60 lines
2.5 KiB
C#
60 lines
2.5 KiB
C#
using NitroxModel.DataStructures;
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using NitroxModel.DataStructures.GameLogic;
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using NitroxModel.DataStructures.GameLogic.Entities;
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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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using NitroxServer.GameLogic.Entities;
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namespace NitroxServer.Communication.Packets.Processors
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{
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class EntitySpawnedByClientProcessor : AuthenticatedPacketProcessor<EntitySpawnedByClient>
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{
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private readonly PlayerManager playerManager;
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private readonly EntityRegistry entityRegistry;
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private readonly WorldEntityManager worldEntityManager;
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private readonly EntitySimulation entitySimulation;
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public EntitySpawnedByClientProcessor(PlayerManager playerManager, EntityRegistry entityRegistry, WorldEntityManager worldEntityManager, EntitySimulation entitySimulation)
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{
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this.playerManager = playerManager;
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this.entityRegistry = entityRegistry;
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this.worldEntityManager = worldEntityManager;
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this.entitySimulation = entitySimulation;
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}
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public override void Process(EntitySpawnedByClient packet, Player playerWhoSpawned)
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{
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Entity entity = packet.Entity;
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// If the entity already exists in the registry, it is fine to update. This is a normal case as the player
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// may have an item in their inventory (that the registry knows about) then wants to spawn it into the world.
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entityRegistry.AddOrUpdate(entity);
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SimulatedEntity simulatedEntity = null;
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if (entity is WorldEntity worldEntity)
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{
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worldEntityManager.TrackEntityInTheWorld(worldEntity);
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if (packet.RequireSimulation)
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{
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simulatedEntity = entitySimulation.AssignNewEntityToPlayer(entity, playerWhoSpawned);
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SimulationOwnershipChange ownershipChangePacket = new SimulationOwnershipChange(simulatedEntity);
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playerManager.SendPacketToAllPlayers(ownershipChangePacket);
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}
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}
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SpawnEntities spawnEntities = new(entity, simulatedEntity, packet.RequireRespawn);
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foreach (Player player in playerManager.GetConnectedPlayers())
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{
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bool isOtherPlayer = player != playerWhoSpawned;
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if (isOtherPlayer && player.CanSee(entity))
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{
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player.SendPacket(spawnEntities);
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}
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}
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}
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}
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}
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