282 lines
12 KiB
C#
282 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.ComponentModel;
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using System.Diagnostics;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Windows;
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using System.Windows.Data;
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using System.Windows.Threading;
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using Torch;
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using Sandbox;
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using Sandbox.Engine.Multiplayer;
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using Sandbox.Game.Multiplayer;
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using Sandbox.Game.World;
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using SteamSDK;
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using Torch.Server.ViewModels;
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using VRage.Game;
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using VRage.Library.Collections;
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using VRage.Network;
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using VRage.Utils;
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namespace Torch.Server
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{
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/// <summary>
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/// Provides a proxy to the game's multiplayer-related functions.
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/// </summary>
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public class MultiplayerManager
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{
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public event Action<PlayerInfo> PlayerJoined;
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public event Action<PlayerInfo> PlayerLeft;
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public event Action<ChatItemInfo> ChatMessageReceived;
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public MTObservableCollection<PlayerInfo> PlayersView { get; } = new MTObservableCollection<PlayerInfo>();
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public MTObservableCollection<ChatItemInfo> ChatView { get; } = new MTObservableCollection<ChatItemInfo>();
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public PlayerInfo LocalPlayer { get; private set; }
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private TorchServer _server;
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internal MultiplayerManager(TorchServer server)
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{
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_server = server;
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_server.Server.SessionLoaded += OnSessionLoaded;
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}
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public void KickPlayer(ulong steamId) => _server.Server.BeginGameAction(() => MyMultiplayer.Static.KickClient(steamId));
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public void BanPlayer(ulong steamId, bool banned = true)
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{
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_server.Server.BeginGameAction(() =>
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{
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MyMultiplayer.Static.BanClient(steamId, banned);
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if (_gameOwnerIds.ContainsKey(steamId))
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MyMultiplayer.Static.BanClient(_gameOwnerIds[steamId], banned);
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});
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}
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/// <summary>
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/// Send a message in chat.
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/// </summary>
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public void SendMessage(string message)
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{
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MyMultiplayer.Static.SendChatMessage(message);
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ChatView.Add(new ChatItemInfo(LocalPlayer, message));
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}
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private void OnSessionLoaded()
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{
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LocalPlayer = new PlayerInfo(MyMultiplayer.Static.ServerId) { Name = "Server", State = ConnectionState.Connected };
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MyMultiplayer.Static.ChatMessageReceived += OnChatMessage;
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MyMultiplayer.Static.ClientKicked += OnClientKicked;
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MyMultiplayer.Static.ClientLeft += OnClientLeft;
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MySession.Static.Players.PlayerRequesting += OnPlayerRequesting;
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//TODO: Move these with the methods?
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RemoveHandlers();
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SteamSDK.SteamServerAPI.Instance.GameServer.ValidateAuthTicketResponse += ValidateAuthTicketResponse;
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SteamSDK.SteamServerAPI.Instance.GameServer.UserGroupStatus += UserGroupStatus;
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_members = (List<ulong>)typeof(MyDedicatedServerBase).GetField("m_members", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(MyMultiplayer.Static);
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_waitingForGroup = (HashSet<ulong>)typeof(MyDedicatedServerBase).GetField("m_waitingForGroup", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(MyMultiplayer.Static);
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}
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private void OnChatMessage(ulong steamId, string message, ChatEntryTypeEnum chatType)
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{
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var player = PlayersView.FirstOrDefault(p => p.SteamId == steamId);
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if (player == null || player == LocalPlayer)
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return;
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var info = new ChatItemInfo(player, message);
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ChatView.Add(info);
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ChatMessageReceived?.Invoke(info);
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}
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/// <summary>
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/// Invoked when a client logs in and hits the respawn screen.
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/// </summary>
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private void OnPlayerRequesting(PlayerRequestArgs args)
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{
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var steamId = args.PlayerId.SteamId;
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var player = new PlayerInfo(steamId) {State = ConnectionState.Connected};
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PlayersView.Add(player);
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PlayerJoined?.Invoke(player);
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}
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private void OnClientKicked(ulong steamId)
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{
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OnClientLeft(steamId, ChatMemberStateChangeEnum.Kicked);
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}
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private void OnClientLeft(ulong steamId, ChatMemberStateChangeEnum stateChange)
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{
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var player = PlayersView.FirstOrDefault(p => p.SteamId == steamId);
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if (player == null)
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return;
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player.State = (ConnectionState)stateChange;
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PlayersView.Remove(player);
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PlayerLeft?.Invoke(player);
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}
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//TODO: Split the following into a new file?
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//These methods override some Keen code to allow us full control over client authentication.
