quantum-space-buddies/QSB/WorldSync/RequestInitialStatesMessage.cs

39 lines
965 B
C#

using QSB.ConversationSync.Messages;
using QSB.LogSync.Messages;
using QSB.Messaging;
using QSB.Utility;
namespace QSB.WorldSync
{
/// <summary>
/// sent by non-host clients to get object states
/// </summary>
public class RequestInitialStatesMessage : QSBMessage
{
public override void OnReceiveRemote()
{
QSBCore.UnityEvents.RunWhen(() => QSBWorldSync.AllObjectsReady,
() => SendInitialStates(From));
}
private static void SendInitialStates(uint to)
{
DebugLog.DebugWrite($"sending initial states to {to}");
if (QSBCore.IsHost)
{
QSBWorldSync.DialogueConditions.ForEach(condition
=> new DialogueConditionMessage(condition.Key, condition.Value) { To = to }.Send());
QSBWorldSync.ShipLogFacts.ForEach(fact
=> new RevealFactMessage(fact.Id, fact.SaveGame, false) { To = to }.Send());
}
foreach (var worldObject in QSBWorldSync.GetWorldObjects())
{
worldObject.SendInitialState(to);
}
}
}
}