rename some client states to be scene generic

This commit is contained in:
Mister_Nebula 2021-12-21 20:05:06 +00:00
parent 5991058b28
commit 58a7583c66
4 changed files with 12 additions and 12 deletions

View File

@ -7,8 +7,8 @@
AliveInSolarSystem,
DeadInSolarSystem,
AliveInEye,
WaitingForOthersToDieInSolarSystem,
WaitingForOthersToReadyInSolarSystem,
WaitingForOthersToDie,
WaitingForOthersToBeReady,
WatchingLongCredits,
WatchingShortCredits
}

View File

@ -64,7 +64,7 @@ namespace QSB.ClientServerStateSync
if (oldScene == OWScene.SolarSystem)
{
// reloading scene
newState = ClientState.WaitingForOthersToReadyInSolarSystem;
newState = ClientState.WaitingForOthersToBeReady;
}
else
{
@ -98,21 +98,21 @@ namespace QSB.ClientServerStateSync
case OWScene.SolarSystem:
if (serverState == ServerState.WaitingForAllPlayersToDie)
{
newState = ClientState.WaitingForOthersToReadyInSolarSystem;
newState = ClientState.WaitingForOthersToBeReady;
break;
}
if (oldScene == OWScene.SolarSystem)
{
// reloading scene
newState = ClientState.WaitingForOthersToReadyInSolarSystem;
newState = ClientState.WaitingForOthersToBeReady;
}
else
{
// loading in from title screen
if (serverState == ServerState.WaitingForAllPlayersToReady)
{
newState = ClientState.WaitingForOthersToReadyInSolarSystem;
newState = ClientState.WaitingForOthersToBeReady;
}
else
{
@ -122,7 +122,7 @@ namespace QSB.ClientServerStateSync
break;
case OWScene.EyeOfTheUniverse:
newState = ClientState.WaitingForOthersToReadyInSolarSystem;
newState = ClientState.WaitingForOthersToBeReady;
break;
default:
newState = ClientState.NotLoaded;

View File

@ -128,7 +128,7 @@ namespace QSB.ClientServerStateSync
if (_currentState == ServerState.WaitingForAllPlayersToReady)
{
if (QSBPlayerManager.PlayerList.All(x
=> x.State is ClientState.WaitingForOthersToReadyInSolarSystem
=> x.State is ClientState.WaitingForOthersToBeReady
or ClientState.AliveInSolarSystem
or ClientState.AliveInEye))
{

View File

@ -273,7 +273,7 @@ namespace QSB.TimeSync
var serverState = ServerStateManager.Instance.GetServerState();
var clientState = QSBPlayerManager.LocalPlayer.State;
if (serverState == ServerState.WaitingForAllPlayersToReady && clientState == ClientState.WaitingForOthersToReadyInSolarSystem)
if (serverState == ServerState.WaitingForAllPlayersToReady && clientState == ClientState.WaitingForOthersToBeReady)
{
if (CurrentState != State.Pausing)
{
@ -289,7 +289,7 @@ namespace QSB.TimeSync
}
}
if (serverState == ServerState.WaitingForAllPlayersToDie && clientState == ClientState.WaitingForOthersToReadyInSolarSystem)
if (serverState == ServerState.WaitingForAllPlayersToDie && clientState == ClientState.WaitingForOthersToBeReady)
{
if (CurrentState == State.Pausing && (PauseReason)CurrentReason == PauseReason.WaitingForAllPlayersToBeReady)
{
@ -352,12 +352,12 @@ namespace QSB.TimeSync
StartPausing(PauseReason.ServerNotStarted);
}
if (serverState == ServerState.WaitingForAllPlayersToReady && CurrentState != State.Pausing && clientState == ClientState.WaitingForOthersToReadyInSolarSystem)
if (serverState == ServerState.WaitingForAllPlayersToReady && CurrentState != State.Pausing && clientState == ClientState.WaitingForOthersToBeReady)
{
StartPausing(PauseReason.WaitingForAllPlayersToBeReady);
}
if (serverState == ServerState.WaitingForAllPlayersToDie && clientState == ClientState.WaitingForOthersToReadyInSolarSystem)
if (serverState == ServerState.WaitingForAllPlayersToDie && clientState == ClientState.WaitingForOthersToBeReady)
{
StartPausing(PauseReason.WaitingForAllPlayersToBeReady);
}