContent)
                    {
                        continue;
                    }
                    bool packageFound = false;
                    for (int i = 0; i < (int)contentPackageCount; i++)
                    {
                        if (contentPackages[i].Name == contentPackage.Name && contentPackages[i].Hash == contentPackage.MD5hash.Hash)
                        {
                            packageFound = true;
                            break;
                        }
                    }
                    if (!packageFound)
                    {
                        missingPackages.Add(contentPackage);
                    }
                }

                if (missingPackages.Count == 1)
                {
                    RemovePendingClient(pendingClient,
                                        $"DisconnectMessage.MissingContentPackage~[missingcontentpackage]={GetPackageStr(missingPackages[0])}");
                    GameServer.Log(name + " (" + pendingClient.SteamID.ToString() + ") couldn't join the server (missing content package " + GetPackageStr(missingPackages[0]) + ")", ServerLog.MessageType.Error);
                    return;
                }
                else if (missingPackages.Count > 1)
                {
                    List <string> packageStrs = new List <string>();
                    missingPackages.ForEach(cp => packageStrs.Add(GetPackageStr(cp)));
                    RemovePendingClient(pendingClient,
                                        $"DisconnectMessage.MissingContentPackages~[missingcontentpackages]={string.Join(", ", packageStrs)}");
                    GameServer.Log(name + " (" + pendingClient.SteamID.ToString() + ") couldn't join the server (missing content packages " + string.Join(", ", packageStrs) + ")", ServerLog.MessageType.Error);
                    return;
                }

                if (!pendingClient.AuthSessionStarted)
                {
                    pendingClient.InitializationStep = serverSettings.HasPassword ? ConnectionInitialization.Password: ConnectionInitialization.Success;

                    pendingClient.Name = name;
                    pendingClient.AuthSessionStarted = true;
                }
                break;

            case ConnectionInitialization.Password:
                int    pwLength    = inc.ReadByte();
                byte[] incPassword = inc.ReadBytes(pwLength);
                if (pendingClient.PasswordSalt == null)
                {
                    DebugConsole.ThrowError("Received password message from client without salt");
                    return;
                }
                if (serverSettings.IsPasswordCorrect(incPassword, pendingClient.PasswordSalt.Value))
                {
                    pendingClient.InitializationStep = ConnectionInitialization.Success;
                }
                else
                {
                    pendingClient.Retries++;

                    if (pendingClient.Retries >= 3)
                    {
                        string banMsg = "Failed to enter correct password too many times";
                        serverSettings.BanList.BanPlayer(pendingClient.Name, pendingClient.SteamID, banMsg, null);

                        RemovePendingClient(pendingClient, DisconnectReason.Banned.ToString() + "/ " + banMsg);
                        return;
                    }
                }
                pendingClient.UpdateTime = Timing.TotalTime;
                break;
            }
        }
Beispiel #8
0
        partial void RespawnCharactersProjSpecific()
        {
            var server = networkMember as GameServer;

            if (server == null)
            {
                return;
            }

            var respawnSub = respawnShuttle ?? Submarine.MainSub;

            var clients = GetClientsToRespawn();

            foreach (Client c in clients)
            {
                //all characters are in Team 1 in game modes/missions with only one team.
                //if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked
                c.TeamID = Character.TeamType.Team1;
                if (c.CharacterInfo == null)
                {
                    c.CharacterInfo = new CharacterInfo(Character.HumanConfigFile, c.Name);
                }
            }
            List <CharacterInfo> characterInfos = clients.Select(c => c.CharacterInfo).ToList();

            var botsToSpawn = GetBotsToRespawn();

            characterInfos.AddRange(botsToSpawn);

            server.AssignJobs(clients);
            foreach (Client c in clients)
            {
                c.CharacterInfo.Job = new Job(c.AssignedJob);
            }

            //the spawnpoints where the characters will spawn
            var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnSub);
            //the spawnpoints where they would spawn if they were spawned inside the main sub
            //(in order to give them appropriate ID card tags)
            var mainSubSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);

