Overhaul color validator logic.
This commit is contained in:
151
OpenRA.Mods.Common/ColorValidator.cs
Normal file
151
OpenRA.Mods.Common/ColorValidator.cs
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@@ -0,0 +1,151 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Support;
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namespace OpenRA.Mods.Common
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{
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public class ColorValidator : IGlobalModData
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{
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// The bigger the color threshold, the less permissive is the algorithm
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public readonly int Threshold = 0x50;
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double GetColorDelta(Color colorA, Color colorB)
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{
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var rmean = (colorA.R + colorB.R) / 2.0;
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var r = colorA.R - colorB.R;
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var g = colorA.G - colorB.G;
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var b = colorA.B - colorB.B;
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var weightR = 2.0 + rmean / 256;
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var weightG = 4.0;
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var weightB = 2.0 + (255 - rmean) / 256;
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return Math.Sqrt(weightR * r * r + weightG * g * g + weightB * b * b);
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}
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bool IsValid(Color askedColor, IEnumerable<Color> forbiddenColors, out Color forbiddenColor)
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{
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var blockingColors = forbiddenColors
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.Where(playerColor => GetColorDelta(askedColor, playerColor) < Threshold)
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.Select(playerColor => new { Delta = GetColorDelta(askedColor, playerColor), Color = playerColor });
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// Return the player that holds with the lowest difference
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if (blockingColors.Any())
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{
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forbiddenColor = blockingColors.MinBy(aa => aa.Delta).Color;
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return false;
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}
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forbiddenColor = default(Color);
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return true;
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}
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public bool IsValid(Color askedColor, out Color forbiddenColor, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError)
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{
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// Validate color against the current map tileset
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if (!IsValid(askedColor, terrainColors, out forbiddenColor))
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{
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onError("Color was adjusted to be less similar to the terrain.");
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return false;
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}
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// Validate color against other clients
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if (!IsValid(askedColor, playerColors, out forbiddenColor))
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{
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onError("Color was adjusted to be less similar to another player.");
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return false;
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}
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// Color is valid
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forbiddenColor = default(Color);
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return true;
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}
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public HSLColor RandomValidColor(MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors)
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{
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HSLColor color;
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Color forbidden;
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Action<string> ignoreError = _ => { };
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do
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{
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var hue = (byte)random.Next(255);
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var sat = (byte)random.Next(255);
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var lum = (byte)random.Next(129, 255);
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color = new HSLColor(hue, sat, lum);
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} while (!IsValid(color.RGB, out forbidden, terrainColors, playerColors, ignoreError));
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return color;
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}
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public HSLColor MakeValid(Color askedColor, MersenneTwister random, IEnumerable<Color> terrainColors, IEnumerable<Color> playerColors, Action<string> onError)
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{
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Color forbiddenColor;
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if (IsValid(askedColor, out forbiddenColor, terrainColors, playerColors, onError))
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return new HSLColor(askedColor);
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// Vector between the 2 colors
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var vector = new double[]
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{
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askedColor.R - forbiddenColor.R,
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askedColor.G - forbiddenColor.G,
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askedColor.B - forbiddenColor.B
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};
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// Reduce vector by it's biggest value (more calculations, but more accuracy too)
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var vectorMax = vector.Max(vv => Math.Abs(vv));
