Barotrauma Server
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Barotrauma.Networking.GameServer Class Referencesealed
Inheritance diagram for Barotrauma.Networking.GameServer:
Barotrauma.Networking.NetworkMember

Public Member Functions

 GameServer (string name, IPAddress listenIp, int port, int queryPort, bool isPublic, string password, bool attemptUPnP, int maxPlayers, Option< int > ownerKey, Option< P2PEndpoint > ownerEndpoint)
 
void StartServer ()
 
void NotifyCrash ()
 
void Update (float deltaTime)
 
override void CreateEntityEvent (INetSerializable entity, NetEntityEvent.IData extraData=null)
 
void ClientWriteLobby (Client c)
 
bool TryStartGame ()
 
void EndGame (CampaignMode.TransitionType transitionType=CampaignMode.TransitionType.None, bool wasSaved=false, IEnumerable< Mission > missions=null)
 
override void AddChatMessage (ChatMessage message)
 
bool TryChangeClientName (Client c, string newName)
 
bool IsNameValid (Client c, string newName)
 
override void KickPlayer (string playerName, string reason)
 
void KickClient (NetworkConnection conn, string reason)
 
void KickClient (Client client, string reason, bool resetKarma=false)
 
override void BanPlayer (string playerName, string reason, TimeSpan? duration=null)
 
void BanClient (Client client, string reason, TimeSpan? duration=null)
 
void BanPreviousPlayer (PreviousPlayer previousPlayer, string reason, TimeSpan? duration=null)
 
override void UnbanPlayer (string playerName)
 
override void UnbanPlayer (Endpoint endpoint)
 
void DisconnectClient (NetworkConnection senderConnection, PeerDisconnectPacket peerDisconnectPacket)
 
void DisconnectClient (Client client, PeerDisconnectPacket peerDisconnectPacket)
 
void SendDirectChatMessage (string txt, Client recipient, ChatMessageType messageType=ChatMessageType.Server)
 
void SendConsoleMessage (string txt, Client recipient, Color? color=null)
 
void SendDirectChatMessage (ChatMessage msg, Client recipient)
 
void SendChatMessage (string message, ChatMessageType? type=null, Client senderClient=null, Character senderCharacter=null, PlayerConnectionChangeType changeType=PlayerConnectionChangeType.None, ChatMode chatMode=ChatMode.None)
 Add the message to the chatbox and pass it to all clients who can receive it.
 
void SendOrderChatMessage (OrderChatMessage message)
 
void SendCancelTransferMsg (FileSender.FileTransferOut transfer)
 
void UpdateVoteStatus (bool checkActiveVote=true)
 
void SendVoteStatus (List< Client > recipients)
 
bool TrySwitchSubmarine ()
 
void UpdateClientPermissions (Client client)
 
void GiveAchievement (Character character, Identifier achievementIdentifier)
 
void IncrementStat (Character character, AchievementStat stat, int amount)
 
void GiveAchievement (Client client, Identifier achievementIdentifier)
 
void IncrementStat (Client client, AchievementStat stat, int amount)
 
void SendTraitorMessage (WriteOnlyMessage msg, Client client)
 
void UpdateCheatsEnabled ()
 
void SetClientCharacter (Client client, Character newCharacter)
 
void AssignJobs (List< Client > unassigned)
 
void AssignBotJobs (List< CharacterInfo > bots, CharacterTeamType teamID)
 
void UpdateMissionState (Mission mission)
 
void Quit ()
 

Static Public Member Functions

static void AddPendingMessageToOwner (string message, ChatMessageType messageType)
 Creates a message that gets sent to the server owner once the connection is initialized. Can be used to for example notify the owner of problems during initialization.
 
static string CharacterLogName (Character character)
 
static void Log (string line, ServerLog.MessageType messageType)
 

Public Attributes

bool SubmarineSwitchLoad = false
 
readonly List< string > JobAssignmentDebugLog = new List<string>()
 

Properties

override bool IsServer [get]
 
override bool IsClient [get]
 
override Voting Voting [get]
 
string ServerName [get, set]
 
ServerPeer ServerPeer [get]
 
float EndRoundTimer [get]
 
float EndRoundDelay [get]
 
float EndRoundTimeRemaining [get]
 
VoipServer VoipServer [get]
 
FileSender FileSender [get]
 
ModSender ModSender [get]
 
TraitorManager TraitorManager [get]
 
override IReadOnlyList< ClientConnectedClients [get]
 
ServerEntityEventManager EntityEventManager [get]
 
int Port [get]
 
int QueryPort [get]
 
