Added better GPS handling, Improved test mode, Fixed naming of players not being broadcast until a new HelloClient, Fixed lobby restarts, Fixed task handling
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@@ -533,6 +533,11 @@ public class GameClient : IDisposable
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public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500, GameSettingsOverrides? settings = null)
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{
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// DisplayName is sent on every CreateLobby/JoinLobby so the server
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// picks up the live nickname (typed into the input field after the
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// ClientHello handshake fired). Without this the server uses the
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// ClientHello-time name, which is the GameManager prefab default
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// for any user who immediately created/joined a lobby.
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Send(new CreateLobby
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{
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PlayAreaCenter = center,
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@@ -540,16 +545,18 @@ public class GameClient : IDisposable
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ImpostorCount = impostorCount,
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TaskCount = taskCount,
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Password = password,
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Settings = settings
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Settings = settings,
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DisplayName = DisplayName
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});
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}
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public void JoinLobby(string joinCode, string? password = null)
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{
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Send(new JoinLobby
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{
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JoinCode = joinCode.ToUpperInvariant(),
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Password = password
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Password = password,
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DisplayName = DisplayName
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});
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}
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@@ -197,6 +197,16 @@ public class CreateLobby : Message
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/// </summary>
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[JsonProperty("settings")]
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public GameSettingsOverrides? Settings { get; set; }
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/// <summary>
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/// Optional. Live host display name from the nickname input field at
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/// the moment of CreateLobby. ClientHello-time name is stale because
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/// the handshake fires before the user has typed anything; this lets
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/// the server pick up the freshly-typed name without a separate
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/// rename round-trip.
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/// </summary>
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[JsonProperty("displayName")]
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public string? DisplayName { get; set; }
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}
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public class CreateLobbyResponse : Message
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@@ -222,12 +232,19 @@ public class CreateLobbyResponse : Message
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public class JoinLobby : Message
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{
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public override string Type => "JoinLobby";
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[JsonProperty("joinCode")]
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public string JoinCode { get; set; } = "";
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[JsonProperty("password")]
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public string? Password { get; set; }
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/// <summary>
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/// Optional. Live joiner display name from the nickname input field
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/// at the moment of Join. See CreateLobby.DisplayName for rationale.
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/// </summary>
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[JsonProperty("displayName")]
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public string? DisplayName { get; set; }
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}
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public class JoinLobbyResponse : Message
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