Beispiel #1
0
        public void ProcessPacket(StationUI packet, NebulaConnection conn)
        {
            Player player = playerManager.GetPlayer(conn);

            // if a user adds/removes a ship, drone or warper or changes max power input broadcast to everyone.
            if ((packet.settingIndex == StationUI.UIsettings.MaxChargePower || packet.settingIndex == StationUI.UIsettings.setDroneCount || packet.settingIndex == StationUI.UIsettings.setShipCount || packet.settingIndex == StationUI.UIsettings.setWarperCount) && player != null && StationUIManager.UpdateCooldown == 0)
            {
                playerManager.SendPacketToAllPlayers(packet);
            }
            else if (StationUIManager.UpdateCooldown == 0 || !packet.isStorageUI)
            {
                List <NebulaConnection> subscribers = StationUIManager.GetSubscribers(packet.stationGId);
                for (int i = 0; i < subscribers.Count; i++)
                {
                    if (subscribers[i] != null)
                    {
                        if (subscribers[i] == conn)
                        {
                            /*
                             * as we block the normal method for the client he must run it once he receives this packet.
                             * but only the one issued the request should do it, we indicate this here
                             */
                            packet.shouldMimick = true;
                        }
                        subscribers[i].SendPacket(packet);
                    }
                }
            }
            // always update values for host
            SimulatedWorld.OnStationUIChange(packet);
        }
Beispiel #2
0
        public void ProcessPacket(StationUI packet, NebulaConnection conn)
        {
            Player player = playerManager.GetPlayer(conn);

            // if a user adds/removes a ship, drone or warper broadcast to everyone.
            if ((packet.settingIndex == 0 || packet.settingIndex == 8 || packet.settingIndex == 9 || packet.settingIndex == 10) && player != null && StationUIManager.UpdateCooldown == 0)
            {
                playerManager.SendPacketToAllPlayers(packet);
            }
            else if (StationUIManager.UpdateCooldown == 0 || !packet.isStorageUI)
            {
                List <NebulaConnection> subscribers = StationUIManager.GetSubscribers(packet.stationGId);
                for (int i = 0; i < subscribers.Count; i++)
                {
                    if (subscribers[i] != null)
                    {
                        if (subscribers[i] == conn)
                        {
                            packet.shouldMimick = true;
                        }
                        Debug.Log("sending packet to subscriber");
                        subscribers[i].SendPacket(packet);
                    }
                }
            }
            SimulatedWorld.OnStationUIChange(packet);
        }
Beispiel #3
0
        public override void ProcessPacket(StationUI packet, NebulaConnection conn)
        {
            if (IsHost)
            {
                // if a user adds/removes a ship, drone or warper or changes max power input broadcast to everyone.
                if (StationUIManager.UpdateCooldown == 0 &&
                    (packet.SettingIndex == StationUI.EUISettings.MaxChargePower ||
                     packet.SettingIndex == StationUI.EUISettings.SetDroneCount ||
                     packet.SettingIndex == StationUI.EUISettings.SetShipCount ||
                     packet.SettingIndex == StationUI.EUISettings.SetWarperCount)
                    )
                {
                    // this is the SendPacketToAllPlayers() logic but we need to set the mimic flag here.
                    using (playerManager.GetConnectedPlayers(out var connectedPlayers))
                    {
                        foreach (var kvp in connectedPlayers)
                        {
                            Player p = kvp.Value;
                            packet.ShouldMimic = p.Connection == conn;
                            p.SendPacket(packet);
                        }
                    }
                }
                else if (packet.SettingIndex == StationUI.EUISettings.AddOrRemoveItemFromStorageResponse)
                {
                    // if someone adds or removes items by hand broadcast to every player on that planet
                    Player player = playerManager.GetPlayer(conn);
                    if (player != null)
                    {
                        playerManager.SendPacketToPlanet(packet, player.Data.LocalPlanetId);
                    }
                }
                else if (StationUIManager.UpdateCooldown == 0 || !packet.IsStorageUI)
                {
                    List <NebulaConnection> subscribers = StationUIManager.GetSubscribers(packet.PlanetId, packet.StationId, packet.StationGId);

