quantum-space-buddies/QSB/Player/Messages/RequestStateResyncMessage.cs

84 lines
2.1 KiB
C#

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