Files
RobustToolbox/Robust.Client/GameObjects/EntityManagerExt.cs
Vera Aguilera Puerto 02af42da30 Refactors EntityManager to not do any networking. (#1695)
* Refactors EntityManager to not do any networking.
ServerEntityManager and ClientEntityManager now do the networking instead.

* Rename property for "backwards compat."

* Remove comented out code in robust server simulation
2021-04-14 11:39:21 -07:00

27 lines
974 B
C#

using Robust.Client.GameStates;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
public static class EntityManagerExt
{
public static void RaisePredictiveEvent<T>(this IEntityManager entityManager, T msg)
where T : EntityEventArgs
{
var localPlayer = IoCManager.Resolve<IPlayerManager>().LocalPlayer;
DebugTools.AssertNotNull(localPlayer);
var sequence = IoCManager.Resolve<IClientGameStateManager>().SystemMessageDispatched(msg);
entityManager.EntityNetManager?.SendSystemNetworkMessage(msg, sequence);
var eventArgs = new EntitySessionEventArgs(localPlayer!.Session);
entityManager.EventBus.RaiseEvent(EventSource.Local, msg);
entityManager.EventBus.RaiseEvent(EventSource.Local, new EntitySessionMessage<T>(eventArgs, msg));
}
}
}