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31 lines
872 B
C#
31 lines
872 B
C#
using OWML.Common;
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using QSB.Messaging;
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using QSB.Player.Messages;
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using QSB.Utility;
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namespace QSB.WorldSync;
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/// <summary>
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/// sends QSBWorldSync.WorldObjectsHash to the server for sanity checking
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/// </summary>
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internal class WorldObjectsHashMessage : QSBMessage<string>
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{
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public WorldObjectsHashMessage() : base(QSBWorldSync.WorldObjectsHash) => To = 0;
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public override void OnReceiveRemote()
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{
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var serverHash = QSBWorldSync.WorldObjectsHash;
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if (serverHash != Data)
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{
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// oh fuck oh no oh god
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DebugLog.ToConsole($"Kicking {From} because their WorldObjects hash is wrong. (server:{serverHash}, client:{Data})", MessageType.Error);
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new PlayerKickMessage(From, $"WorldObject hash error. (Server:{serverHash}, Client:{Data})").Send();
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}
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else
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{
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DebugLog.DebugWrite($"WorldObject hash from {From} verified!", MessageType.Success);
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}
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}
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}
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