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//This lets us have a server set to private (admins only) or friends (friends of all listed admins)
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private List<ulong> _members;
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private HashSet<ulong> _waitingForGroup;
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private HashSet<ulong> _waitingForFriends;
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private Dictionary<ulong, ulong> _gameOwnerIds = new Dictionary<ulong, ulong>();
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/// <summary>
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/// Removes Keen's hooks into some Steam events so we have full control over client authentication
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/// </summary>
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private static void RemoveHandlers()
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{
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var eventField = typeof(GameServer).GetField("<backing_store>ValidateAuthTicketResponse", BindingFlags.NonPublic | BindingFlags.Instance);
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var eventDel = eventField?.GetValue(SteamServerAPI.Instance.GameServer) as MulticastDelegate;
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if (eventDel != null)
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{
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foreach (var handle in eventDel.GetInvocationList())
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{
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if (handle.Method.Name == "GameServer_ValidateAuthTicketResponse")
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{
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SteamServerAPI.Instance.GameServer.ValidateAuthTicketResponse -= handle as ValidateAuthTicketResponse;
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}
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}
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}
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eventField = typeof(GameServer).GetField("<backing_store>UserGroupStatus", BindingFlags.NonPublic | BindingFlags.Instance);
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eventDel = eventField?.GetValue(SteamServerAPI.Instance.GameServer) as MulticastDelegate;
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if (eventDel != null)
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{
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foreach (var handle in eventDel.GetInvocationList())
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{
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if (handle.Method.Name == "GameServer_UserGroupStatus")
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{
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SteamServerAPI.Instance.GameServer.UserGroupStatus -= handle as UserGroupStatus;
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}
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}
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}
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}
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//Largely copied from SE
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private void ValidateAuthTicketResponse(ulong steamID, AuthSessionResponseEnum response, ulong ownerSteamID)
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{
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MyLog.Default.WriteLineAndConsole($"{Logger.Prefix} Server ValidateAuthTicketResponse ({response}), owner: {ownerSteamID}");
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if (steamID != ownerSteamID)
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{
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MyLog.Default.WriteLineAndConsole($"User {steamID} is using a game owned by {ownerSteamID}. Tracking...");
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_gameOwnerIds[steamID] = ownerSteamID;
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if (MySandboxGame.ConfigDedicated.Banned.Contains(ownerSteamID))
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{
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MyLog.Default.WriteLineAndConsole($"Game owner {ownerSteamID} is banned. Banning and rejecting client {steamID}...");
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UserRejected(steamID, JoinResult.BannedByAdmins);
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BanPlayer(steamID, true);
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}
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}
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if (response == AuthSessionResponseEnum.OK)
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{
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if (MySession.Static.MaxPlayers > 0 && _members.Count - 1 >= MySession.Static.MaxPlayers)
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{
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UserRejected(steamID, JoinResult.ServerFull);
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}
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else if (MySandboxGame.ConfigDedicated.Administrators.Contains(steamID.ToString()) || MySandboxGame.ConfigDedicated.Administrators.Contains(MyDedicatedServerBase.ConvertSteamIDFrom64(steamID)))
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{
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UserAccepted(steamID);
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}
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else if (MySandboxGame.ConfigDedicated.GroupID == 0)
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{
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switch (MySession.Static.OnlineMode)
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{
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case MyOnlineModeEnum.PUBLIC:
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UserAccepted(steamID);
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break;
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case MyOnlineModeEnum.PRIVATE:
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UserRejected(steamID, JoinResult.NotInGroup);
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break;
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case MyOnlineModeEnum.FRIENDS:
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//TODO: actually verify friendship
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UserRejected(steamID, JoinResult.NotInGroup);
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break;
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}
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}
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else if (SteamServerAPI.Instance.GetAccountType(MySandboxGame.ConfigDedicated.GroupID) != AccountType.Clan)
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{
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UserRejected(steamID, JoinResult.GroupIdInvalid);
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}
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else if (SteamServerAPI.Instance.GameServer.RequestGroupStatus(steamID, MySandboxGame.ConfigDedicated.GroupID))
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{
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// Returns false when there's no connection to Steam
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_waitingForGroup.Add(steamID);
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}
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else
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{
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UserRejected(steamID, JoinResult.SteamServersOffline);
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}
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}
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else
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{
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JoinResult joinResult = JoinResult.TicketInvalid;
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switch (response)
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{
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case AuthSessionResponseEnum.AuthTicketCanceled:
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joinResult = JoinResult.TicketCanceled;
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break;
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case AuthSessionResponseEnum.AuthTicketInvalidAlreadyUsed:
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joinResult = JoinResult.TicketAlreadyUsed;
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break;
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case AuthSessionResponseEnum.LoggedInElseWhere:
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joinResult = JoinResult.LoggedInElseWhere;
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break;
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case AuthSessionResponseEnum.NoLicenseOrExpired:
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joinResult = JoinResult.NoLicenseOrExpired;
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break;
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case AuthSessionResponseEnum.UserNotConnectedToSteam:
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joinResult = JoinResult.UserNotConnected;
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break;
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case AuthSessionResponseEnum.VACBanned:
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joinResult = JoinResult.VACBanned;
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break;
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case AuthSessionResponseEnum.VACCheckTimedOut:
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joinResult = JoinResult.VACCheckTimedOut;
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break;
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}
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UserRejected(steamID, joinResult);
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}
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}
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private void UserGroupStatus(ulong userId, ulong groupId, bool member, bool officier)
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{
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if (groupId == MySandboxGame.ConfigDedicated.GroupID && _waitingForGroup.Remove(userId))
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{
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if ((member || officier))
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{
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UserAccepted(userId);
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}
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else
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{
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UserRejected(userId, JoinResult.NotInGroup);
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}
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}
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}
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private void UserAccepted(ulong steamId)
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{
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//TODO: Raise user joined event here
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typeof(MyDedicatedServerBase).GetMethod("UserAccepted", BindingFlags.NonPublic | BindingFlags.Instance).Invoke(MyMultiplayer.Static, new object[] {steamId});
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}
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private void UserRejected(ulong steamId, JoinResult reason)
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{
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typeof(MyDedicatedServerBase).GetMethod("UserRejected", BindingFlags.NonPublic | BindingFlags.Instance).Invoke(MyMultiplayer.Static, new object[] {steamId, reason});
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}
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}
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}
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