using OWML.Common;
using QSB.API.Messages;
using QSB.ClientServerStateSync;
using QSB.ClientServerStateSync.Messages;
using QSB.Messaging;
using QSB.Utility;
namespace QSB.Player.Messages;
// Can be sent by any client (including host) to signal they want latest player and server information
public class RequestStateResyncMessage : QSBMessage
{
///
/// set to true when we send this, and false when we receive a player info message back.
/// this prevents message spam a bit.
///
internal static bool _waitingForEvent;
///
/// used instead of QSBMessageManager.Send to do the extra check
///
public void Send()
{
if (_waitingForEvent)
{
return;
}
_waitingForEvent = true;
QSBMessageManager.Send(this);
}
public override void OnReceiveLocal() => Delay.RunFramesLater(60,
() => {
if (_waitingForEvent)
{
if (QSBPlayerManager.PlayerList.Count > 1)
{
DebugLog.ToConsole($"Did not receive PlayerInformationEvent in time. Setting _waitingForEvent to false.", MessageType.Info);
}
_waitingForEvent = false;
}
});
public override void OnReceiveRemote()
{
if (QSBCore.IsHost)
{
new ServerStateMessage(ServerStateManager.Instance.GetServerState()) { To = From }.Send();
}
new PlayerInformationMessage { To = From }.Send();
// Initial sync of all custom data from APIs
foreach (var kvp in QSBPlayerManager.LocalPlayer._customData)
{
if (!kvp.Value.GetType().IsSerializable)
{
continue;
}
new AddonCustomDataSyncMessage(QSBPlayerManager.LocalPlayerId, kvp.Key, kvp.Value) { To = From }.Send();
}
}
}