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using NitroxModel.DataStructures.GameLogic.Entities;
using NitroxModel.DataStructures.Unity;
using NitroxModel.Packets;
using NitroxServer.Communication.Packets.Processors.Abstract;
using NitroxServer.GameLogic;
using NitroxServer.GameLogic.Entities;
namespace NitroxServer.Communication.Packets.Processors;
public class VehicleMovementsPacketProcessor : AuthenticatedPacketProcessor<VehicleMovements>
{
private static readonly NitroxVector3 CyclopsSteeringWheelRelativePosition = new(-0.05f, 0.97f, -23.54f);
private readonly PlayerManager playerManager;
private readonly EntityRegistry entityRegistry;
private readonly SimulationOwnershipData simulationOwnershipData;
public VehicleMovementsPacketProcessor(PlayerManager playerManager, EntityRegistry entityRegistry, SimulationOwnershipData simulationOwnershipData)
{
this.playerManager = playerManager;
this.entityRegistry = entityRegistry;
this.simulationOwnershipData = simulationOwnershipData;
}
public override void Process(VehicleMovements packet, Player player)
{
for (int i = packet.Data.Count - 1; i >= 0; i--)
{
MovementData movementData = packet.Data[i];
if (simulationOwnershipData.GetPlayerForLock(movementData.Id) != player)
{
Log.WarnOnce($"Player {player.Name} tried updating {movementData.Id}'s position but they don't have the lock on it");
// TODO: In the future, add "packet.Data.RemoveAt(i);" and "continue;" to prevent those abnormal situations
}
if (entityRegistry.TryGetEntityById(movementData.Id, out WorldEntity worldEntity))
{
worldEntity.Transform.Position = movementData.Position;
worldEntity.Transform.Rotation = movementData.Rotation;
if (movementData is DrivenVehicleMovementData)
{
// Cyclops' driving wheel is at a known position so we need to adapt the position of the player accordingly
if (worldEntity.TechType.Name.Equals("Cyclops"))
{
player.Entity.Transform.LocalPosition = CyclopsSteeringWheelRelativePosition;
player.Position = player.Entity.Transform.Position;
}
else
{
player.Position = movementData.Position;
player.Rotation = movementData.Rotation;
}
}
}
}
if (packet.Data.Count > 0)
{
playerManager.SendPacketToOtherPlayers(packet, player);
}
}
}