quantum-space-buddies/QSB/Events/QSBEvent.cs

66 lines
1.9 KiB
C#
Raw Normal View History

2020-12-14 16:28:03 +00:00
using QSB.Messaging;
2020-11-03 21:33:48 +00:00
using QSB.Player;
2020-08-09 07:17:00 +00:00
using QSB.TransformSync;
2020-12-04 22:15:41 +00:00
using QuantumUNET;
2020-12-14 16:24:52 +00:00
namespace QSB.Events
{
2020-12-02 21:29:53 +00:00
public abstract class QSBEvent<T> : IQSBEvent where T : PlayerMessage, new()
{
public abstract EventType Type { get; }
2020-12-14 21:20:53 +00:00
public uint LocalPlayerId => QSBPlayerManager.LocalPlayerId;
2020-12-14 20:41:56 +00:00
2020-12-02 21:29:53 +00:00
private readonly MessageHandler<T> _eventHandler;
2020-08-10 13:48:40 +00:00
2020-12-02 21:29:53 +00:00
protected QSBEvent()
{
_eventHandler = new MessageHandler<T>(Type);
2020-12-14 20:41:56 +00:00
_eventHandler.OnClientReceiveMessage += message => OnReceive(false, message);
_eventHandler.OnServerReceiveMessage += message => OnReceive(true, message);
2020-12-02 21:29:53 +00:00
}
2020-08-10 13:40:06 +00:00
2020-12-02 21:29:53 +00:00
public abstract void SetupListener();
public abstract void CloseListener();
2020-08-15 19:32:58 +00:00
2020-12-11 22:42:21 +00:00
public virtual void OnReceiveRemote(bool server, T message) { }
public virtual void OnReceiveLocal(bool server, T message) { }
2020-08-09 07:37:32 +00:00
2020-12-02 21:29:53 +00:00
public void SendEvent(T message)
{
message.FromId = QSBPlayerManager.LocalPlayerId;
2020-12-19 10:56:25 +00:00
QSBCore.Helper.Events.Unity.RunWhen(
() => PlayerTransformSync.LocalInstance != null,
() => _eventHandler.SendToServer(message));
2020-12-02 21:29:53 +00:00
}
2020-08-15 19:32:58 +00:00
2020-12-19 10:56:25 +00:00
private void OnReceive(bool isServer, T message)
2020-12-02 21:29:53 +00:00
{
2020-12-19 10:56:25 +00:00
/* Explanation :
* if <isServer> is true, this message has been received on the server *server*.
* Therefore, we don't want to do any event handling code - that should be dealt
* with on the server *client* and any other client. So just forward the message
* onto all clients. This way, the server *server* just acts as the ditribution
* hub for all events.
*/
if (isServer)
2020-12-02 21:29:53 +00:00
{
_eventHandler.SendToAll(message);
2020-12-19 10:56:25 +00:00
return;
2020-12-02 21:29:53 +00:00
}
2020-08-09 07:17:00 +00:00
2020-12-19 10:56:25 +00:00
if (message.OnlySendToServer && !QSBNetworkServer.active)
2020-12-13 22:25:23 +00:00
{
2020-12-19 10:56:25 +00:00
return;
2020-12-13 22:25:23 +00:00
}
2020-12-19 10:56:25 +00:00
2020-12-02 21:29:53 +00:00
if (message.FromId == QSBPlayerManager.LocalPlayerId ||
QSBPlayerManager.IsBelongingToLocalPlayer(message.AboutId))
{
2020-12-19 10:56:25 +00:00
OnReceiveLocal(QSBNetworkServer.active, message);
2020-12-02 21:29:53 +00:00
return;
}
2020-08-09 07:37:32 +00:00
2020-12-19 10:56:25 +00:00
OnReceiveRemote(QSBNetworkServer.active, message);
2020-12-02 21:29:53 +00:00
}
}
2020-12-03 08:28:05 +00:00
}