            ItemPrefab divingSuitPrefab = MapEntityPrefab.Find(null, "divingsuit") as ItemPrefab;
            ItemPrefab oxyPrefab        = MapEntityPrefab.Find(null, "oxygentank") as ItemPrefab;
            ItemPrefab scooterPrefab    = MapEntityPrefab.Find(null, "underwaterscooter") as ItemPrefab;
            ItemPrefab batteryPrefab    = MapEntityPrefab.Find(null, "batterycell") as ItemPrefab;

            var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnSub && wp.SpawnType == SpawnType.Cargo);

            for (int i = 0; i < characterInfos.Count; i++)
            {
                bool bot = i >= clients.Count;

                var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, characterInfos[i].Name, !bot, bot);
                character.TeamID = Character.TeamType.Team1;

                if (bot)
                {
                    GameServer.Log(string.Format("Respawning bot {0} as {1}", character.Info.Name, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
                }
                else
                {
                    //tell the respawning client they're no longer a traitor
                    if (GameMain.Server.TraitorManager != null && clients[i].Character != null)
                    {
                        if (GameMain.Server.TraitorManager.TraitorList.Any(t => t.Character == clients[i].Character))
                        {
                            GameMain.Server.SendDirectChatMessage(TextManager.Get("traitorrespawnmessage"), clients[i], ChatMessageType.MessageBox);
                        }
                    }

                    clients[i].Character      = character;
                    character.OwnerClientIP   = clients[i].Connection.RemoteEndPoint.Address.ToString();
                    character.OwnerClientName = clients[i].Name;
                    GameServer.Log(string.Format("Respawning {0} ({1}) as {2}", clients[i].Name, clients[i].Connection?.RemoteEndPoint?.Address, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning);
                }

                if (divingSuitPrefab != null && oxyPrefab != null && respawnShuttle != null)
                {
                    Vector2 pos = cargoSp == null ? character.Position : cargoSp.Position;
                    if (divingSuitPrefab != null && oxyPrefab != null)
                    {
                        var divingSuit = new Item(divingSuitPrefab, pos, respawnSub);
                        Spawner.CreateNetworkEvent(divingSuit, false);
                        respawnItems.Add(divingSuit);

                        var oxyTank = new Item(oxyPrefab, pos, respawnSub);
                        Spawner.CreateNetworkEvent(oxyTank, false);
                        divingSuit.Combine(oxyTank);
                        respawnItems.Add(oxyTank);
                    }

                    if (scooterPrefab != null && batteryPrefab != null)
                    {
                        var scooter = new Item(scooterPrefab, pos, respawnSub);
                        Spawner.CreateNetworkEvent(scooter, false);

                        var battery = new Item(batteryPrefab, pos, respawnSub);
                        Spawner.CreateNetworkEvent(battery, false);

                        scooter.Combine(battery);
                        respawnItems.Add(scooter);
                        respawnItems.Add(battery);
                    }
                }

                //give the character the items they would've gotten if they had spawned in the main sub
                character.GiveJobItems(mainSubSpawnPoints[i]);

                //add the ID card tags they should've gotten when spawning in the shuttle
                foreach (Item item in character.Inventory.Items)
                {
                    if (item == null || item.Prefab.Identifier != "idcard")
                    {
                        continue;
                    }
                    foreach (string s in shuttleSpawnPoints[i].IdCardTags)
                    {
                        item.AddTag(s);
                    }
                    if (!string.IsNullOrWhiteSpace(shuttleSpawnPoints[i].IdCardDesc))
                    {
                        item.Description = shuttleSpawnPoints[i].IdCardDesc;
                    }
                }
            }
        }
        public void Update(List<Client> clients)
        {
            foreach (BufferedEvent bufferedEvent in bufferedEvents)
            {
                if (bufferedEvent.Character == null || bufferedEvent.Character.IsDead)
                {
                    bufferedEvent.IsProcessed = true;
                    continue;
                }

                //delay reading the events until the inputs for the corresponding frame have been processed

                //UNLESS the character is unconscious, in which case we'll read the messages immediately (because further inputs will be ignored)
                //atm the "give in" command is the only thing unconscious characters can do, other types of events are ignored
                if (!bufferedEvent.Character.IsIncapacitated &&
                    NetIdUtils.IdMoreRecent(bufferedEvent.CharacterStateID, bufferedEvent.Character.LastProcessedID))
                {
                    continue;
                }
                
                try
                {
                    ReadEvent(bufferedEvent.Data, bufferedEvent.TargetEntity, bufferedEvent.Sender);
                }

