43 lines
2.0 KiB
C#
43 lines
2.0 KiB
C#
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<SetIntroCinematicMode>
|
|
{
|
|
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));
|
|
}
|
|
}
|
|
}
|