Files
RobustToolbox/SS14.Client/Player/PlayerManager.cs
2018-11-28 09:38:44 +01:00

217 lines
7.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using SS14.Client.Interfaces;
using SS14.Shared.Configuration;
using SS14.Shared.Enums;
using SS14.Shared.GameObjects;
using SS14.Shared.GameStates;
using SS14.Shared.Interfaces.Configuration;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Network;
using SS14.Shared.IoC;
using SS14.Shared.Network;
using SS14.Shared.Network.Messages;
using SS14.Shared.Players;
using SS14.Shared.Utility;
namespace SS14.Client.Player
{
/// <summary>
/// Here's the player controller. This will handle attaching GUIs and input to controllable things.
/// Why not just attach the inputs directly? It's messy! This makes the whole thing nicely encapsulated.
/// This class also communicates with the server to let the server control what entity it is attached to.
/// </summary>
public class PlayerManager : IPlayerManager
{
[Dependency]
private readonly IClientNetManager _network;
[Dependency]
private readonly IBaseClient _client;
[Dependency]
private readonly IConfigurationManager _config;
[Dependency]
private readonly IEntityManager _entityManager;
/// <summary>
/// Active sessions of connected clients to the server.
/// </summary>
private Dictionary<NetSessionId, IPlayerSession> _sessions;
/// <inheritdoc />
public int PlayerCount => _sessions.Values.Count;
/// <inheritdoc />
public int MaxPlayers => _client.GameInfo.ServerMaxPlayers;
/// <inheritdoc />
public LocalPlayer LocalPlayer { get; private set; }
/// <inheritdoc />
public IEnumerable<IPlayerSession> Sessions => _sessions.Values;
/// <inheritdoc />
public IReadOnlyDictionary<NetSessionId, IPlayerSession> SessionsDict => _sessions;
/// <inheritdoc />
public event EventHandler PlayerListUpdated;
/// <inheritdoc />
public void Initialize()
{
_sessions = new Dictionary<NetSessionId, IPlayerSession>();
_config.RegisterCVar("player.name", "Joe Genero", CVar.ARCHIVE);
_network.RegisterNetMessage<MsgPlayerListReq>(MsgPlayerListReq.NAME);
_network.RegisterNetMessage<MsgPlayerList>(MsgPlayerList.NAME, HandlePlayerList);
}
/// <inheritdoc />
public void Startup(INetChannel channel)
{
LocalPlayer = new LocalPlayer(_network, _config);
var msgList = _network.CreateNetMessage<MsgPlayerListReq>();
// message is empty
_network.ClientSendMessage(msgList);
}
/// <inheritdoc />
public void Update(float frameTime)
{
// Uh, nothing anymore I guess.
}
/// <inheritdoc />
public void Shutdown()
{
LocalPlayer = null;
_sessions.Clear();
}
/// <inheritdoc />
public void ApplyPlayerStates(IEnumerable<PlayerState> list)
{
if (list == null)
{
// This happens when the server says "nothing changed!"
return;
}
DebugTools.Assert(_network.IsConnected, "Received player state without being connected?");
DebugTools.Assert(LocalPlayer != null, "Call Startup()");
DebugTools.Assert(LocalPlayer.Session != null, "Received player state before Session finished setup.");
var myState = list.FirstOrDefault(s => s.SessionId == LocalPlayer.SessionId);
if (myState != null)
{
UpdateAttachedEntity(myState.ControlledEntity);
UpdateSessionStatus(myState.Status);
}
UpdatePlayerList(list);
}
/// <summary>
/// Compares the server sessionStatus to the client one, and updates if needed.
/// </summary>
private void UpdateSessionStatus(SessionStatus myStateStatus)
{
if (LocalPlayer.Session.Status != myStateStatus)
LocalPlayer.SwitchState(myStateStatus);
}
/// <summary>
/// Compares the server attachedEntity to the client one, and updates if needed.
/// </summary>
/// <param name="entity">AttachedEntity in the server session.</param>
private void UpdateAttachedEntity(EntityUid? entity)
{
if (LocalPlayer.ControlledEntity?.Uid == entity)
{
return;
}
if (entity == null)
{
LocalPlayer.DetachEntity();
return;
}
LocalPlayer.AttachEntity(_entityManager.GetEntity(entity.Value));
}
/// <summary>
/// Handles the incoming PlayerList message from the server.
/// </summary>
private void HandlePlayerList(MsgPlayerList msg)
{
UpdatePlayerList(msg.Plyrs);
}
/// <summary>
/// Compares the server player list to the client one, and updates if needed.
/// </summary>
private void UpdatePlayerList(IEnumerable<PlayerState> remotePlayers)
{
var dirty = false;
var hitSet = new List<NetSessionId>();
foreach (var state in remotePlayers)
{
hitSet.Add(state.SessionId);
if (_sessions.TryGetValue(state.SessionId, out var local))
{
// Exists, update data.
if (local.Name == state.Name && local.Status == state.Status && local.Ping == state.Ping)
continue;
dirty = true;
local.Name = state.Name;
local.Status = state.Status;
local.Ping = state.Ping;
}
else
{
// New, give him a slot.
dirty = true;
var newSession = new PlayerSession(state.SessionId)
{
Name = state.Name,
Status = state.Status,
Ping = state.Ping
};
_sessions.Add(state.SessionId, newSession);
if (state.SessionId == LocalPlayer.SessionId)
{
LocalPlayer.Session = newSession;
}
}
}
foreach (var existing in hitSet)
{
// clear slot, player left
if (!_sessions.ContainsKey(existing))
{
DebugTools.Assert(LocalPlayer.SessionId != existing, "I'm still connected to the server, but i left?");
_sessions.Remove(existing);
dirty = true;
}
}
if (dirty)
{
PlayerListUpdated?.Invoke(this, EventArgs.Empty);
}
}
}
}