Removed PlayerConnectPacket() from client to server and small bug fixed
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@ -256,6 +256,10 @@ namespace CoopServer
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{
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SendPlayerDisconnectPacket(message.SenderConnection.RemoteUniqueIdentifier);
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}
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else if (status == NetConnectionStatus.Connected)
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{
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SendPlayerConnectPacket(message.SenderConnection);
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}
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break;
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case NetIncomingMessageType.Data:
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// Get packet type
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@ -266,18 +270,6 @@ namespace CoopServer
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switch (type)
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{
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case (byte)PacketTypes.PlayerConnectPacket:
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try
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{
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packet = new PlayerConnectPacket();
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packet.NetIncomingMessageToPacket(message);
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SendPlayerConnectPacket(message.SenderConnection, (PlayerConnectPacket)packet);
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}
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catch (Exception e)
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{
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message.SenderConnection.Disconnect(e.Message);
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}
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break;
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case (byte)PacketTypes.FullSyncPlayerPacket:
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try
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{
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@ -635,9 +627,9 @@ namespace CoopServer
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}
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// The connection has been approved, now we need to send all other players to the new player and the new player to all players
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private static void SendPlayerConnectPacket(NetConnection local, PlayerConnectPacket packet)
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private static void SendPlayerConnectPacket(NetConnection local)
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{
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Client localClient = Clients.Find(x => x.NetHandle == packet.NetHandle);
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Client localClient = Clients.Find(x => x.NetHandle == local.RemoteUniqueIdentifier);
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if (localClient == null)
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{
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local.Disconnect("No data found!");
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@ -670,7 +662,7 @@ namespace CoopServer
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NetOutgoingMessage outgoingMessage = MainNetServer.CreateMessage();
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new PlayerConnectPacket()
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{
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NetHandle = packet.NetHandle,
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NetHandle = local.RemoteUniqueIdentifier,
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SocialClubName = localClient.Player.SocialClubName,
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Username = localClient.Player.Username
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}.PacketToNetOutGoingMessage(outgoingMessage);
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