NetworkConnection OwnerConnection [get]
 
- Properties inherited from Barotrauma.Networking.NetworkMember
Character Character [get]
 

Constructor & Destructor Documentation

◆ GameServer()

Barotrauma.Networking.GameServer.GameServer ( string name,
IPAddress listenIp,
int port,
int queryPort,
bool isPublic,
string password,
bool attemptUPnP,
int maxPlayers,
Option< int > ownerKey,
Option< P2PEndpoint > ownerEndpoint )

Member Function Documentation

◆ AddChatMessage()

override void Barotrauma.Networking.GameServer.AddChatMessage ( ChatMessage message)

◆ AddPendingMessageToOwner()

static void Barotrauma.Networking.GameServer.AddPendingMessageToOwner ( string message,
ChatMessageType messageType )
static

Creates a message that gets sent to the server owner once the connection is initialized. Can be used to for example notify the owner of problems during initialization.

◆ AssignBotJobs()

void Barotrauma.Networking.GameServer.AssignBotJobs ( List< CharacterInfo > bots,
CharacterTeamType teamID )

◆ AssignJobs()

void Barotrauma.Networking.GameServer.AssignJobs ( List< Client > unassigned)

◆ BanClient()

void Barotrauma.Networking.GameServer.BanClient ( Client client,
string reason,
TimeSpan? duration = null )

◆ BanPlayer()

override void Barotrauma.Networking.GameServer.BanPlayer ( string playerName,
string reason,
TimeSpan? duration = null )

◆ BanPreviousPlayer()

void Barotrauma.Networking.GameServer.BanPreviousPlayer ( PreviousPlayer previousPlayer,
string reason,
TimeSpan? duration = null )

◆ CharacterLogName()

static string Barotrauma.Networking.GameServer.CharacterLogName ( Character character)
static

◆ ClientWriteLobby()

void Barotrauma.Networking.GameServer.ClientWriteLobby ( Client c)

◆ CreateEntityEvent()

override void Barotrauma.Networking.GameServer.CreateEntityEvent ( INetSerializable entity,
NetEntityEvent.IData extraData = null )

◆ DisconnectClient() [1/2]

void Barotrauma.Networking.GameServer.DisconnectClient ( Client client,
PeerDisconnectPacket peerDisconnectPacket )

◆ DisconnectClient() [2/2]

void Barotrauma.Networking.GameServer.DisconnectClient ( NetworkConnection senderConnection,
PeerDisconnectPacket peerDisconnectPacket )

◆ EndGame()

void Barotrauma.Networking.GameServer.EndGame ( CampaignMode.TransitionType transitionType = CampaignMode::TransitionType::None,
bool wasSaved = false,
IEnumerable< Mission > missions = null )

◆ GiveAchievement() [1/2]

void Barotrauma.Networking.GameServer.GiveAchievement ( Character character,
Identifier achievementIdentifier )

◆ GiveAchievement() [2/2]

void Barotrauma.Networking.GameServer.GiveAchievement ( Client client,
Identifier achievementIdentifier )

◆ IncrementStat() [1/2]

void Barotrauma.Networking.GameServer.IncrementStat ( Character character,
AchievementStat stat,
int amount )

◆ IncrementStat() [2/2]

void Barotrauma.Networking.GameServer.IncrementStat ( Client client,
AchievementStat stat,
int amount )

◆ IsNameValid()

bool Barotrauma.Networking.GameServer.IsNameValid ( Client c,
string newName )

◆ KickClient() [1/2]

void Barotrauma.Networking.GameServer.KickClient ( Client client,
string reason,
bool resetKarma = false )

◆ KickClient() [2/2]

void Barotrauma.Networking.GameServer.KickClient ( NetworkConnection conn,
string reason )

◆ KickPlayer()

override void Barotrauma.Networking.GameServer.KickPlayer ( string playerName,
string reason )

◆ Log()

static void Barotrauma.Networking.GameServer.Log ( string line,
ServerLog.MessageType messageType )
static

◆ NotifyCrash()

void Barotrauma.Networking.GameServer.NotifyCrash ( )

◆ Quit()

void Barotrauma.Networking.GameServer.Quit ( )

◆ SendCancelTransferMsg()

void Barotrauma.Networking.GameServer.SendCancelTransferMsg ( FileSender.FileTransferOut transfer)

◆ SendChatMessage()

void Barotrauma.Networking.GameServer.SendChatMessage ( string message,
ChatMessageType? type = null,
Client senderClient = null,
Character senderCharacter = null,
PlayerConnectionChangeType changeType = PlayerConnectionChangeType::None,
ChatMode chatMode = ChatMode::None )

Add the message to the chatbox and pass it to all clients who can receive it.