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if (vectorMax == 0)
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vectorMax = 1; // Avoid division by 0
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vector[0] /= vectorMax;
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vector[1] /= vectorMax;
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vector[2] /= vectorMax;
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// Color weights
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var rmean = (double)(askedColor.R + forbiddenColor.R) / 2;
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var weightVector = new[]
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{
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2.0 + rmean / 256,
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4.0,
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2.0 + (255 - rmean) / 256,
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};
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var attempt = 1;
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var allForbidden = terrainColors.Concat(playerColors);
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HSLColor color;
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do
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{
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// If we reached the limit (The ii >= 255 prevents too much calculations)
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if (attempt >= 255)
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{
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color = RandomValidColor(random, terrainColors, playerColors);
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break;
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}
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// Apply vector to forbidden color
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var r = (forbiddenColor.R + (int)(vector[0] * weightVector[0] * attempt)).Clamp(0, 255);
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var g = (forbiddenColor.G + (int)(vector[1] * weightVector[1] * attempt)).Clamp(0, 255);
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var b = (forbiddenColor.B + (int)(vector[2] * weightVector[2] * attempt)).Clamp(0, 255);
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// Get the alternative color attempt
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color = new HSLColor(Color.FromArgb(r, g, b));
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attempt++;
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} while (!IsValid(color.RGB, allForbidden, out forbiddenColor));
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return color;
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}
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}
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}
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@@ -212,7 +212,6 @@
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<Compile Include="Scripting\Properties\AircraftProperties.cs" />
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<Compile Include="Scripting\ScriptUpgradesCache.cs" />
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<Compile Include="Scripting\Properties\CaptureProperties.cs" />
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<Compile Include="ServerTraits\ColorValidator.cs" />
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<Compile Include="ServerTraits\LobbyCommands.cs" />
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<Compile Include="ServerTraits\LobbySettingsNotification.cs" />
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<Compile Include="ServerTraits\MasterServerPinger.cs" />
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@@ -733,6 +732,7 @@
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<Compile Include="FileFormats\LZOCompression.cs" />
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<Compile Include="Util.cs" />
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<Compile Include="Traits\Render\WithGateSpriteBody.cs" />
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<Compile Include="ColorValidator.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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@@ -1,206 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Server;
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using S = OpenRA.Server.Server;
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namespace OpenRA.Mods.Common.Server
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{
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public class ColorValidator : ServerTrait, IClientJoined
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{
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// The bigger the color threshold, the less permissive is the algorithm
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const int ColorThreshold = 0x70;
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const byte ColorLowerBound = 0x80;
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const byte ColorHigherBound = 0xFF;
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static bool ValidateColorAgainstForbidden(Color askedColor, IEnumerable<Color> forbiddenColors, out Color forbiddenColor)
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{
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var blockingColors =
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forbiddenColors
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.Where(playerColor => GetColorDelta(askedColor, playerColor) < ColorThreshold)
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.Select(playerColor => new { Delta = GetColorDelta(askedColor, playerColor), Color = playerColor });
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// Return the player that holds with the lowest difference
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if (blockingColors.Any())
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{
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forbiddenColor = blockingColors.MinBy(aa => aa.Delta).Color;
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return false;
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}
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forbiddenColor = default(Color);
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return true;
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}
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public static Color? GetColorAlternative(Color askedColor, Color forbiddenColor)
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{
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Color? color = null;
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// Vector between the 2 colors
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var vector = new double[]
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{
