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using NitroxClient.Communication.Abstract;
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using NitroxClient.Communication.Packets.Processors.Abstract;
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using NitroxClient.GameLogic;
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using NitroxClient.MonoBehaviours;
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using NitroxModel.DataStructures;
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using NitroxModel.DataStructures.Util;
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using NitroxModel.Packets;
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using UnityEngine;
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namespace NitroxClient.Communication.Packets.Processors
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{
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public class SimulationOwnershipResponseProcessor : ClientPacketProcessor<SimulationOwnershipResponse>
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{
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private readonly IMultiplayerSession multiplayerSession;
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private readonly SimulationOwnership simulationOwnershipManager;
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public SimulationOwnershipResponseProcessor(IMultiplayerSession multiplayerSession, SimulationOwnership simulationOwnershipManager)
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{
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this.multiplayerSession = multiplayerSession;
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this.simulationOwnershipManager = simulationOwnershipManager;
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}
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public override void Process(SimulationOwnershipResponse response)
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{
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/*
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* For now, we expect the simulation lock callback to setup entity broadcasting as
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* most items that are requesting an exclusive lock have custom broadcast code, ex:
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* vehicles like the cyclops. However, we may one day want to add a watcher here
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* to ensure broadcast one day, ex:
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*
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* EntityPositionBroadcaster.WatchEntity(simulatedEntity.Id, gameObject.Value);
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*
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*/
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simulationOwnershipManager.ReceivedSimulationLockResponse(response.Id, response.LockAcquired, response.LockType);
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if (response.LockAcquired)
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{
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RemoveRemoteController(response.Id);
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}
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}
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private void RemoveRemoteController(NitroxId id)
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{
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Optional<GameObject> gameObject = NitroxEntity.GetObjectFrom(id);
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if (gameObject.HasValue)
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{
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RemotelyControlled remotelyControlled = gameObject.Value.GetComponent<RemotelyControlled>();
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Object.Destroy(remotelyControlled);
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}
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}
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}
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}
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