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

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using OWML.Common;
using QSB.Messaging;
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using QSB.Player;
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using QSB.Player.TransformSync;
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using QSB.Utility;
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using QuantumUNET;
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using QuantumUNET.Components;
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namespace QSB.Events
{
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public abstract class QSBEvent<T> : IQSBEvent where T : PlayerMessage, new()
{
public abstract EventType Type { get; }
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public uint LocalPlayerId => QSBPlayerManager.LocalPlayerId;
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private readonly MessageHandler<T> _eventHandler;
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protected QSBEvent()
{
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if (UnitTestDetector.IsInUnitTest)
{
return;
}
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_eventHandler = new MessageHandler<T>(Type);
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_eventHandler.OnClientReceiveMessage += message => OnReceive(false, message);
_eventHandler.OnServerReceiveMessage += message => OnReceive(true, message);
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}
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public abstract void SetupListener();
public abstract void CloseListener();
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public virtual void OnReceiveRemote(bool server, T message) { }
public virtual void OnReceiveLocal(bool server, T message) { }
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public void SendEvent(T message)
{
message.FromId = QSBPlayerManager.LocalPlayerId;
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QSBCore.UnityEvents.RunWhen(
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() => PlayerTransformSync.LocalInstance != null,
() => _eventHandler.SendToServer(message));
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}
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/// <summary>
/// Checks whether the message should be processed by the executing client/server.
/// </summary>
/// <returns>True if the message should be processed.</returns>
public virtual bool CheckMessage(bool isServer, T message) => true;
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private void OnReceive(bool isServer, T message)
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{
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/* 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.
*/
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if (!CheckMessage(isServer, message))
{
return;
}
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if (isServer)
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{
_eventHandler.SendToAll(message);
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return;
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}
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if (message.OnlySendToServer && !QNetworkServer.active)
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{
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return;
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}
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if (PlayerTransformSync.LocalInstance == null || PlayerTransformSync.LocalInstance.GetComponent<QNetworkIdentity>() == null)
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{
DebugLog.ToConsole($"Warning - Tried to handle message of type <{message.GetType().Name}> before localplayer was established.", MessageType.Warning);
return;
}
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if (message.FromId == QSBPlayerManager.LocalPlayerId ||
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QSBPlayerManager.IsBelongingToLocalPlayer(message.FromId))
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{
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OnReceiveLocal(QNetworkServer.active, message);
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return;
}
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OnReceiveRemote(QNetworkServer.active, message);
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}
}
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}