Mod version validation
- Game.CurrentMods property to query the current mods when no orderManager accessible - Server sends mod versions to master server on ping - Client sends mod versions on handshake response - Validate match on server side of handshake, not client side
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@@ -149,8 +149,7 @@ namespace OpenRA.Mods.RA.Widgets.Delegates
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return;
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}
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// only "waiting for players"
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var gamesWaiting = games.Where(g => g.State == 1);
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var gamesWaiting = games.Where(g => CanJoin(g));
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if (gamesWaiting.Count() == 0)
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{
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@@ -179,6 +178,22 @@ namespace OpenRA.Mods.RA.Widgets.Delegates
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i++;
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}
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}
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bool CanJoin(GameServer game)
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{
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//"waiting for players"
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if (game.State != 1)
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return false;
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// Mods won't match if there are a different number
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if (Game.CurrentMods.Count != game.Mods.Count())
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return false;
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return game.Mods.All( m => m.Contains('@')) && game.Mods.Select( m => Pair.New(m.Split('@')[0], m.Split('@')[1]))
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.All(kv => Game.CurrentMods.ContainsKey(kv.First) &&
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(kv.Second == "{DEV_VERSION}" || Game.CurrentMods[kv.First].Version == "{DEV_VERSION}" || kv.Second == Game.CurrentMods[kv.First].Version));
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}
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}
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public class DirectConnectDelegate : IWidgetDelegate
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