quantum-space-buddies/QSB/Events/QSBEvent.cs
2021-06-18 22:38:32 +01:00

92 lines
2.6 KiB
C#

using OWML.Common;
using QSB.Messaging;
using QSB.Player;
using QSB.Player.TransformSync;
using QSB.Utility;
using QuantumUNET;
using QuantumUNET.Components;
namespace QSB.Events
{
public abstract class QSBEvent<T> : IQSBEvent where T : PlayerMessage, new()
{
public abstract EventType Type { get; }
public uint LocalPlayerId => QSBPlayerManager.LocalPlayerId;
private readonly MessageHandler<T> _eventHandler;
protected QSBEvent()
{
if (UnitTestDetector.IsInUnitTest)
{
return;
}
_eventHandler = new MessageHandler<T>(Type);
_eventHandler.OnClientReceiveMessage += message => OnReceive(false, message);
_eventHandler.OnServerReceiveMessage += message => OnReceive(true, message);
}
public abstract void SetupListener();
public abstract void CloseListener();
public virtual void OnReceiveRemote(bool server, T message) { }
public virtual void OnReceiveLocal(bool server, T message) { }
public void SendEvent(T message)
{
message.FromId = QSBPlayerManager.LocalPlayerId;
QSBCore.UnityEvents.RunWhen(
() => PlayerTransformSync.LocalInstance != null,
() => _eventHandler.SendToServer(message));
}
/// <summary>
/// Checks whether the message should be processed by the executing client/server.
/// </summary>
/// <returns>True if the message should be processed.</returns>
public virtual bool CheckMessage(bool isServer, T message) => true;
private void OnReceive(bool isServer, T message)
{
/* Explanation :
* if <isServer> is true, this message has been received on the server *server*.
* Therefore, we don't want to do any event handling code - that should be dealt
* with on the server *client* and any other client. So just forward the message
* onto all clients. This way, the server *server* just acts as the ditribution
* hub for all events.
*/
if (!CheckMessage(isServer, message))
{
return;
}
if (isServer)
{
_eventHandler.SendToAll(message);
return;
}
if (message.OnlySendToServer && !QNetworkServer.active)
{
return;
}
if (PlayerTransformSync.LocalInstance == null || PlayerTransformSync.LocalInstance.GetComponent<QNetworkIdentity>() == null)
{
DebugLog.ToConsole($"Warning - Tried to handle message of type <{message.GetType().Name}> before localplayer was established.", MessageType.Warning);
return;
}
if (message.FromId == QSBPlayerManager.LocalPlayerId ||
QSBPlayerManager.IsBelongingToLocalPlayer(message.FromId))
{
OnReceiveLocal(QNetworkServer.active, message);
return;
}
OnReceiveRemote(QNetworkServer.active, message);
}
}
}