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https://github.com/misternebula/quantum-space-buddies.git
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84 lines
2.1 KiB
C#
84 lines
2.1 KiB
C#
using OWML.Common;
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using QSB.ClientServerStateSync;
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using QSB.ClientServerStateSync.Messages;
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using QSB.ConversationSync.Messages;
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using QSB.LogSync.Messages;
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using QSB.Messaging;
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using QSB.Utility;
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using QSB.WorldSync;
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namespace QSB.Player.Messages
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{
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// Can be sent by any client (including host) to signal they want latest worldobject, player, and server information
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public class RequestStateResyncMessage : QSBMessage
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{
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/// <summary>
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/// set to true when we send this, and false when we receive a player info message back. <br/>
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/// this prevents message spam a bit.
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/// </summary>
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internal static bool _waitingForEvent;
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/// <summary>
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/// used instead of QSBMessageManager.Send to do the extra check
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/// </summary>
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public void Send()
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{
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if (_waitingForEvent)
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{
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return;
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}
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_waitingForEvent = true;
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QSBMessageManager.Send(this);
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}
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public override void OnReceiveLocal()
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{
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QSBCore.UnityEvents.FireInNUpdates(() =>
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{
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if (_waitingForEvent)
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{
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if (QSBPlayerManager.PlayerList.Count > 1)
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{
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DebugLog.ToConsole($"Did not receive PlayerInformationEvent in time. Setting _waitingForEvent to false.", MessageType.Info);
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}
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_waitingForEvent = false;
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}
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}, 60);
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}
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public override void OnReceiveRemote()
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{
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// if host, send worldobject and server states
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if (QSBCore.IsHost)
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{
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new ServerStateMessage(ServerStateManager.Instance.GetServerState()) { To = From }.Send();
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new PlayerInformationMessage { To = From }.Send();
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if (QSBWorldSync.AllObjectsReady)
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{
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QSBWorldSync.DialogueConditions.ForEach(condition
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=> new DialogueConditionMessage(condition.Key, condition.Value) { To = From }.Send());
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QSBWorldSync.ShipLogFacts.ForEach(fact
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=> new RevealFactMessage(fact.Id, fact.SaveGame, false) { To = From }.Send());
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}
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}
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// if client, send player and client states
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else
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{
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new PlayerInformationMessage { To = From }.Send();
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}
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if (QSBWorldSync.AllObjectsReady)
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{
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foreach (var worldObject in QSBWorldSync.GetWorldObjects())
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{
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worldObject.SendResyncInfo(From);
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}
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}
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}
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}
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}
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