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