feat: Add BuildingRemovePacket to handle building removal requests in-game
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64
Packets/Game/GameBuilding/BuildingRemovePacket.cs
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64
Packets/Game/GameBuilding/BuildingRemovePacket.cs
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using System;
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namespace KCM.Packets.Game.GameBuilding
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{
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public class BuildingRemovePacket : Packet
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{
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public override ushort packetId => (ushort)Enums.Packets.BuildingRemove;
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// Flag to prevent infinite loop when removing buildings from packet
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public static bool isProcessingPacket = false;
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public Guid guid { get; set; }
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public override void HandlePacketClient()
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{
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if (clientId == KCClient.client.Id) return;
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Main.helper.Log($"Received building remove packet for guid {guid} from {player.name}");
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// Try to find the building in the player who owns it
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Building building = player.inst.GetBuilding(guid);
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if (building == null)
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{
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// Try to find it in any player's buildings
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foreach (var kcp in Main.kCPlayers.Values)
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{
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building = kcp.inst.GetBuilding(guid);
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if (building != null) break;
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}
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}
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if (building == null)
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{
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Main.helper.Log($"Building with guid {guid} not found on client, may already be removed.");
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return;
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}
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try
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{
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Main.helper.Log($"Removing building {building.UniqueName} at {building.transform.position}");
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// Set flag to prevent sending packet back
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isProcessingPacket = true;
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building.Remove();
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isProcessingPacket = false;
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}
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catch (Exception e)
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{
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isProcessingPacket = false;
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Main.helper.Log($"Error removing building: {e.Message}");
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Main.helper.Log(e.StackTrace);
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}
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}
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public override void HandlePacketServer()
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{
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// Forward the remove packet to all other clients
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SendToAll(clientId);
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}
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}
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}
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