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