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askedColor.R - forbiddenColor.R,
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askedColor.G - forbiddenColor.G,
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askedColor.B - forbiddenColor.B
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};
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// Reduce vector by it's biggest value (more calculations, but more accuracy too)
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var vectorMax = vector.Max(vv => Math.Abs(vv));
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if (vectorMax == 0)
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vectorMax = 1; // Avoid division by 0
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vector[0] /= vectorMax;
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vector[1] /= vectorMax;
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vector[2] /= vectorMax;
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// Color weights
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var rmean = (double)(askedColor.R + forbiddenColor.R) / 2;
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var weightVector = new[]
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{
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2.0 + rmean / 256,
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4.0,
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2.0 + (255 - rmean) / 256,
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};
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var ii = 1;
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var alternativeColor = new int[3];
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do
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{
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// If we reached the limit (The ii >= 255 prevents too much calculations)
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if ((alternativeColor[0] == ColorLowerBound && alternativeColor[1] == ColorLowerBound && alternativeColor[2] == ColorLowerBound)
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|| (alternativeColor[0] == ColorHigherBound && alternativeColor[1] == ColorHigherBound && alternativeColor[2] == ColorHigherBound)
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|| ii >= 255)
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{
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color = null;
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break;
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}
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// Apply vector to forbidden color
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alternativeColor[0] = forbiddenColor.R + (int)(vector[0] * weightVector[0] * ii);
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alternativeColor[1] = forbiddenColor.G + (int)(vector[1] * weightVector[1] * ii);
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alternativeColor[2] = forbiddenColor.B + (int)(vector[2] * weightVector[2] * ii);
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// Be sure it doesn't go out of bounds (0x33 is the lower limit for HSL picker)
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alternativeColor[0] = alternativeColor[0].Clamp(ColorLowerBound, ColorHigherBound);
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alternativeColor[1] = alternativeColor[1].Clamp(ColorLowerBound, ColorHigherBound);
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alternativeColor[2] = alternativeColor[2].Clamp(ColorLowerBound, ColorHigherBound);
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// Get the alternative color attempt
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color = Color.FromArgb(alternativeColor[0], alternativeColor[1], alternativeColor[2]);
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++ii;
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} while (GetColorDelta(color.Value, forbiddenColor) < ColorThreshold);
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return color;
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}
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public static double GetColorDelta(Color colorA, Color colorB)
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{
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var rmean = (colorA.R + colorB.R) / 2.0;
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var r = colorA.R - colorB.R;
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var g = colorA.G - colorB.G;
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var b = colorA.B - colorB.B;
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var weightR = 2.0 + rmean / 256;
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var weightG = 4.0;
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var weightB = 2.0 + (255 - rmean) / 256;
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return Math.Sqrt(weightR * r * r + weightG * g * g + weightB * b * b);
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}
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public static HSLColor ValidatePlayerColorAndGetAlternative(S server, HSLColor askedColor, int playerIndex, Connection connectionToEcho = null)
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{
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var askColor = askedColor;
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Color invalidColor;
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if (!ValidatePlayerNewColor(server, askColor.RGB, playerIndex, out invalidColor, connectionToEcho))
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{
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var altColor = GetColorAlternative(askColor.RGB, invalidColor);
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if (altColor == null || !ValidatePlayerNewColor(server, altColor.Value, playerIndex))
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{
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// Pick a random color
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do
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{
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var hue = (byte)server.Random.Next(255);
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var sat = (byte)server.Random.Next(255);
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var lum = (byte)server.Random.Next(129, 255);
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askColor = new HSLColor(hue, sat, lum);
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} while (!ValidatePlayerNewColor(server, askColor.RGB, playerIndex));
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}
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else
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askColor = HSLColor.FromRGB(altColor.Value.R, altColor.Value.G, altColor.Value.B);
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}
