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44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
using QSB.Messaging;
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using QSB.Utility;
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using UnityEngine.Networking;
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namespace QSB.Events
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{
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public class GameState : NetworkBehaviour
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{
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public static GameState LocalInstance { get; private set; }
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private MessageHandler<FullStateMessage> _messageHandler;
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private void Awake()
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{
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_messageHandler = new MessageHandler<FullStateMessage>(MessageType.FullState);
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_messageHandler.OnClientReceiveMessage += OnClientReceiveMessage;
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LocalInstance = this;
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}
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private void OnClientReceiveMessage(FullStateMessage message)
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{
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DebugLog.ToConsole($"Received game state id {PlayerRegistry.LocalPlayer.NetId}");
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PlayerRegistry.HandleFullStateMessage(message);
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}
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public void Send()
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{
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DebugLog.ToConsole("Sending game state to all players.");
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foreach (var player in PlayerRegistry.PlayerList)
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{
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var message = new FullStateMessage
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{
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PlayerName = player.Name,
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SenderId = player.NetId
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};
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_messageHandler.SendToAll(message);
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DebugLog.ToConsole($"* Sent state for {player.NetId}");
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}
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}
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}
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}
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