Ejemplo n.º 1
0
        public static bool BuildFinally_Prefix(PlanetFactory __instance, Player player, int prebuildId)
        {
            if (!SimulatedWorld.Initialized)
            {
                return(true);
            }

            if (LocalPlayer.IsMasterClient)
            {
                if (!FactoryManager.ContainsPrebuildRequest(__instance.planetId, prebuildId))
                {
                    // This prevents duplicating the entity when multiple players trigger the BuildFinally for the same entity at the same time.
                    // If it occurs in any other circumstances, it means that we have some desynchronization between clients and host prebuilds buffers.
                    Log.Warn($"BuildFinally was called without having a corresponding PrebuildRequest for the prebuild {prebuildId} on the planet {__instance.planetId}");
                    return(false);
                }

                // Remove the prebuild request from the list since we will now convert it to a real building
                FactoryManager.RemovePrebuildRequest(__instance.planetId, prebuildId);
            }

            if (LocalPlayer.IsMasterClient || !FactoryManager.EventFromServer)
            {
                LocalPlayer.SendPacket(new BuildEntityRequest(__instance.planetId, prebuildId));
            }

            return(LocalPlayer.IsMasterClient || FactoryManager.EventFromServer);
        }
Ejemplo n.º 2
0
        public static bool DestructFinally_Prefix(PlanetFactory __instance, Player player, int objId, ref int protoId)
        {
            if (!SimulatedWorld.Initialized)
            {
                return(true);
            }

            // TODO: handle if 2 clients or if host and client trigger a destruct of the same object at the same time

            // If the object is a prebuild, remove it from the prebuild request list
            if (LocalPlayer.IsMasterClient && objId < 0)
            {
                if (!FactoryManager.ContainsPrebuildRequest(__instance.planetId, -objId))
                {
                    Log.Warn($"DestructFinally was called without having a corresponding PrebuildRequest for the prebuild {-objId} on the planet {__instance.planetId}");
                    return(false);
                }

                FactoryManager.RemovePrebuildRequest(__instance.planetId, -objId);
            }

            if (LocalPlayer.IsMasterClient || !FactoryManager.EventFromServer)
            {
                LocalPlayer.SendPacket(new DestructEntityRequest(__instance.planetId, objId, FactoryManager.PacketAuthor == -1 ? LocalPlayer.PlayerId : FactoryManager.PacketAuthor));
            }

            return(LocalPlayer.IsMasterClient || FactoryManager.EventFromServer);
        }
Ejemplo n.º 3
0
        public void ProcessPacket(BuildEntityRequest packet, NebulaConnection conn)
        {
            if (!FactoryManager.ContainsPrebuildRequest(packet.PlanetId, packet.PrebuildId))
            {
                Log.Warn($"BuildEntityRequest received does not have a corresponding PrebuildRequest with the id {packet.PrebuildId} for the planet {packet.PlanetId}");
                return;
            }

            using (FactoryManager.EventFromClient.On())
            {
                PlanetData planet = GameMain.galaxy.PlanetById(packet.PlanetId);
                FactoryManager.EventFactory = planet.factory;
                FactoryManager.PacketAuthor = packet.AuthorId;
                FactoryManager.TargetPlanet = packet.PlanetId;

                FactoryManager.AddPlanetTimer(packet.PlanetId);

                //Remove building from drone queue
                GameMain.mainPlayer.mecha.droneLogic.serving.Remove(-packet.PrebuildId);
                planet.factory.BuildFinally(GameMain.mainPlayer, packet.PrebuildId);

                FactoryManager.EventFactory = null;
                FactoryManager.PacketAuthor = -1;
                FactoryManager.TargetPlanet = FactoryManager.PLANET_NONE;
            }
        }
Ejemplo n.º 4
0
        public static bool DoDismantleObject_Prefix(PlayerAction_Build __instance, int objId)
        {
            if (!SimulatedWorld.Initialized)
            {
                return(true);
            }

            int planetId = FactoryManager.TargetPlanet != FactoryManager.PLANET_NONE ? FactoryManager.TargetPlanet : __instance.planet?.id ?? -1;

            // TODO: handle if 2 clients or if host and client trigger a destruct of the same object at the same time

            // If the object is a prebuild, remove it from the prebuild request list
            if (LocalPlayer.IsMasterClient && objId < 0)
            {
                if (!FactoryManager.ContainsPrebuildRequest(planetId, -objId))
                {
                    Log.Warn($"DestructFinally was called without having a corresponding PrebuildRequest for the prebuild {-objId} on the planet {planetId}");
                    return(false);
                }

