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using System.Linq;
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using NitroxModel.DataStructures.GameLogic;
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using NitroxModel.Packets;
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using NitroxServer.Communication.Packets.Processors.Abstract;
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using NitroxServer.GameLogic;
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namespace NitroxServer.Communication.Packets.Processors;
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public class SetIntroCinematicModeProcessor : AuthenticatedPacketProcessor<SetIntroCinematicMode>
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{
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private readonly PlayerManager playerManager;
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public SetIntroCinematicModeProcessor(PlayerManager playerManager)
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{
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this.playerManager = playerManager;
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}
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public override void Process(SetIntroCinematicMode packet, Player player)
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{
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if (packet.PlayerId != player.Id)
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{
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Log.Warn($"Received {nameof(SetIntroCinematicMode)} packet where packet.{nameof(SetIntroCinematicMode.PlayerId)} was not equal to sending playerId");
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return;
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}
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packet.PartnerId = null; // Resetting incoming packets just to be safe we don't relay any PartnerId. Server has only authority.
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player.PlayerContext.IntroCinematicMode = packet.Mode;
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playerManager.SendPacketToOtherPlayers(packet, player);
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Log.Debug($"Set IntroCinematicMode to {packet.Mode} for {player.PlayerContext.PlayerName}");
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Player[] allWaitingPlayers = playerManager.ConnectedPlayers().Where(p => p.PlayerContext.IntroCinematicMode == IntroCinematicMode.WAITING).ToArray();
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if (allWaitingPlayers.Length >= 2)
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{
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Log.Info($"Starting IntroCinematic for {allWaitingPlayers[0].PlayerContext.PlayerName} and {allWaitingPlayers[1].PlayerContext.PlayerName}");
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allWaitingPlayers[0].PlayerContext.IntroCinematicMode = allWaitingPlayers[1].PlayerContext.IntroCinematicMode = IntroCinematicMode.START;
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playerManager.SendPacketToAllPlayers(new SetIntroCinematicMode(allWaitingPlayers[0].Id, IntroCinematicMode.START, allWaitingPlayers[1].Id));
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playerManager.SendPacketToAllPlayers(new SetIntroCinematicMode(allWaitingPlayers[1].Id, IntroCinematicMode.START, allWaitingPlayers[0].Id));
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}
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}
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}
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