2020-11-04 09:34:01 +00:00
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using OWML.Common;
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2021-03-09 19:45:00 +00:00
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using QSB.Events;
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using QSB.Player;
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2020-12-31 12:10:55 +00:00
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using QSB.SectorSync.WorldObjects;
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2020-11-04 09:34:01 +00:00
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using QSB.Utility;
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using QSB.WorldSync;
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2021-03-11 20:02:23 +00:00
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using System.Collections.Generic;
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2020-08-21 13:04:13 +00:00
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using System.Linq;
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2020-08-16 15:15:36 +00:00
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using UnityEngine;
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2020-11-03 22:29:23 +00:00
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namespace QSB.SectorSync
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2020-08-16 15:15:36 +00:00
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{
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2021-03-09 19:45:00 +00:00
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public class QSBSectorManager : MonoBehaviour, IRepeating
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2020-12-02 21:23:01 +00:00
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{
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public static QSBSectorManager Instance { get; private set; }
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public bool IsReady { get; private set; }
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public List<QSBSector> FakeSectors = new List<QSBSector>();
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2020-08-16 15:15:36 +00:00
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2021-03-09 19:45:00 +00:00
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private void OnEnable() => RepeatingManager.Repeatings.Add(this);
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private void OnDisable() => RepeatingManager.Repeatings.Remove(this);
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public void Invoke()
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2020-12-02 21:23:01 +00:00
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{
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QSBPlayerManager.GetSyncObjects<TransformSync.TransformSync>()
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.Where(x => x.HasAuthority).ToList().ForEach(CheckTransformSyncSector);
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}
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2020-08-16 15:15:36 +00:00
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2020-12-14 20:41:56 +00:00
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public void Awake()
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2020-12-02 21:23:01 +00:00
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{
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2021-03-11 20:02:23 +00:00
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if (Instance != null)
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{
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DebugLog.ToConsole("Error - Cannot have multiple QSBSectorManagers!", MessageType.Error);
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Destroy(this);
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return;
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}
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2020-12-02 21:23:01 +00:00
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Instance = this;
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QSBSceneManager.OnUniverseSceneLoaded += (OWScene scene) => RebuildSectors();
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DebugLog.DebugWrite("Sector Manager ready.", MessageType.Success);
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}
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2020-12-03 08:28:05 +00:00
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2021-03-09 21:56:52 +00:00
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public void OnDestroy()
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=> QSBSceneManager.OnUniverseSceneLoaded -= (OWScene scene) => RebuildSectors();
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2020-08-16 15:15:36 +00:00
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2021-03-11 20:02:23 +00:00
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2020-12-02 21:23:01 +00:00
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public void RebuildSectors()
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{
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DebugLog.DebugWrite("Rebuilding sectors...", MessageType.Warning);
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2021-03-11 20:02:23 +00:00
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if (QSBSceneManager.CurrentScene == OWScene.SolarSystem)
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{
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var timeLoopRing = GameObject.Find("TimeLoopRing_Body");
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if (timeLoopRing != null)
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{
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if (timeLoopRing.GetComponent<FakeSector>() == null)
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{
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timeLoopRing.AddComponent<FakeSector>().AttachedSector = GameObject.Find("Sector_TimeLoopInterior").GetComponent<Sector>();
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}
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}
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else
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{
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DebugLog.ToConsole($"Error - TimeLoopRing_Body not found!", MessageType.Error);
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}
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}
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2020-12-23 23:14:32 +00:00
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QSBWorldSync.Init<QSBSector, Sector>();
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2020-12-11 13:14:58 +00:00
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IsReady = QSBWorldSync.GetWorldObjects<QSBSector>().Any();
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2020-12-02 21:23:01 +00:00
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}
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2020-08-16 15:15:36 +00:00
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2021-03-09 19:45:00 +00:00
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private void CheckTransformSyncSector(TransformSync.TransformSync transformSync)
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{
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var syncedTransform = transformSync.SyncedTransform;
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if (syncedTransform == null || syncedTransform.position == Vector3.zero)
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2021-02-27 09:56:07 +00:00
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{
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return;
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}
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var closestSector = transformSync.SectorSync.GetClosestSector(syncedTransform);
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if (closestSector == default(QSBSector))
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2021-02-27 09:56:07 +00:00
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{
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return;
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}
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if (closestSector == transformSync.ReferenceSector)
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{
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return;
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2021-01-26 14:07:17 +00:00
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}
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transformSync.SetReferenceSector(closestSector);
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SendSector(transformSync.NetId.Value, closestSector);
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2021-02-27 09:56:07 +00:00
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}
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private void SendSector(uint id, QSBSector sector) =>
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QSBEventManager.FireEvent(EventNames.QSBSectorChange, id, sector);
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2020-12-02 21:23:01 +00:00
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}
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2020-12-03 08:28:05 +00:00
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}
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