                    for (int i = 0; i < subscribers.Count; i++)
                    {
                        if (subscribers[i] != null)
                        {
                            /*
                             * as we block the normal method for the client he must run it once he receives this packet.
                             * but only the one issued the request should do it, we indicate this here
                             */
                            packet.ShouldMimic = subscribers[i] == conn;
                            subscribers[i].SendPacket(packet);
                        }
                    }
                }
                // always update values for host, but he does not need to rely on the mimic flag (infact its bad for him)
                packet.ShouldMimic = false;
                SimulatedWorld.OnStationUIChange(packet);
            }

            if (IsClient)
            {
                SimulatedWorld.OnStationUIChange(packet);
            }
        }
Beispiel #4
0
 public void ProcessPacket(StationSubscribeUIUpdates packet, NebulaConnection conn)
 {
     if (packet.subscribe)
     {
         StationUIManager.AddSubscriber(packet.stationGId, conn);
     }
     else
     {
         StationUIManager.RemoveSubscriber(packet.stationGId, conn);
     }
 }
Beispiel #5
0
        public static void Initialize()
        {
            StationUIManager.Initialize();
            FactoryManager.Initialize();
            PlanetManager.Initialize();
            Initialized = true;
            ExitingMultiplayerSession = false;

            using (GetRemotePlayersModels(out var remotePlayersModels))
            {
                remotePlayersModels.Clear();
            }
        }
        public override void ProcessPacket(StationSubscribeUIUpdates packet, NebulaConnection conn)
        {
            if (IsClient)
            {
                return;
            }

            if (packet.Subscribe)
            {
                StationUIManager.AddSubscriber(packet.PlanetId, packet.StationId, packet.StationGId, conn);
            }
            else
            {
                StationUIManager.RemoveSubscriber(packet.PlanetId, packet.StationId, packet.StationGId, conn);
            }
        }
Beispiel #7
0
        public static void GameTick_Postfix(GameData __instance, long time)
        {
            if (!SimulatedWorld.Initialized || LocalPlayer.IsMasterClient)
            {
                if (SimulatedWorld.Initialized)
                {
                    StationUIManager.DecreaseCooldown();
                }
                return;
            }
            // call StationComponent::InternalTickRemote() from here, see StationComponent_Patch.cs for info
            int timeGene = (int)(time % 60L);

            if (timeGene < 0)
            {
                timeGene += 60;
            }
            float           dt            = 0.016666668f;
            GameHistoryData history       = GameMain.history;
            float           shipSailSpeed = history.logisticShipSailSpeedModified;
            float           shipWarpSpeed = (!history.logisticShipWarpDrive) ? shipSailSpeed : history.logisticShipWarpSpeedModified;
            int             shipCarries   = history.logisticShipCarries;

            StationComponent[] gStationPool = __instance.galacticTransport.stationPool;
            AstroPose[]        astroPoses   = __instance.galaxy.astroPoses;
            VectorLF3          relativePos  = __instance.relativePos;
            Quaternion         relativeRot  = __instance.relativeRot;
            bool starmap = UIGame.viewMode == EViewMode.Starmap;

            foreach (StationComponent stationComponent in GameMain.data.galacticTransport.stationPool)
            {
                if (stationComponent != null && stationComponent.isStellar)
                {
                    //Debug.Log("enter " + stationComponent.gid + " (" + GameMain.galaxy.PlanetById(stationComponent.planetId).displayName + ")");
                    StationComponent_Transpiler.ILSUpdateShipPos(stationComponent, timeGene, dt, shipSailSpeed, shipWarpSpeed, shipCarries, gStationPool, astroPoses, relativePos, relativeRot, starmap, null);
                }
            }
        }