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using QSB.Messaging;
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using QSB.TransformSync;
using UnityEngine.Networking;
namespace QSB.Events
{
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/// <summary>
/// Abstract class that handles all event code.
/// </summary>
/// <typeparam name="T">The message type to use.</typeparam>
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public abstract class QSBEvent<T> : IQSBEvent where T : PlayerMessage, new()
{
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public abstract EventType Type { get; }
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public uint LocalPlayerId => PlayerRegistry.LocalPlayerId;
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private readonly MessageHandler<T> _eventHandler;
protected QSBEvent()
{
_eventHandler = new MessageHandler<T>(Type);
_eventHandler.OnClientReceiveMessage += OnClientReceive;
_eventHandler.OnServerReceiveMessage += OnServerReceive;
}
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/// <summary>
/// Called to set up the activators for the event.
/// </summary>
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public abstract void SetupListener();
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/// <summary>
/// Called to remove all set up activators.
/// </summary>
public abstract void CloseListener();
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/// <summary>
/// Called on every client that didn't send the event.
/// </summary>
/// <param name="message"></param>
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public virtual void OnReceiveRemote(T message)
{
}
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/// <summary>
/// Called on the client that sent the event.
/// </summary>
/// <param name="message"></param>
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public virtual void OnReceiveLocal(T message)
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{
}
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/// <summary>
/// Called on the server.
/// </summary>
/// <param name="message"></param>
public virtual void OnServerReceive(T message)
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{
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_eventHandler.SendToAll(message);
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}
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public void SendEvent(T message)
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{
message.FromId = PlayerRegistry.LocalPlayerId;
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QSB.Helper.Events.Unity.RunWhen(() => PlayerTransformSync.LocalInstance != null, () => Send(message));
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}
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private void Send(T message)
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{
if (NetworkServer.active)
{
_eventHandler.SendToAll(message);
}
else
{
_eventHandler.SendToServer(message);
}
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}
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private void OnClientReceive(T message)
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{
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if (message.FromId == PlayerRegistry.LocalPlayerId || PlayerRegistry.IsBelongingToLocalPlayer(message.AboutId))
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{
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OnReceiveLocal(message);
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return;
}
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OnReceiveRemote(message);
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}
}
}