private static IEnumerator MatchStart(int connectionId)
        {
            var        newPlayer      = Server.FindPlayerByConnectionId(connectionId);
            MPBanEntry newPlayerEntry = new MPBanEntry(newPlayer);

            // prevent banned players from JIP into our match
            // there is already a delayed Disconnect going on, just
            // prevent this player from entering the JIP code
            if (MPBanPlayers.IsBanned(newPlayerEntry))
            {
                yield break;
            }

            float pregameWait = 3f;

            if (!newPlayer.m_mp_name.StartsWith("OBSERVER"))
            {
                foreach (Player player in Overload.NetworkManager.m_Players)
                {
                    if (MPTweaks.ClientHasTweak(player.connectionToClient.connectionId, "jip"))
                    {
                        NetworkServer.SendToClient(player.connectionToClient.connectionId, MessageTypes.MsgJIPJustJoined, new JIPJustJoinedMessage {
                            playerId = newPlayer.netId, ready = false
                        });
                    }
                }
                MPJoinInProgress.SetReady(newPlayer, false, true); // special case: do not disable the player completely, as this would prevent this player to be sent to new clients joining before we finally switch to ready
            }

            pregameWait = SendPreGame(connectionId, pregameWait);
            yield return(new WaitForSeconds(pregameWait));

            Server.SendLoadoutDataToClients();

            if (newPlayer.m_mp_name.StartsWith("OBSERVER"))
            {
                Debug.LogFormat("Enabling spectator for {0}", newPlayer.m_mp_name);
                newPlayer.Networkm_spectator = true;
                Debug.LogFormat("Enabled spectator for {0}", newPlayer.m_mp_name);

                yield return(null); // make sure spectator change is received before sending MatchStart
            }
            else
            {
                foreach (Player player in Overload.NetworkManager.m_Players)
                {
                    if (MPTweaks.ClientHasTweak(player.connectionToClient.connectionId, "jip"))
                    {
                        NetworkServer.SendToClient(player.connectionToClient.connectionId, MessageTypes.MsgJIPJustJoined, new JIPJustJoinedMessage {
                            playerId = newPlayer.netId, ready = true
                        });
                    }
                }
                MPJoinInProgress.SetReady(newPlayer, true);
            }

            if (NetworkMatch.GetMatchState() != MatchState.PLAYING)
            {
                yield break;
            }

            IntegerMessage modeMsg = new IntegerMessage((int)NetworkMatch.GetMode());

            NetworkServer.SendToClient(connectionId, CustomMsgType.MatchStart, modeMsg);
            SendMatchState(connectionId);

            NetworkSpawnPlayer.Respawn(newPlayer.c_player_ship);
            MPTweaks.Send(connectionId);
            //if (!newPlayer.m_spectator && RearView.MPNetworkMatchEnabled)
            //    newPlayer.CallTargetAddHUDMessage(newPlayer.connectionToClient, "REARVIEW ENABLED", -1, true);
            CTF.SendJoinUpdate(newPlayer);
            Race.SendJoinUpdate(newPlayer);
            foreach (Player player in Overload.NetworkManager.m_Players)
            {
                if (player.connectionToClient.connectionId == connectionId)
                {
                    continue;
                }
                // Resend mode for existing player to move h2h -> anarchy
                NetworkServer.SendToClient(player.connectionToClient.connectionId, CustomMsgType.MatchStart, modeMsg);

                if (!newPlayer.m_spectator)
                {
                    player.CallTargetAddHUDMessage(player.connectionToClient, String.Format(Loc.LS("{0} JOINED MATCH"), newPlayer.m_mp_name), -1, true);
                }

                //Debug.Log("JIP: spawning on new client net " + player.netId + " lobby " + player.connectionToClient.connectionId);
                NetworkServer.SendToClient(connectionId, CustomMsgType.Respawn, new RespawnMessage
                {
                    m_net_id     = player.netId,
                    lobby_id     = player.connectionToClient.connectionId,
                    m_pos        = player.transform.position,
                    m_rotation   = player.transform.rotation,
                    use_loadout1 = player.m_use_loadout1
                });
            }
            ServerStatLog.Connected(newPlayer.m_mp_name);
            MPBanPlayers.ApplyAllBans(); // make sure the newly connected player gets proper treatment if he is BANNED
        }
Exemple #2
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        private static IEnumerator MatchStart(int connectionId)
        {
            var newPlayer = Server.FindPlayerByConnectionId(connectionId);

            float pregameWait = 3f;

            if (!newPlayer.m_mp_name.StartsWith("OBSERVER"))
            {
                foreach (Player player in Overload.NetworkManager.m_Players)
                {
                    if (MPTweaks.ClientHasTweak(player.connectionToClient.connectionId, "jip"))
                    {
                        NetworkServer.SendToClient(player.connectionToClient.connectionId, MessageTypes.MsgJIPJustJoined, new JIPJustJoinedMessage {
                            playerId = newPlayer.netId, ready = false
                        });
                    }
                }
                MPJoinInProgress.SetReady(newPlayer, false);
            }

            pregameWait = SendPreGame(connectionId, pregameWait);
            yield return(new WaitForSeconds(pregameWait));

