quantum-space-buddies/QSB/WorldSync/WorldObjectManager.cs
2022-01-14 22:25:23 -08:00

132 lines
3.8 KiB
C#

using OWML.Common;
using QSB.Player;
using QSB.Player.TransformSync;
using QSB.Utility;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace QSB.WorldSync
{
public enum WorldObjectType
{
Both,
SolarSystem,
Eye
}
public abstract class WorldObjectManager : MonoBehaviour
{
private static readonly List<WorldObjectManager> _managers = new();
/// <summary>
/// Set when all WorldObjectManagers have called Init() on all their objects (AKA all the objects are created)
/// </summary>
public static bool AllObjectsAdded { get; private set; }
/// <summary>
/// Set when all WorldObjects have finished running Init()
/// </summary>
public static bool AllObjectsReady { get; private set; }
/// <summary>
/// when the scene does not match the type, this manager will not build its world objects
/// </summary>
public abstract WorldObjectType WorldObjectType { get; }
public virtual void Awake()
{
QSBSceneManager.OnSceneLoaded += OnSceneLoaded;
_managers.Add(this);
}
public virtual void OnDestroy()
{
QSBSceneManager.OnSceneLoaded -= OnSceneLoaded;
_managers.Remove(this);
}
public static void SetNotReady()
{
AllObjectsAdded = false;
AllObjectsReady = false;
}
private void OnSceneLoaded(OWScene oldScene, OWScene newScene, bool inUniverse)
{
AllObjectsAdded = false;
AllObjectsReady = false;
}
public static void Rebuild(OWScene scene)
{
if (!QSBNetworkManager.singleton.IsReady)
{
DebugLog.ToConsole($"Warning - Tried to rebuild WorldObjects when Network Manager not ready! Building when ready...", MessageType.Warning);
QSBCore.UnityEvents.RunWhen(() => QSBNetworkManager.singleton.IsReady, () => Rebuild(scene));
return;
}
if (PlayerTransformSync.LocalInstance == null)
{
DebugLog.ToConsole($"Warning - Tried to rebuild WorldObjects when LocalPlayer is not ready! Building when ready...", MessageType.Warning);
QSBCore.UnityEvents.RunWhen(() => PlayerTransformSync.LocalInstance, () => Rebuild(scene));
return;
}
DoRebuild(scene);
}
private static void DoRebuild(OWScene scene)
{
QSBWorldSync.RemoveWorldObjects();
_numManagersReadying = 0;
_numObjectsReadying = 0;
AllObjectsAdded = false;
AllObjectsReady = false;
foreach (var manager in _managers)
{
switch (manager.WorldObjectType)
{
case WorldObjectType.SolarSystem when QSBSceneManager.CurrentScene != OWScene.SolarSystem:
case WorldObjectType.Eye when QSBSceneManager.CurrentScene != OWScene.EyeOfTheUniverse:
DebugLog.DebugWrite($"skipping {manager.GetType().Name} as it is type {manager.WorldObjectType} and scene is {QSBSceneManager.CurrentScene}");
continue;
}
try
{
DebugLog.DebugWrite($"Rebuilding {manager.GetType().Name}", MessageType.Info);
manager.RebuildWorldObjects(scene);
}
catch (Exception ex)
{
DebugLog.ToConsole($"Exception - Exception when trying to rebuild WorldObjects of manager {manager.GetType().Name} : {ex.Message} Stacktrace :\r\n{ex.StackTrace}", MessageType.Error);
}
}
QSBCore.UnityEvents.RunWhen(() => _numManagersReadying == 0, () =>
{
AllObjectsAdded = true;
DebugLog.DebugWrite("World Objects added.", MessageType.Success);
QSBCore.UnityEvents.RunWhen(() => _numObjectsReadying == 0, () =>
{
AllObjectsReady = true;
DebugLog.DebugWrite("World Objects ready.", MessageType.Success);
});
});
}
protected abstract void RebuildWorldObjects(OWScene scene);
private static uint _numManagersReadying;
internal static uint _numObjectsReadying;
/// indicates that this won't become ready immediately
protected void StartDelayedReady() => _numManagersReadying++;
/// indicates that this is now ready
protected void FinishDelayedReady() => _numManagersReadying--;
}
}