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return askColor;
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}
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public static bool ValidatePlayerNewColor(S server, Color askedColor, int playerIndex, out Color forbiddenColor, Connection connectionToEcho = null)
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{
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// Validate color against the current map tileset
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var tileset = server.Map.Rules.TileSets[server.Map.Tileset];
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var forbiddenColors = tileset.TerrainInfo.Select(terrainInfo => terrainInfo.Color);
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if (!ValidateColorAgainstForbidden(askedColor, forbiddenColors, out forbiddenColor))
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{
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if (connectionToEcho != null)
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server.SendOrderTo(connectionToEcho, "Message", "Color was too similar to the terrain, and has been adjusted.");
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return false;
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}
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// Validate color against other clients
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var playerColors = server.LobbyInfo.Clients.Where(c => c.Index != playerIndex).Select(c => c.Color.RGB);
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if (!ValidateColorAgainstForbidden(askedColor, playerColors, out forbiddenColor))
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{
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if (connectionToEcho != null)
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server.SendOrderTo(connectionToEcho, "Message", "Color was too similar to another player's color, and has been adjusted.");
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return false;
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}
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var mapPlayerColors = server.MapPlayers.Players.Values.Select(p => p.Color.RGB);
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if (!ValidateColorAgainstForbidden(askedColor, mapPlayerColors, out forbiddenColor))
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{
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if (connectionToEcho != null)
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server.SendOrderTo(connectionToEcho, "Message", "Color was too similar to a non-combatant player, and has been adjusted.");
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return false;
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}
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// Color is valid
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forbiddenColor = default(Color);
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return true;
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}
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public static bool ValidatePlayerNewColor(S server, Color askedColor, int playerIndex, Connection connectionToEcho = null)
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{
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Color forbiddenColor;
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return ValidatePlayerNewColor(server, askedColor, playerIndex, out forbiddenColor, connectionToEcho);
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}
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#region IClientJoined
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public void ClientJoined(S server, Connection conn)
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{
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var client = server.GetClient(conn);
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// Validate whether color is allowed and get an alternative if it isn't
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if (client.Slot == null || !server.LobbyInfo.Slots[client.Slot].LockColor)
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client.Color = ValidatePlayerColorAndGetAlternative(server, client.Color, client.Index);
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}
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#endregion
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}
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}
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@@ -10,6 +10,7 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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@@ -19,7 +20,7 @@ using S = OpenRA.Server.Server;
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namespace OpenRA.Mods.Common.Server
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{
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public class LobbyCommands : ServerTrait, IInterpretCommand, INotifyServerStart
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public class LobbyCommands : ServerTrait, IInterpretCommand, INotifyServerStart, IClientJoined
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{
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static bool ValidateSlotCommand(S server, Connection conn, Session.Client client, string arg, bool requiresHost)
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{
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@@ -136,10 +137,7 @@ namespace OpenRA.Mods.Common.Server
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S.SyncClientToPlayerReference(client, server.MapPlayers.Players[s]);
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if (!slot.LockColor)
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{
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var validatedColor = ColorValidator.ValidatePlayerColorAndGetAlternative(server, client.Color, client.Index, conn);
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client.PreferredColor = client.Color = validatedColor;
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}
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client.PreferredColor = client.Color = SanitizePlayerColor(server, client.Color, client.Index, conn);
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server.SyncLobbyClients();
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CheckAutoStart(server);
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@@ -291,16 +289,12 @@ namespace OpenRA.Mods.Common.Server
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};
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// Pick a random color for the bot
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HSLColor botColor;
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do
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{
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var hue = (byte)server.Random.Next(255);