            Server.SendLoadoutDataToClients();

            if (newPlayer.m_mp_name.StartsWith("OBSERVER"))
            {
                Debug.LogFormat("Enabling spectator for {0}", newPlayer.m_mp_name);
                newPlayer.Networkm_spectator = true;
                Debug.LogFormat("Enabled spectator for {0}", newPlayer.m_mp_name);

                yield return(null); // make sure spectator change is received before sending MatchStart
            }
            else
            {
                foreach (Player player in Overload.NetworkManager.m_Players)
                {
                    if (MPTweaks.ClientHasTweak(player.connectionToClient.connectionId, "jip"))
                    {
                        NetworkServer.SendToClient(player.connectionToClient.connectionId, MessageTypes.MsgJIPJustJoined, new JIPJustJoinedMessage {
                            playerId = newPlayer.netId, ready = true
                        });
                    }
                }
                MPJoinInProgress.SetReady(newPlayer, true);
            }

            if (NetworkMatch.GetMatchState() != MatchState.PLAYING)
            {
                yield break;
            }

            IntegerMessage modeMsg = new IntegerMessage((int)NetworkMatch.GetMode());

            NetworkServer.SendToClient(connectionId, CustomMsgType.MatchStart, modeMsg);
            SendMatchState(connectionId);

            NetworkSpawnPlayer.Respawn(newPlayer.c_player_ship);
            MPTweaks.Send(connectionId);
            //if (!newPlayer.m_spectator && RearView.MPNetworkMatchEnabled)
            //    newPlayer.CallTargetAddHUDMessage(newPlayer.connectionToClient, "REARVIEW ENABLED", -1, true);
            CTF.SendJoinUpdate(newPlayer);
            Race.SendJoinUpdate(newPlayer);
            foreach (Player player in Overload.NetworkManager.m_Players)
            {
                if (player.connectionToClient.connectionId == connectionId)
                {
                    continue;
                }
                // Resend mode for existing player to move h2h -> anarchy
                NetworkServer.SendToClient(player.connectionToClient.connectionId, CustomMsgType.MatchStart, modeMsg);

                if (!newPlayer.m_spectator)
                {
                    player.CallTargetAddHUDMessage(player.connectionToClient, String.Format(Loc.LS("{0} JOINED MATCH"), newPlayer.m_mp_name), -1, true);
                }

                //Debug.Log("JIP: spawning on new client net " + player.netId + " lobby " + player.connectionToClient.connectionId);
                NetworkServer.SendToClient(connectionId, CustomMsgType.Respawn, new RespawnMessage
                {
                    m_net_id     = player.netId,
                    lobby_id     = player.connectionToClient.connectionId,
                    m_pos        = player.transform.position,
                    m_rotation   = player.transform.rotation,
                    use_loadout1 = player.m_use_loadout1
                });
            }
            ServerStatLog.Connected(newPlayer.m_mp_name);
        }
Exemple #3
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        private static IEnumerator MatchStart(int connectionId)
        {
            if (!MPTweaks.ClientHasMod(connectionId) && MPTweaks.MatchNeedsMod())
            {
                yield break;
            }
            var newPlayer = Server.FindPlayerByConnectionId(connectionId);

            if (newPlayer.m_mp_name.StartsWith("OBSERVER"))
            {
                Debug.LogFormat("Enabling spectator for {0}", newPlayer.m_mp_name);
                newPlayer.Networkm_spectator = true;
                Debug.LogFormat("Enabled spectator for {0}", newPlayer.m_mp_name);
            }

            int pregameWait = newPlayer.Networkm_spectator ? 0 : 3;

            //Debug.Log("SendLoadoutDataToClients: " + NetworkMatch.m_player_loadout_data.Join());
            // restore lobby_id which got wiped out in Client.OnSetLoadout
            foreach (var idData in NetworkMatch.m_player_loadout_data)
            {
                idData.Value.lobby_id = idData.Key;
            }
            Server.SendLoadoutDataToClients();
            IntegerMessage durationMsg = new IntegerMessage(pregameWait * 1000);

            NetworkServer.SendToClient(connectionId, CustomMsgType.StartPregameCountdown, durationMsg);
            Debug.Log("JIP: sending start pregame countdown");
            yield return(new WaitForSeconds(pregameWait));

            IntegerMessage modeMsg = new IntegerMessage((int)NetworkMatch.GetMode());

            NetworkServer.SendToClient(connectionId, CustomMsgType.MatchStart, modeMsg);
            SendMatchState(connectionId);
            NetworkSpawnPlayer.Respawn(newPlayer.c_player_ship);
            MPTweaks.Send(connectionId);
            if (!newPlayer.m_spectator && RearView.MPNetworkMatchEnabled)
            {
                newPlayer.CallTargetAddHUDMessage(newPlayer.connectionToClient, "REARVIEW ENABLED", -1, true);
            }
            CTF.SendJoinUpdate(newPlayer);
            Race.SendJoinUpdate(newPlayer);
            foreach (Player player in Overload.NetworkManager.m_Players)
            {
                if (player.connectionToClient.connectionId == connectionId)
                {
                    continue;
                }
                // Resend mode for existing player to move h2h -> anarchy
                NetworkServer.SendToClient(player.connectionToClient.connectionId, CustomMsgType.MatchStart, modeMsg);

                if (!newPlayer.m_spectator)
                {
                    player.CallTargetAddHUDMessage(player.connectionToClient, String.Format(Loc.LS("{0} JOINED MATCH"), newPlayer.m_mp_name), -1, true);
                }

                //Debug.Log("JIP: spawning on new client net " + player.netId + " lobby " + player.connectionToClient.connectionId);
                NetworkServer.SendToClient(connectionId, CustomMsgType.Respawn, new RespawnMessage
                {
                    m_net_id     = player.netId,
                    lobby_id     = player.connectionToClient.connectionId,
                    m_pos        = player.transform.position,
                    m_rotation   = player.transform.rotation,
                    use_loadout1 = player.m_use_loadout1
                });
            }
            ServerStatLog.Connected(newPlayer.m_mp_name);
        }