mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
217 lines
7.0 KiB
C#
217 lines
7.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using SS14.Client.Interfaces;
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using SS14.Shared.Configuration;
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using SS14.Shared.Enums;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameStates;
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using SS14.Shared.Interfaces.Configuration;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Network;
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using SS14.Shared.IoC;
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using SS14.Shared.Network;
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using SS14.Shared.Network.Messages;
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using SS14.Shared.Players;
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using SS14.Shared.Utility;
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namespace SS14.Client.Player
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{
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/// <summary>
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/// Here's the player controller. This will handle attaching GUIs and input to controllable things.
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/// Why not just attach the inputs directly? It's messy! This makes the whole thing nicely encapsulated.
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/// This class also communicates with the server to let the server control what entity it is attached to.
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/// </summary>
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public class PlayerManager : IPlayerManager
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{
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[Dependency]
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private readonly IClientNetManager _network;
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[Dependency]
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private readonly IBaseClient _client;
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[Dependency]
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private readonly IConfigurationManager _config;
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[Dependency]
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private readonly IEntityManager _entityManager;
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/// <summary>
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/// Active sessions of connected clients to the server.
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/// </summary>
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private Dictionary<NetSessionId, IPlayerSession> _sessions;
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/// <inheritdoc />
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public int PlayerCount => _sessions.Values.Count;
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/// <inheritdoc />
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public int MaxPlayers => _client.GameInfo.ServerMaxPlayers;
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/// <inheritdoc />
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public LocalPlayer LocalPlayer { get; private set; }
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/// <inheritdoc />
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public IEnumerable<IPlayerSession> Sessions => _sessions.Values;
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/// <inheritdoc />
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public IReadOnlyDictionary<NetSessionId, IPlayerSession> SessionsDict => _sessions;
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/// <inheritdoc />
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public event EventHandler PlayerListUpdated;
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/// <inheritdoc />
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public void Initialize()
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{
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_sessions = new Dictionary<NetSessionId, IPlayerSession>();
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_config.RegisterCVar("player.name", "Joe Genero", CVar.ARCHIVE);
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_network.RegisterNetMessage<MsgPlayerListReq>(MsgPlayerListReq.NAME);
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_network.RegisterNetMessage<MsgPlayerList>(MsgPlayerList.NAME, HandlePlayerList);
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}
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/// <inheritdoc />
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public void Startup(INetChannel channel)
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{
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LocalPlayer = new LocalPlayer(_network, _config);
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var msgList = _network.CreateNetMessage<MsgPlayerListReq>();
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// message is empty
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_network.ClientSendMessage(msgList);
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}
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/// <inheritdoc />
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public void Update(float frameTime)
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{
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// Uh, nothing anymore I guess.
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}
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/// <inheritdoc />
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public void Shutdown()
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{
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LocalPlayer = null;
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_sessions.Clear();
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}
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/// <inheritdoc />
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public void ApplyPlayerStates(IEnumerable<PlayerState> list)
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{
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if (list == null)
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{
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// This happens when the server says "nothing changed!"
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return;
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}
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DebugTools.Assert(_network.IsConnected, "Received player state without being connected?");
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DebugTools.Assert(LocalPlayer != null, "Call Startup()");
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DebugTools.Assert(LocalPlayer.Session != null, "Received player state before Session finished setup.");
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var myState = list.FirstOrDefault(s => s.SessionId == LocalPlayer.SessionId);
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if (myState != null)
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{
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UpdateAttachedEntity(myState.ControlledEntity);
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UpdateSessionStatus(myState.Status);
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}
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UpdatePlayerList(list);
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}
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/// <summary>
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/// Compares the server sessionStatus to the client one, and updates if needed.
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/// </summary>
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private void UpdateSessionStatus(SessionStatus myStateStatus)
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{
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if (LocalPlayer.Session.Status != myStateStatus)
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LocalPlayer.SwitchState(myStateStatus);
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}
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/// <summary>
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/// Compares the server attachedEntity to the client one, and updates if needed.
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/// </summary>
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/// <param name="entity">AttachedEntity in the server session.</param>
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private void UpdateAttachedEntity(EntityUid? entity)
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{
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if (LocalPlayer.ControlledEntity?.Uid == entity)
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{
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return;
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}
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if (entity == null)
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{
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LocalPlayer.DetachEntity();
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return;
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}
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LocalPlayer.AttachEntity(_entityManager.GetEntity(entity.Value));
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}
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/// <summary>
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/// Handles the incoming PlayerList message from the server.
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/// </summary>
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private void HandlePlayerList(MsgPlayerList msg)
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{
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UpdatePlayerList(msg.Plyrs);
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}
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/// <summary>
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/// Compares the server player list to the client one, and updates if needed.
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/// </summary>
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private void UpdatePlayerList(IEnumerable<PlayerState> remotePlayers)
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{
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var dirty = false;
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var hitSet = new List<NetSessionId>();
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foreach (var state in remotePlayers)
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{
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hitSet.Add(state.SessionId);
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if (_sessions.TryGetValue(state.SessionId, out var local))
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{
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// Exists, update data.
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if (local.Name == state.Name && local.Status == state.Status && local.Ping == state.Ping)
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continue;
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dirty = true;
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local.Name = state.Name;
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local.Status = state.Status;
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local.Ping = state.Ping;
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}
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else
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{
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// New, give him a slot.
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dirty = true;
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var newSession = new PlayerSession(state.SessionId)
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{
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Name = state.Name,
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Status = state.Status,
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Ping = state.Ping
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};
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_sessions.Add(state.SessionId, newSession);
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if (state.SessionId == LocalPlayer.SessionId)
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{
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LocalPlayer.Session = newSession;
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}
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}
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}
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foreach (var existing in hitSet)
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{
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// clear slot, player left
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if (!_sessions.ContainsKey(existing))
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{
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DebugTools.Assert(LocalPlayer.SessionId != existing, "I'm still connected to the server, but i left?");
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_sessions.Remove(existing);
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dirty = true;
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}
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}
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if (dirty)
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{
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PlayerListUpdated?.Invoke(this, EventArgs.Empty);
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}
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}
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}
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}
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