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C#
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using QSB.Events;
using QSB.Player;
using QSB.Player.TransformSync;
using QSB.Utility;
using UnityEngine;
namespace QSB.ClientServerStateSync
{
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internal class ClientStateManager : MonoBehaviour
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{
public static ClientStateManager Instance { get; private set; }
public event ChangeStateEvent OnChangeState;
public delegate void ChangeStateEvent(ClientState newState);
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private void Awake()
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=> Instance = this;
private void Start()
{
QSBSceneManager.OnSceneLoaded += OnSceneLoaded;
QSBCore.UnityEvents.RunWhen(() => PlayerTransformSync.LocalInstance != null, () => QSBEventManager.FireEvent(EventNames.QSBClientState, ForceGetCurrentState()));
}
public void ChangeClientState(ClientState newState)
{
if (QSBPlayerManager.LocalPlayer.State == newState)
{
return;
}
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DebugLog.DebugWrite($"CHANGE CLIENT STATE FROM {QSBPlayerManager.LocalPlayer.State} to {newState}");
QSBPlayerManager.LocalPlayer.State = newState;
OnChangeState?.Invoke(newState);
}
private void OnSceneLoaded(OWScene oldScene, OWScene newScene, bool inUniverse)
{
var serverState = ServerStateManager.Instance.GetServerState();
if (QSBCore.IsHost)
{
if (newScene == OWScene.SolarSystem && oldScene != OWScene.SolarSystem)
{
DebugLog.DebugWrite($"Server is loading SolarSystem just after creating server.");
QSBEventManager.FireEvent(EventNames.QSBClientState, ClientState.AliveInSolarSystem);
}
if (newScene == OWScene.SolarSystem && oldScene == OWScene.SolarSystem)
{
DebugLog.DebugWrite($"Server is reloading SolarSystem");
QSBEventManager.FireEvent(EventNames.QSBClientState, ClientState.WaitingForOthersToReadyInSolarSystem);
}
if (newScene == OWScene.TitleScreen)
{
DebugLog.DebugWrite($"Server has gone back to title screen");
QSBEventManager.FireEvent(EventNames.QSBClientState, ClientState.InTitleScreen);
}
}
else
{
if (newScene == OWScene.SolarSystem && oldScene != OWScene.SolarSystem && serverState != ServerState.AwaitingPlayConfirmation)
{
DebugLog.DebugWrite($"Client is loading SolarSystem just after connecting.");
QSBEventManager.FireEvent(EventNames.QSBClientState, ClientState.AliveInSolarSystem);
}
if (newScene == OWScene.SolarSystem && oldScene == OWScene.SolarSystem)
{
DebugLog.DebugWrite($"Client is reloading SolarSystem");
QSBEventManager.FireEvent(EventNames.QSBClientState, ClientState.WaitingForOthersToReadyInSolarSystem);
}
if (serverState == ServerState.WaitingForDeath)
{
DebugLog.DebugWrite($"Client loaded new scene while server is waiting for all players to die");
QSBEventManager.FireEvent(EventNames.QSBClientState, ClientState.WaitingForOthersToReadyInSolarSystem);
}
}
}
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public void OnDeath()
{
var currentScene = QSBSceneManager.CurrentScene;
if (currentScene == OWScene.SolarSystem)
{
QSBEventManager.FireEvent(EventNames.QSBClientState, ClientState.DeadInSolarSystem);
}
else if (currentScene == OWScene.EyeOfTheUniverse)
{
DebugLog.ToConsole($"Error - You died in the Eye? HOW DID YOU DO THAT?!", OWML.Common.MessageType.Error);
}
else
{
// whaaaaaaaaa
DebugLog.ToConsole($"Error - You died... in a menu? In the credits? In any case, you should never see this. :P", OWML.Common.MessageType.Error);
}
}
private ClientState ForceGetCurrentState()
{
var currentScene = LoadManager.GetCurrentScene();
var lastScene = LoadManager.GetPreviousScene();
if (currentScene == OWScene.TitleScreen || currentScene == OWScene.Credits_Fast || currentScene == OWScene.Credits_Final)
{
return ClientState.InTitleScreen;
}
// cant join while dead...
if (currentScene == OWScene.SolarSystem)
{
return ClientState.AliveInSolarSystem;
}
if (currentScene == OWScene.EyeOfTheUniverse)
{
return ClientState.AliveInEye;
}
return ClientState.NotLoaded;
}
}
}