                catch (Exception e)
                {
                    string entityName = bufferedEvent.TargetEntity == null ? "null" : bufferedEvent.TargetEntity.ToString();
                    if (GameSettings.VerboseLogging)
                    {
                        string errorMsg = "Failed to read server event for entity \"" + entityName + "\"!";
                        GameServer.Log(errorMsg + "\n" + e.StackTrace, ServerLog.MessageType.Error);
                        DebugConsole.ThrowError(errorMsg, e);
                    }
                    GameAnalyticsManager.AddErrorEventOnce("ServerEntityEventManager.Read:ReadFailed" + entityName,
                        GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
                        "Failed to read server event for entity \"" + entityName + "\"!\n" + e.StackTrace);
                }

                bufferedEvent.IsProcessed = true;
            }

            var inGameClients = clients.FindAll(c => c.InGame && !c.NeedsMidRoundSync);
            if (inGameClients.Count > 0)
            {
                lastSentToAnyone = inGameClients[0].LastRecvEntityEventID;
                lastSentToAll = inGameClients[0].LastRecvEntityEventID;
                
                if (server.OwnerConnection != null)
                {
                    var owner = clients.Find(c => c.Connection == server.OwnerConnection);
                    if (owner != null)
                    {
                        lastSentToAll = owner.LastRecvEntityEventID;
                    }
                }
                inGameClients.ForEach(c =>
                {
                    if (NetIdUtils.IdMoreRecent(lastSentToAll, c.LastRecvEntityEventID)) { lastSentToAll = c.LastRecvEntityEventID; }
                    if (NetIdUtils.IdMoreRecent(c.LastRecvEntityEventID, lastSentToAnyone)) { lastSentToAnyone = c.LastRecvEntityEventID; }
                });
                lastSentToAnyoneTime = events.Find(e => e.ID == lastSentToAnyone)?.CreateTime ?? Timing.TotalTime;

                if (Timing.TotalTime - lastWarningTime > 5.0 && 
                    Timing.TotalTime - lastSentToAnyoneTime > 10.0 && 
                    Timing.TotalTime > GameMain.GameSession.RoundStartTime + NetConfig.RoundStartSyncDuration)
                {
                    lastWarningTime = Timing.TotalTime;
                    GameServer.Log("WARNING: ServerEntityEventManager is lagging behind! Last sent id: " + lastSentToAnyone.ToString() + ", latest create id: " + ID.ToString(), ServerLog.MessageType.ServerMessage);
                    events.ForEach(e => e.ResetCreateTime());
                    //TODO: reset clients if this happens, maybe do it if a majority are behind rather than all of them?
                }
                
                clients.Where(c => c.NeedsMidRoundSync).ForEach(c => { if (NetIdUtils.IdMoreRecent(lastSentToAll, c.FirstNewEventID)) lastSentToAll = (ushort)(c.FirstNewEventID - 1); });

                ServerEntityEvent firstEventToResend = events.Find(e => e.ID == (ushort)(lastSentToAll + 1));
                if (firstEventToResend != null &&
                    Timing.TotalTime > GameMain.GameSession.RoundStartTime + NetConfig.RoundStartSyncDuration &&
                    ((lastSentToAnyoneTime - firstEventToResend.CreateTime) > NetConfig.OldReceivedEventKickTime || (Timing.TotalTime - firstEventToResend.CreateTime) > NetConfig.OldEventKickTime))
                {
                    //  This event is 10 seconds older than the last one we've successfully sent,
                    //  kick everyone that hasn't received it yet, this is way too old
                    //  UNLESS the event was created when the client was still midround syncing,
                    //  in which case we'll wait until the timeout runs out before kicking the client
                    List<Client> toKick = inGameClients.FindAll(c => 
                        NetIdUtils.IdMoreRecent((UInt16)(lastSentToAll + 1), c.LastRecvEntityEventID) &&
                        (firstEventToResend.CreateTime > c.MidRoundSyncTimeOut || lastSentToAnyoneTime > c.MidRoundSyncTimeOut || Timing.TotalTime > c.MidRoundSyncTimeOut + 10.0));
                    toKick.ForEach(c =>
                        {
<<<<<<< HEAD
                            DebugConsole.NewMessage(c.Name + " was kicked due to excessive desync (expected old event " + (c.LastRecvEntityEventID + 1).ToString() + ")", Color.Red);
                            GameServer.Log("Disconnecting client " + GameServer.ClientLogName(c) + " due to excessive desync (expected old event "
=======
                            DebugConsole.NewMessage(c.Name + " was kicked because they were expecting a very old network event (" + (c.LastRecvEntityEventID + 1).ToString() + ")", Color.Red);
                            GameServer.Log(GameServer.ClientLogName(c) + " was kicked because they were expecting a very old network event ("
>>>>>>> upstream/master
                                + (c.LastRecvEntityEventID + 1).ToString() +
                                " (created " + (Timing.TotalTime - firstEventToResend.CreateTime).ToString("0.##") + " s ago, " +
                                (lastSentToAnyoneTime - firstEventToResend.CreateTime).ToString("0.##") + " s older than last event sent to anyone)" +
                                " Events queued: " + events.Count + ", last sent to all: " + lastSentToAll, ServerLog.MessageType.Error);
                            server.DisconnectClient(c, "", DisconnectReason.ExcessiveDesyncOldEvent + "/ServerMessage.ExcessiveDesyncOldEvent");
                        }
        protected void ReadConnectionInitializationStep(PendingClient pendingClient, IReadMessage inc)
        {
            pendingClient.TimeOut = NetworkConnection.TimeoutThreshold;