◆ SendConsoleMessage()

void Barotrauma.Networking.GameServer.SendConsoleMessage ( string txt,
Client recipient,
Color? color = null )

◆ SendDirectChatMessage() [1/2]

void Barotrauma.Networking.GameServer.SendDirectChatMessage ( ChatMessage msg,
Client recipient )

◆ SendDirectChatMessage() [2/2]

void Barotrauma.Networking.GameServer.SendDirectChatMessage ( string txt,
Client recipient,
ChatMessageType messageType = ChatMessageType::Server )

◆ SendOrderChatMessage()

void Barotrauma.Networking.GameServer.SendOrderChatMessage ( OrderChatMessage message)

◆ SendTraitorMessage()

void Barotrauma.Networking.GameServer.SendTraitorMessage ( WriteOnlyMessage msg,
Client client )

◆ SendVoteStatus()

void Barotrauma.Networking.GameServer.SendVoteStatus ( List< Client > recipients)

◆ SetClientCharacter()

void Barotrauma.Networking.GameServer.SetClientCharacter ( Client client,
Character newCharacter )

◆ StartServer()

void Barotrauma.Networking.GameServer.StartServer ( )

◆ TryChangeClientName()

bool Barotrauma.Networking.GameServer.TryChangeClientName ( Client c,
string newName )

◆ TryStartGame()

bool Barotrauma.Networking.GameServer.TryStartGame ( )

◆ TrySwitchSubmarine()

bool Barotrauma.Networking.GameServer.TrySwitchSubmarine ( )

◆ UnbanPlayer() [1/2]

override void Barotrauma.Networking.GameServer.UnbanPlayer ( Endpoint endpoint)

◆ UnbanPlayer() [2/2]

override void Barotrauma.Networking.GameServer.UnbanPlayer ( string playerName)

◆ Update()

void Barotrauma.Networking.GameServer.Update ( float deltaTime)

◆ UpdateCheatsEnabled()

void Barotrauma.Networking.GameServer.UpdateCheatsEnabled ( )

◆ UpdateClientPermissions()

void Barotrauma.Networking.GameServer.UpdateClientPermissions ( Client client)

◆ UpdateMissionState()

void Barotrauma.Networking.GameServer.UpdateMissionState ( Mission mission)

◆ UpdateVoteStatus()

void Barotrauma.Networking.GameServer.UpdateVoteStatus ( bool checkActiveVote = true)

Member Data Documentation

◆ JobAssignmentDebugLog

readonly List<string> Barotrauma.Networking.GameServer.JobAssignmentDebugLog = new List<string>()

◆ SubmarineSwitchLoad

bool Barotrauma.Networking.GameServer.SubmarineSwitchLoad = false

Property Documentation

◆ ConnectedClients

override IReadOnlyList<Client> Barotrauma.Networking.GameServer.ConnectedClients
get

◆ EndRoundDelay

float Barotrauma.Networking.GameServer.EndRoundDelay
get

◆ EndRoundTimer

float Barotrauma.Networking.GameServer.EndRoundTimer
get

◆ EndRoundTimeRemaining

float Barotrauma.Networking.GameServer.EndRoundTimeRemaining
get

◆ EntityEventManager

ServerEntityEventManager Barotrauma.Networking.GameServer.EntityEventManager
get

◆ FileSender

FileSender Barotrauma.Networking.GameServer.FileSender
get

◆ IsClient

override bool Barotrauma.Networking.GameServer.IsClient
get

◆ IsServer

override bool Barotrauma.Networking.GameServer.IsServer
get

◆ ModSender

ModSender Barotrauma.Networking.GameServer.ModSender
get

◆ OwnerConnection

NetworkConnection Barotrauma.Networking.GameServer.OwnerConnection
get

◆ Port

int Barotrauma.Networking.GameServer.Port
get

◆ QueryPort

int Barotrauma.Networking.GameServer.QueryPort
get

◆ ServerName

string Barotrauma.Networking.GameServer.ServerName
getset

◆ ServerPeer

ServerPeer Barotrauma.Networking.GameServer.ServerPeer
get

◆ TraitorManager

TraitorManager Barotrauma.Networking.GameServer.TraitorManager
get

◆ VoipServer

VoipServer Barotrauma.Networking.GameServer.VoipServer
get

◆ Voting

override Voting Barotrauma.Networking.GameServer.Voting
get

The documentation for this class was generated from the following file: