quantum-space-buddies/QSB/Player/Events/RequestStateResyncEvent.cs

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using System.Linq;
using OWML.Utils;
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using QSB.CampfireSync.WorldObjects;
using QSB.ClientServerStateSync;
using QSB.Events;
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using QSB.Messaging;
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using QSB.MeteorSync.WorldObjects;
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using QSB.OrbSync;
using QSB.OrbSync.TransformSync;
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using QSB.QuantumSync.WorldObjects;
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using QSB.Tools.TranslatorTool.TranslationSync;
using QSB.Tools.TranslatorTool.TranslationSync.WorldObjects;
using QSB.TornadoSync.WorldObjects;
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using QSB.Utility;
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using QSB.WorldSync;
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namespace QSB.Player.Events
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{
// Can be sent by any client (including host) to signal they want latest worldobject, player, and server infomation
public class RequestStateResyncEvent : QSBEvent<PlayerMessage>
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{
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public static bool _waitingForEvent;
public override bool RequireWorldObjectsReady => false;
public override void SetupListener() => GlobalMessenger.AddListener(EventNames.QSBRequestStateResync, Handler);
public override void CloseListener() => GlobalMessenger.RemoveListener(EventNames.QSBRequestStateResync, Handler);
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private void Handler()
{
if (_waitingForEvent)
{
return;
}
_waitingForEvent = true;
SendEvent(CreateMessage());
}
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private PlayerMessage CreateMessage() => new()
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{
AboutId = LocalPlayerId
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};
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public override void OnReceiveLocal(bool isHost, PlayerMessage message)
{
QSBCore.UnityEvents.FireInNUpdates(() =>
{
if (_waitingForEvent)
{
DebugLog.ToConsole($"Did not receive PlayerInformationEvent in time. Setting _waitingForEvent to false.", OWML.Common.MessageType.Info);
_waitingForEvent = false;
}
}, 60);
}
public override void OnReceiveRemote(bool isHost, PlayerMessage message)
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{
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// send response only to the requesting client
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QSBEventManager.ForIdOverride = message.FromId;
try
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{
// if host, send worldobject and server states
if (isHost)
{
QSBEventManager.FireEvent(EventNames.QSBServerState, ServerStateManager.Instance.GetServerState());
QSBEventManager.FireEvent(EventNames.QSBPlayerInformation);
if (WorldObjectManager.AllObjectsReady)
{
SendWorldObjectInfo();
}
}
// if client, send player and client states
else
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{
QSBEventManager.FireEvent(EventNames.QSBPlayerInformation);
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}
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// SPECIAL CASE: whoever owns the orbs sends their drag state
foreach (var sync in NomaiOrbTransformSync.Instances)
{
if (sync.HasAuthority && sync.Orb)
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{
QSBEventManager.FireEvent(EventNames.QSBOrbUser, OrbManager.Orbs.IndexOf(sync.Orb), sync.Orb._isBeingDragged);
}
}
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}
finally
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{
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QSBEventManager.ForIdOverride = uint.MaxValue;
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}
}
private void SendWorldObjectInfo()
{
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QSBWorldSync.DialogueConditions.ForEach(condition
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=> QSBEventManager.FireEvent(EventNames.DialogueConditionChanged, condition.Key, condition.Value));
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QSBWorldSync.ShipLogFacts.ForEach(fact
=> QSBEventManager.FireEvent(EventNames.QSBRevealFact, fact.Id, fact.SaveGame, false));
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foreach (var wallText in QSBWorldSync.GetWorldObjects<QSBWallText>().Where(x => x.AttachedObject.GetValue<bool>("_initialized") && x.AttachedObject.GetNumTextBlocks() > 0))
{
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wallText.GetTranslatedIds().ForEach(id
=> QSBEventManager.FireEvent(EventNames.QSBTextTranslated, NomaiTextType.WallText, wallText.ObjectId, id));
}
foreach (var computer in QSBWorldSync.GetWorldObjects<QSBComputer>().Where(x => x.AttachedObject.GetValue<bool>("_initialized") && x.AttachedObject.GetNumTextBlocks() > 0))
{
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computer.GetTranslatedIds().ForEach(id
=> QSBEventManager.FireEvent(EventNames.QSBTextTranslated, NomaiTextType.Computer, computer.ObjectId, id));
}
foreach (var vesselComputer in QSBWorldSync.GetWorldObjects<QSBVesselComputer>().Where(x => x.AttachedObject.GetValue<bool>("_initialized") && x.AttachedObject.GetNumTextBlocks() > 0))
{
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vesselComputer.GetTranslatedIds().ForEach(id
=> QSBEventManager.FireEvent(EventNames.QSBTextTranslated, NomaiTextType.VesselComputer, vesselComputer.ObjectId, id));
}
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QSBWorldSync.GetWorldObjects<IQSBQuantumObject>().ForEach(x
=> QSBEventManager.FireEvent(EventNames.QSBQuantumAuthority, x.ObjectId, x.ControllingPlayer));
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QSBWorldSync.GetWorldObjects<QSBCampfire>().ForEach(campfire
=> QSBEventManager.FireEvent(EventNames.QSBCampfireState, campfire.ObjectId, campfire.GetState()));
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QSBWorldSync.GetWorldObjects<QSBFragment>().ForEach(fragment
=> QSBEventManager.FireEvent(EventNames.QSBFragmentResync, fragment));
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QSBWorldSync.GetWorldObjects<QSBTornado>().ForEach(tornado
=> QSBEventManager.FireEvent(EventNames.QSBTornadoFormState, tornado));
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}
}
}