using QSB.Events; using QSB.Messaging; using QSB.SectorSync; using QSB.Utility; using QSB.WorldSync; using System.Linq; namespace QSB.Player.Events { public class PlayerStatesRequestEvent : QSBEvent { public override EventType Type => EventType.PlayerStatesRequest; public override void SetupListener() => GlobalMessenger.AddListener(EventNames.QSBPlayerStatesRequest, Handler); public override void CloseListener() => GlobalMessenger.RemoveListener(EventNames.QSBPlayerStatesRequest, Handler); private void Handler() => SendEvent(CreateMessage()); private PlayerMessage CreateMessage() => new PlayerMessage { AboutId = LocalPlayerId, OnlySendToServer = true }; public override void OnReceiveRemote(bool server, PlayerMessage message) { DebugLog.DebugWrite($"Get state request from {message.FromId} - isServer?{server}"); GlobalMessenger.FireEvent(EventNames.QSBServerSendPlayerStates); foreach (var item in QSBPlayerManager.GetSyncObjects() .Where(x => x != null && x.IsReady && x.ReferenceSector != null)) { GlobalMessenger.FireEvent(EventNames.QSBSectorChange, item.NetId.Value, item.ReferenceSector); } if (!server) { return; } foreach (var condition in QSBWorldSync.DialogueConditions) { GlobalMessenger.FireEvent(EventNames.DialogueCondition, condition.Key, condition.Value); } foreach (var fact in QSBWorldSync.ShipLogFacts) { GlobalMessenger.FireEvent(EventNames.QSBRevealFact, fact.Id, fact.SaveGame, false); } } } }