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using QSB.Messaging;
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using QSB.Player;
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using QSB.TransformSync;
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using QuantumUNET;
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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; }
public uint LocalPlayerId => QSBPlayerManager.LocalPlayerId;
private readonly MessageHandler<T> _eventHandler;
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protected QSBEvent()
{
_eventHandler = new MessageHandler<T>(Type);
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_eventHandler.OnClientReceiveMessage += (T message) => OnReceive(false, message);
_eventHandler.OnServerReceiveMessage += (T 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.Helper.Events.Unity.RunWhen(() => PlayerTransformSync.LocalInstance != null, () => Send(message));
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}
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private void Send(T message)
{
if (QSBNetworkServer.active)
{
_eventHandler.SendToAll(message);
}
else
{
_eventHandler.SendToServer(message);
}
}
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private void OnReceive(bool isServer, T message)
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{
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if (isServer
&& !message.OnlySendToServer
&& message.FromId != QSBPlayerManager.LocalPlayerId)
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{
_eventHandler.SendToAll(message);
}
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if (message.FromId == QSBPlayerManager.LocalPlayerId ||
QSBPlayerManager.IsBelongingToLocalPlayer(message.AboutId))
{
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OnReceiveLocal(isServer, message);
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return;
}
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OnReceiveRemote(isServer, message);
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}
}
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}