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Alek/simplify name messages (#88)
* Showing player markers * Marker above head * Use player name on marker * Sync full state on init * Sync game state on start * removed name from death and leave message Co-authored-by: Ricardo Lopes <raicuparta@gmail.com>
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@ -3,7 +3,7 @@ using UnityEngine.Networking;
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namespace QSB.Events
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{
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public class DeathMessage : NameMessage
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public class DeathMessage : PlayerMessage
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{
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public override MessageType MessageType => MessageType.Death;
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@ -6,7 +6,7 @@ using UnityEngine.Networking;
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namespace QSB.Events
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{
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class FullStateMessage : NameMessage
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public class FullStateMessage : PlayerMessage
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{
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public override MessageType MessageType => MessageType.FullState;
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@ -1,9 +1,24 @@
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using QSB.Messaging;
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using UnityEngine.Networking;
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namespace QSB.Events
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{
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public class JoinMessage : NameMessage
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public class JoinMessage : PlayerMessage
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{
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public override MessageType MessageType => MessageType.Join;
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public string PlayerName { get; set; }
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public override void Deserialize(NetworkReader reader)
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{
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base.Deserialize(reader);
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PlayerName = reader.ReadString();
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}
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public override void Serialize(NetworkWriter writer)
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{
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base.Serialize(writer);
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writer.Write(PlayerName);
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}
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}
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}
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@ -5,7 +5,7 @@ using UnityEngine.Networking;
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namespace QSB.Events
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{
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public class LeaveMessage : NameMessage
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public class LeaveMessage : PlayerMessage
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{
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public override MessageType MessageType => MessageType.Leave;
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@ -19,7 +19,6 @@ namespace QSB.Events
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{
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var message = new LeaveMessage
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{
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PlayerName = PlayerJoin.PlayerNames[playerId],
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SenderId = playerId,
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ObjectIds = objectIds
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};
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@ -28,7 +27,8 @@ namespace QSB.Events
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private void OnClientReceiveMessage(LeaveMessage message)
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{
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DebugLog.All(message.PlayerName, "left");
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var playerName = PlayerJoin.PlayerNames[message.SenderId];
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DebugLog.All(playerName, "left");
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PlayerJoin.PlayerNames.Remove(message.SenderId);
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foreach (var objectId in message.ObjectIds)
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{
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@ -3,20 +3,17 @@ using UnityEngine.Networking;
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namespace QSB.Events
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{
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public abstract class NameMessage : QSBMessage
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public abstract class PlayerMessage : QSBMessage
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{
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public uint SenderId { get; set; }
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public string PlayerName { get; set; }
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public override void Deserialize(NetworkReader reader)
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{
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PlayerName = reader.ReadString();
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SenderId = reader.ReadUInt32();
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}
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public override void Serialize(NetworkWriter writer)
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{
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writer.Write(PlayerName);
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writer.Write(SenderId);
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}
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}
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@ -116,7 +116,7 @@
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<Compile Include="DebugLog.cs" />
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<Compile Include="Events\DeathMessage.cs" />
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<Compile Include="Events\PlayerJoin.cs" />
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<Compile Include="Events\NameMessage.cs" />
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<Compile Include="Events\PlayerMessage.cs" />
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<Compile Include="Messaging\MessageHandler.cs" />
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<Compile Include="Messaging\MessageType.cs" />
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<Compile Include="Messaging\QSBMessage.cs" />
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@ -142,7 +142,7 @@ namespace QSB.TimeSync
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private void OnClientReceiveMessage(DeathMessage message)
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{
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var playerName = PlayerJoin.PlayerNames.TryGetValue(message.SenderId, out var n) ? n : message.PlayerName;
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var playerName = PlayerJoin.PlayerNames[message.SenderId];
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var deathMessage = Necronomicon.GetPhrase(message.DeathType);
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DebugLog.All(string.Format(deathMessage, playerName));
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}
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@ -168,7 +168,6 @@ namespace QSB.TimeSync
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{
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var message = new DeathMessage
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{
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PlayerName = PlayerJoin.MyName,
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SenderId = PlayerTransformSync.LocalInstance.netId.Value,
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DeathType = deathType
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};
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