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using NitroxModel.DataStructures;
using NitroxModel.DataStructures.GameLogic;
using NitroxModel.DataStructures.GameLogic.Entities;
using NitroxModel.Packets;
using NitroxServer.Communication.Packets.Processors.Abstract;
using NitroxServer.GameLogic;
using NitroxServer.GameLogic.Entities;
namespace NitroxServer.Communication.Packets.Processors
{
class EntitySpawnedByClientProcessor : AuthenticatedPacketProcessor<EntitySpawnedByClient>
{
private readonly PlayerManager playerManager;
private readonly EntityRegistry entityRegistry;
private readonly WorldEntityManager worldEntityManager;
private readonly EntitySimulation entitySimulation;
public EntitySpawnedByClientProcessor(PlayerManager playerManager, EntityRegistry entityRegistry, WorldEntityManager worldEntityManager, EntitySimulation entitySimulation)
{
this.playerManager = playerManager;
this.entityRegistry = entityRegistry;
this.worldEntityManager = worldEntityManager;
this.entitySimulation = entitySimulation;
}
public override void Process(EntitySpawnedByClient packet, Player playerWhoSpawned)
{
Entity entity = packet.Entity;
// If the entity already exists in the registry, it is fine to update. This is a normal case as the player
// may have an item in their inventory (that the registry knows about) then wants to spawn it into the world.
entityRegistry.AddOrUpdate(entity);
SimulatedEntity simulatedEntity = null;
if (entity is WorldEntity worldEntity)
{
worldEntityManager.TrackEntityInTheWorld(worldEntity);
if (packet.RequireSimulation)
{
simulatedEntity = entitySimulation.AssignNewEntityToPlayer(entity, playerWhoSpawned);
SimulationOwnershipChange ownershipChangePacket = new SimulationOwnershipChange(simulatedEntity);
playerManager.SendPacketToAllPlayers(ownershipChangePacket);
}
}
SpawnEntities spawnEntities = new(entity, simulatedEntity, packet.RequireRespawn);
foreach (Player player in playerManager.GetConnectedPlayers())
{
bool isOtherPlayer = player != playerWhoSpawned;
if (isOtherPlayer && player.CanSee(entity))
{
player.SendPacket(spawnEntities);
}
}
}
}
}