                FactoryManager.RemovePrebuildRequest(planetId, -objId);
            }


            if (LocalPlayer.IsMasterClient || !FactoryManager.IsIncomingRequest)
            {
                LocalPlayer.SendPacket(new DestructEntityRequest(planetId, objId, FactoryManager.PacketAuthor == FactoryManager.AUTHOR_NONE ? LocalPlayer.PlayerId : FactoryManager.PacketAuthor));
            }

            return(LocalPlayer.IsMasterClient || FactoryManager.IsIncomingRequest);
        }
Ejemplo n.º 5
0
        public void ProcessPacket(BuildEntityRequest packet, NebulaConnection conn)
        {
            if (!FactoryManager.ContainsPrebuildRequest(packet.PlanetId, packet.PrebuildId))
            {
                Log.Warn($"BuildEntityRequest received does not have a corresponding PrebuildRequest with the id {packet.PrebuildId} for the planet {packet.PlanetId}");
                return;
            }

            using (FactoryManager.EventFromClient.On())
            {
                PlanetData planet = GameMain.galaxy.PlanetById(packet.PlanetId);
                FactoryManager.EventFactory = planet.factory;
                FactoryManager.PacketAuthor = packet.AuthorId;

                // Physics could be null, if the host is not on the requested planet
                // Make sure to init all the planet data required to perform the BuildFinally of the distant planet
                if (packet.PlanetId != GameMain.localPlanet?.id)
                {
                    planet.physics = new PlanetPhysics(planet);
                    planet.physics.Init();

                    planet.audio = new PlanetAudio(planet);
                    planet.audio.Init();

                    if (AccessTools.Field(typeof(CargoTraffic), "beltRenderingBatch").GetValue(planet.factory.cargoTraffic) == null)
                    {
                        planet.factory.cargoTraffic.CreateRenderingBatches();
                    }
                }

                //Remove building from drone queue
                GameMain.mainPlayer.mecha.droneLogic.serving.Remove(-packet.PrebuildId);
                planet.factory.BuildFinally(GameMain.mainPlayer, packet.PrebuildId);

                // Make sure to free all temp data if we were not on this planet once the BuildFinally is done
                if (packet.PlanetId != GameMain.localPlanet?.id)
                {
                    planet.physics.Free();
                    planet.physics = null;

                    planet.audio.Free();
                    planet.audio = null;
                }
                FactoryManager.EventFactory = null;
                FactoryManager.PacketAuthor = -1;
            }
        }
Ejemplo n.º 6
0
        public void ProcessPacket(BuildEntityRequest packet, NebulaConnection conn)
        {
            if (!FactoryManager.ContainsPrebuildRequest(packet.PlanetId, packet.PrebuildId))
            {
                Log.Warn($"BuildEntityRequest received does not have a corresponding PrebuildRequest with the id {packet.PrebuildId} for the planet {packet.PlanetId}");
                return;
            }

            FactoryManager.EventFromClient = true;
            PlanetData planet = GameMain.galaxy.PlanetById(packet.PlanetId);

            // Physics could be null, if the host is not on the requested planet
            // Make sure to init all the planet data required to perform the BuildFinally of the distant planet
            if (packet.PlanetId != GameMain.localPlanet?.id)
            {
                planet.physics = new PlanetPhysics(planet);
                planet.physics.Init();

                planet.audio = new PlanetAudio(planet);
                planet.audio.Init();

                // TODO: We also need to handle the FlattenTerrain issue here.
            }

            planet.factory.BuildFinally(GameMain.mainPlayer, packet.PrebuildId);

            // Make sure to free all temp data if we were not on this planet once the BuildFinally is done
            if (packet.PlanetId != GameMain.localPlanet?.id)
            {
                planet.physics.Free();
                planet.physics = null;

                planet.audio.Free();
                planet.audio = null;
            }

            FactoryManager.EventFromClient = false;
        }
Ejemplo n.º 7
0
        public override void ProcessPacket(BuildEntityRequest packet, NebulaConnection conn)
        {
            if (IsHost && !FactoryManager.ContainsPrebuildRequest(packet.PlanetId, packet.PrebuildId))
            {
                Log.Warn($"BuildEntityRequest received does not have a corresponding PrebuildRequest with the id {packet.PrebuildId} for the planet {packet.PlanetId}");
                return;
            }

            PlanetData planet = GameMain.galaxy.PlanetById(packet.PlanetId);

            // We only execute the code if the client has loaded the factory at least once.
            // Else it will get it once it goes to the planet for the first time.
            if (planet.factory != null)
            {
                using (FactoryManager.IsIncomingRequest.On())
                {
                    FactoryManager.EventFactory = planet.factory;
                    FactoryManager.TargetPlanet = packet.PlanetId;
                    FactoryManager.PacketAuthor = packet.AuthorId;

                    FactoryManager.AddPlanetTimer(packet.PlanetId);

                    //Remove building from drone queue
                    GameMain.mainPlayer.mecha.droneLogic.serving.Remove(-packet.PrebuildId);
                    planet.factory.BuildFinally(GameMain.mainPlayer, packet.PrebuildId);

                    if (IsClient)
                    {
                        DroneManager.RemoveBuildRequest(-packet.PrebuildId);
                    }

                    FactoryManager.EventFactory = null;
                    FactoryManager.PacketAuthor = FactoryManager.AUTHOR_NONE;
                    FactoryManager.TargetPlanet = FactoryManager.PLANET_NONE;
                }
            }
        }