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var sat = (byte)server.Random.Next(255);
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var lum = (byte)server.Random.Next(51, 255);
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botColor = new HSLColor(hue, sat, lum);
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} while (!ColorValidator.ValidatePlayerNewColor(server, botColor.RGB, bot.Index));
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bot.Color = bot.PreferredColor = botColor;
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var validator = server.ModData.Manifest.Get<ColorValidator>();
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var tileset = server.Map.Rules.TileSets[server.Map.Tileset];
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var terrainColors = tileset.TerrainInfo.Select(ti => ti.Color);
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var playerColors = server.LobbyInfo.Clients.Select(c => c.Color.RGB)
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.Concat(server.MapPlayers.Players.Values.Select(p => p.Color.RGB));
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bot.Color = bot.PreferredColor = validator.RandomValidColor(server.Random, terrainColors, playerColors);
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server.LobbyInfo.Clients.Add(bot);
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}
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@@ -367,12 +361,10 @@ namespace OpenRA.Mods.Common.Server
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server.LobbyInfo.Clients.Remove(c);
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}
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// Validate if color is allowed and get an alternative it isn't
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foreach (var c in server.LobbyInfo.Clients)
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{
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// Validate if color is allowed and get an alternative it isn't
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if (c.Slot == null || (c.Slot != null && !server.LobbyInfo.Slots[c.Slot].LockColor))
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c.Color = c.PreferredColor = ColorValidator.ValidatePlayerColorAndGetAlternative(server, c.Color, c.Index, conn);
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}
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c.Color = c.PreferredColor = SanitizePlayerColor(server, c.Color, c.Index, conn);
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server.SyncLobbyInfo();
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@@ -875,16 +867,13 @@ namespace OpenRA.Mods.Common.Server
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if (targetClient.Slot == null || server.LobbyInfo.Slots[targetClient.Slot].LockColor)
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return true;
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var newHslColor = FieldLoader.GetValue<HSLColor>("(value)", parts[1]);
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// Validate if color is allowed and get an alternative it isn't
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var altHslColor = ColorValidator.ValidatePlayerColorAndGetAlternative(server, newHslColor, targetClient.Index, conn);
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targetClient.Color = altHslColor;
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var newColor = FieldLoader.GetValue<HSLColor>("(value)", parts[1]);
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targetClient.Color = SanitizePlayerColor(server, newColor, targetClient.Index, conn);
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// Only update player's preferred color if new color is valid
|
||||
if (newHslColor == altHslColor)
|
||||
targetClient.PreferredColor = altHslColor;
|
||||
if (newColor == targetClient.Color)
|
||||
targetClient.PreferredColor = targetClient.Color;
|
||||
|
||||
server.SyncLobbyClients();
|
||||
return true;
|
||||
@@ -973,5 +962,33 @@ namespace OpenRA.Mods.Common.Server
|
||||
if (!server.Map.Options.Difficulties.Contains(server.LobbyInfo.GlobalSettings.Difficulty))
|
||||
server.LobbyInfo.GlobalSettings.Difficulty = server.Map.Options.Difficulties.First();
|
||||
}
|
||||
|
||||
static HSLColor SanitizePlayerColor(S server, HSLColor askedColor, int playerIndex, Connection connectionToEcho = null)
|
||||
{
|
||||
var validator = server.ModData.Manifest.Get<ColorValidator>();
|
||||
var askColor = askedColor;
|
||||
|
||||
Action<string> onError = message =>
|
||||
{
|
||||
if (connectionToEcho != null)
|
||||
server.SendOrderTo(connectionToEcho, "Message", message);
|
||||
};
|
||||
|
||||
var tileset = server.Map.Rules.TileSets[server.Map.Tileset];
|
||||
var terrainColors = tileset.TerrainInfo.Select(ti => ti.Color).ToList();
|
||||
var playerColors = server.LobbyInfo.Clients.Where(c => c.Index != playerIndex).Select(c => c.Color.RGB)
|
||||
.Concat(server.MapPlayers.Players.Values.Select(p => p.Color.RGB)).ToList();
|
||||
|
||||
return validator.MakeValid(askColor.RGB, server.Random, terrainColors, playerColors, onError);
|
||||
}
|
||||
|
||||
public void ClientJoined(S server, Connection conn)
|
||||
{
|
||||
var client = server.GetClient(conn);
|
||||
|
||||
// Validate whether color is allowed and get an alternative if it isn't
|
||||
if (client.Slot == null || !server.LobbyInfo.Slots[client.Slot].LockColor)
|
||||
client.Color = SanitizePlayerColor(server, client.Color, client.Index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -164,7 +164,6 @@ ServerTraits:
|
||||
PlayerPinger
|
||||
MasterServerPinger
|
||||
LobbySettingsNotification
|
||||
ColorValidator
|
||||
|
||||
LobbyDefaults:
|
||||
AllowCheats: false
|
||||
@@ -242,3 +241,5 @@ GameSpeeds:
|
||||
Name: Fastest
|
||||
Timestep: 20
|
||||
OrderLatency: 6
|
||||
|
||||
ColorValidator:
|
||||
|
||||
@@ -149,7 +149,6 @@ ServerTraits:
|
||||
PlayerPinger
|
||||
MasterServerPinger
|
||||
LobbySettingsNotification
|
||||
ColorValidator
|
||||
|
||||
LobbyDefaults:
|
||||
AllowCheats: false
|
||||
@@ -217,3 +216,5 @@ GameSpeeds:
|
||||
Name: Fastest
|
||||
Timestep: 20
|
||||
OrderLatency: 6
|
||||
|
||||
ColorValidator:
|
||||
|
||||
@@ -165,7 +165,6 @@ ServerTraits:
|
||||
PlayerPinger
|
||||
MasterServerPinger
|
||||
LobbySettingsNotification
|
||||
ColorValidator
|
||||
|
||||
LobbyDefaults:
|
||||
AllowCheats: false
|
||||
@@ -242,3 +241,5 @@ GameSpeeds:
|
||||
Name: Fastest
|
||||
Timestep: 20
|
||||
OrderLatency: 6
|
||||
|
||||
ColorValidator:
|
||||
|
||||
@@ -211,7 +211,6 @@ ServerTraits:
|
||||
PlayerPinger
|
||||
MasterServerPinger
|
||||
LobbySettingsNotification
|
||||
ColorValidator
|
||||
|
||||
LobbyDefaults:
|
||||
AllowCheats: true
|
||||
@@ -281,3 +280,5 @@ GameSpeeds:
|
||||
Name: Fastest
|
||||
Timestep: 20
|
||||
OrderLatency: 6
|
||||
|
||||
ColorValidator:
|
||||
|
||||
Reference in New Issue
Block a user