            ConnectionInitialization initializationStep = (ConnectionInitialization)inc.ReadByte();

            if (pendingClient.InitializationStep != initializationStep)
            {
                return;
            }

            pendingClient.UpdateTime = Timing.TotalTime + Timing.Step;

            switch (initializationStep)
            {
            case ConnectionInitialization.SteamTicketAndVersion:
                string name         = Client.SanitizeName(inc.ReadString());
                int    ownerKey     = inc.ReadInt32();
                UInt64 steamId      = inc.ReadUInt64();
                UInt16 ticketLength = inc.ReadUInt16();
                byte[] ticketBytes  = inc.ReadBytes(ticketLength);

                if (!Client.IsValidName(name, serverSettings))
                {
                    RemovePendingClient(pendingClient, DisconnectReason.InvalidName, "");
                    return;
                }

                string version             = inc.ReadString();
                bool   isCompatibleVersion = NetworkMember.IsCompatible(version, GameMain.Version.ToString()) ?? false;
                if (!isCompatibleVersion)
                {
                    RemovePendingClient(pendingClient, DisconnectReason.InvalidVersion,
                                        $"DisconnectMessage.InvalidVersion~[version]={GameMain.Version}~[clientversion]={version}");

                    GameServer.Log(name + " (" + pendingClient.SteamID.ToString() + ") couldn't join the server (incompatible game version)", ServerLog.MessageType.Error);
                    DebugConsole.NewMessage(name + " (" + pendingClient.SteamID.ToString() + ") couldn't join the server (incompatible game version)", Microsoft.Xna.Framework.Color.Red);
                    return;
                }

                string language = inc.ReadString();
                pendingClient.Connection.Language = language;

                Client nameTaken = GameMain.Server.ConnectedClients.Find(c => Homoglyphs.Compare(c.Name.ToLower(), name.ToLower()));
                if (nameTaken != null)
                {
                    RemovePendingClient(pendingClient, DisconnectReason.NameTaken, "");
                    GameServer.Log(name + " (" + pendingClient.SteamID.ToString() + ") couldn't join the server (name too similar to the name of the client \"" + nameTaken.Name + "\").", ServerLog.MessageType.Error);
                    return;
                }

                if (!pendingClient.AuthSessionStarted)
                {
                    ProcessAuthTicket(name, ownerKey, steamId, pendingClient, ticketBytes);
                }
                break;

            case ConnectionInitialization.Password:
                int    pwLength    = inc.ReadByte();
                byte[] incPassword = inc.ReadBytes(pwLength);
                if (pendingClient.PasswordSalt == null)
                {
                    DebugConsole.ThrowError("Received password message from client without salt");
                    return;
                }
                if (serverSettings.IsPasswordCorrect(incPassword, pendingClient.PasswordSalt.Value))
                {
                    pendingClient.InitializationStep = ConnectionInitialization.ContentPackageOrder;
                }
                else
                {
                    pendingClient.Retries++;
                    if (serverSettings.BanAfterWrongPassword && pendingClient.Retries > serverSettings.MaxPasswordRetriesBeforeBan)
                    {
                        string banMsg = "Failed to enter correct password too many times";
                        BanPendingClient(pendingClient, banMsg, null);

                        RemovePendingClient(pendingClient, DisconnectReason.Banned, banMsg);
                        return;
                    }
                }
                pendingClient.UpdateTime = Timing.TotalTime;
                break;

            case ConnectionInitialization.ContentPackageOrder:
                pendingClient.InitializationStep = ConnectionInitialization.Success;
                pendingClient.UpdateTime         = Timing.TotalTime;
                break;
            }
        }