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 { 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); } } }