using System;
using System.Collections.Generic;
using System.Reflection;
using System.Reflection.Emit;
using HarmonyLib;
using NitroxClient.GameLogic;
using NitroxModel.Helper;
namespace NitroxPatcher.Patches.Dynamic;
///
/// Entity cells will go sleep when the player gets out of range. This needs to be reported to the server so they can lose simulation locks.
///
public sealed partial class EntityCell_SleepAsync_Patch : NitroxPatch, IDynamicPatch
{
internal static readonly MethodInfo TARGET_METHOD = AccessTools.EnumeratorMoveNext(Reflect.Method((EntityCell t) => t.SleepAsync(default)));
/*
* this.state = EntityCell.State.InSleepAsync;
* EntityCell_SleepAsync_Patch.Callback(this); <--- INSERTED LINE
*/
public static IEnumerable Transpiler(IEnumerable instructions)
{
return new CodeMatcher(instructions).MatchEndForward([
new CodeMatch(OpCodes.Ldloc_1),
new CodeMatch(OpCodes.Ldc_I4_7),
new CodeMatch(OpCodes.Stfld, Reflect.Field((EntityCell t) => t.state))
])
.Advance(1)
.InsertAndAdvance([
new CodeInstruction(OpCodes.Ldloc_1),
new CodeInstruction(OpCodes.Call, ((Action)Callback).Method)
]).InstructionEnumeration();
}
public static void Callback(EntityCell entityCell)
{
Resolve().CellUnloaded(entityCell.BatchId, entityCell.CellId, entityCell.Level);
}
}