Ejemplo n.º 1
0
        /// <summary>
        /// Handle full world sync message.
        /// </summary>
        /// <param name="msg">The message to handle.</param>

        public void HandleFullWorldSync(Messages.FullWorldSyncMessage msg)
        {
            // Doors.

            foreach (Messages.DoorsInitMessage door in msg.doors)
            {
                Vector3 position            = Utils.NetVec3ToGame(door.position);
                Game.Objects.GameDoor doors = Game.GameDoorsManager.Instance.FindGameDoors(position);
                Client.Assert(doors != null, $"Unable to find doors at: {position}.");
                if (doors.IsOpen != door.open)
                {
                    doors.Open(door.open);
                }
            }

            // Vehicles.

            foreach (Messages.VehicleInitMessage vehicleMsg in msg.vehicles)
            {
                Vector3    pos = Utils.NetVec3ToGame(vehicleMsg.transform.position);
                Quaternion rot = Utils.NetQuatToGame(vehicleMsg.transform.rotation);

                NetVehicle vehicle = GetVehicle(vehicleMsg.id);
                Client.Assert(vehicle != null, $"Received info about non existing vehicle {vehicleMsg.id} in full world sync. (pos: {pos}, rot: {rot})");

                vehicle.Teleport(pos, rot);
            }

            // Pickupables

            foreach (Messages.PickupableSpawnMessage pickupableMsg in msg.pickupables)
            {
                SpawnPickupable(pickupableMsg);
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Leave vehicle player is currently sitting in.
        /// </summary>
        public virtual void LeaveVehicle()
        {
            Client.Assert(currentVehicle != null && state != State.OnFoot, "Player is leaving vehicle but he is not in vehicle.");

            // Detach character game object from vehicle.

            if (characterGameObject != null)
            {
                characterGameObject.transform.SetParent(null);

                // TODO: Teleport interpolator to use current position so ped will not be interpolated from previous on foot location here.
            }

            // Notify vehicle that the player left.

            currentVehicle.ClearPlayer(state == State.Passenger);
            currentVehicle = null;

            // Set state of the player.

            SwitchState(State.OnFoot);

            // Play seated animation
            PlayAnimation(AnimationId.GetOutCar);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Enter vehicle.
        /// </summary>
        /// <param name="vehicle">The vehicle to enter.</param>
        /// <param name="passenger">Is player entering vehicle as passenger?</param>
        public override void EnterVehicle(NetVehicle vehicle, bool passenger)
        {
            base.EnterVehicle(vehicle, passenger);

            Messages.VehicleEnterMessage msg = new Messages.VehicleEnterMessage();
            msg.vehicleId = vehicle.NetId;
            msg.passenger = false;
            netManager.BroadcastMessage(msg, Steamworks.EP2PSend.k_EP2PSendReliable);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Write full world synchronization message.
        /// </summary>
        /// <param name="msg">The message to write to.</param>
        public void WriteFullWorldSync(Messages.FullWorldSyncMessage msg)
        {
            // Write doors

            List <Game.Objects.GameDoor> doors = Game.GameDoorsManager.Instance.doors;
            int doorsCount = doors.Count;

            msg.doors = new Messages.DoorsInitMessage[doorsCount];

            for (int i = 0; i < doorsCount; ++i)
            {
                var doorMsg = new Messages.DoorsInitMessage();
                Game.Objects.GameDoor door = doors[i];
                doorMsg.position = Utils.GameVec3ToNet(door.Position);
                doorMsg.open     = door.IsOpen;
                msg.doors[i]     = doorMsg;
            }

            // Write vehicles.

            int vehiclesCount = vehicles.Count;

            msg.vehicles = new Messages.VehicleInitMessage[vehiclesCount];

            for (int i = 0; i < vehiclesCount; ++i)
            {
                var        vehicleMsg = new Messages.VehicleInitMessage();
                NetVehicle vehicle    = vehicles[i];
                vehicleMsg.id = vehicle.NetId;
                vehicleMsg.transform.position = Utils.GameVec3ToNet(vehicle.GetPosition());
                vehicleMsg.transform.rotation = Utils.GameQuatToNet(vehicle.GetRotation());
                msg.vehicles[i] = vehicleMsg;
            }

            // Write pickupables.

            msg.pickupables = new Messages.PickupableSpawnMessage[netPickupables.Count];
            int idx = 0;

            foreach (var kv in netPickupables)
            {
                NetPickupable pickupable    = kv.Value;
                var           pickupableMsg = new Messages.PickupableSpawnMessage();
                pickupableMsg.id = pickupable.NetId;
                // Logger.Log($"Serializing pickupable: {pickupableMsg.id}. {pickupable.gameObject}");
                var metaData = pickupable.gameObject.GetComponent <Game.Components.PickupableMetaDataComponent>();
                pickupableMsg.prefabId = metaData.prefabId;
                Transform transform = pickupable.gameObject.transform;
                pickupableMsg.transform.position = Utils.GameVec3ToNet(transform.position);
                pickupableMsg.transform.rotation = Utils.GameQuatToNet(transform.rotation);
                msg.pickupables[idx++]           = pickupableMsg;
            }
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Enter vehicle.
        /// </summary>
        /// <param name="vehicle">The vehicle to enter.</param>
        /// <param name="passenger">Is player entering vehicle as passenger?</param>
        public virtual void EnterVehicle(NetVehicle vehicle, bool passenger)
        {
            Client.Assert(currentVehicle == null, "Entered vehicle but player is already in vehicle.");
            Client.Assert(state == State.OnFoot, "Entered vehicle but player is not on foot.");

            // Set vehicle and put player inside it.

            currentVehicle = vehicle;
            currentVehicle.SetPlayer(this, passenger);

            SitInCurrentVehicle();

            // Set state of the player.

            SwitchState(passenger ? State.Passenger : State.DrivingVehicle);
        }
Ejemplo n.º 6
0
        /// <summary>
        /// Enter vehicle.
        /// </summary>
        /// <param name="vehicle">The vehicle to enter.</param>
        /// <param name="passenger">Is player entering vehicle as passenger?</param>
        public virtual void EnterVehicle(NetVehicle vehicle, bool passenger)
        {
            Client.Assert(currentVehicle == null, "Entered vehicle but player is already in vehicle.");
            Client.Assert(state == State.OnFoot, "Entered vehicle but player is not on foot.");

            // Set vehicle and put player inside it.

            currentVehicle = vehicle;
            currentVehicle.SetPlayer(this, passenger);

            // Make sure player character is attached as we will not update it's position until he leaves vehicle.

            if (characterGameObject != null)
            {
                characterGameObject.transform.SetParent(currentVehicle.GameObject.VehicleTransform, false);
            }

            // Set state of the player.

            SwitchState(passenger ? State.Passenger : State.DrivingVehicle);
        }
Ejemplo n.º 7
0
        /// <summary>
        /// Leave vehicle player is currently sitting in.
        /// </summary>
        public virtual void LeaveVehicle()
        {
            Client.Assert(currentVehicle != null && state != State.OnFoot, "Player is leaving vehicle but he is not in vehicle.");

            // Detach character game object from vehicle.

            if (IsSpawned)
            {
                characterGameObject.transform.SetParent(null);

                Game.Objects.GameVehicle vehicleGameObject = currentVehicle.GameObject;
                Transform seatTransform = vehicleGameObject.SeatTransform;
                Teleport(seatTransform.position, seatTransform.rotation);
            }

            // Notify vehicle that the player left.

            currentVehicle.ClearPlayer(state == State.Passenger);
            currentVehicle = null;

            // Set state of the player.

            SwitchState(State.OnFoot);
        }
Ejemplo n.º 8
0
        /// <summary>
        /// Handle full world sync message.
        /// </summary>
        /// <param name="msg">The message to handle.</param>

        public void HandleFullWorldSync(Messages.FullWorldSyncMessage msg)
        {
            // Read time

            Game.GameWorld gameWorld = Game.GameWorld.Instance;
            gameWorld.WorldTime = msg.dayTime;
            gameWorld.WorldDay  = msg.day;

            // Read mailbox name

            gameWorld.PlayerLastName = msg.mailboxName;

            // Doors.

            foreach (Messages.DoorsInitMessage door in msg.doors)
            {
                Vector3 position            = Utils.NetVec3ToGame(door.position);
                Game.Objects.GameDoor doors = Game.GameDoorsManager.Instance.FindGameDoors(position);
                Client.Assert(doors != null, $"Unable to find doors at: {position}.");
                if (doors.IsOpen != door.open)
                {
                    doors.Open(door.open);
                }
            }

            // Lights.

            foreach (Messages.LightSwitchMessage light in msg.lights)
            {
                Vector3 position = Utils.NetVec3ToGame(light.pos);
                Game.Objects.LightSwitch lights = Game.LightSwitchManager.Instance.FindLightSwitch(position);
                Client.Assert(lights != null, $"Unable to find light switch at: {position}.");
                if (lights.SwitchStatus != light.toggle)
                {
                    lights.TurnOn(light.toggle);
                }
            }

            // Weather.

            Game.GameWeatherManager.Instance.SetWeather(msg.currentWeather);

            // Vehicles.

            foreach (Messages.VehicleInitMessage vehicleMsg in msg.vehicles)
            {
                Vector3    pos = Utils.NetVec3ToGame(vehicleMsg.transform.position);
                Quaternion rot = Utils.NetQuatToGame(vehicleMsg.transform.rotation);

                NetVehicle vehicle = GetVehicle(vehicleMsg.id);
                Client.Assert(vehicle != null, $"Received info about non existing vehicle {vehicleMsg.id} in full world sync. (pos: {pos}, rot: {rot})");

                vehicle.Teleport(pos, rot);
            }

            // Pickupables

            List <ushort> pickupablesIds = new List <ushort>();

            foreach (var kv in netPickupables)
            {
                pickupablesIds.Add(kv.Key);
            }

            foreach (Messages.PickupableSpawnMessage pickupableMsg in msg.pickupables)
            {
                SpawnPickupable(pickupableMsg);
                pickupablesIds.Remove(pickupableMsg.id);
            }

            // Remove spawned (and active) pickupables that we did not get info about.

            foreach (ushort id in pickupablesIds)
            {
                GameObject gameObject = netPickupables[id].gameObject;
                if (gameObject && !gameObject.activeSelf)
                {
                    continue;
                }

                DestroyPickupableLocal(id);
            }
        }
Ejemplo n.º 9
0
        /// <summary>
        /// Write full world synchronization message.
        /// </summary>
        /// <param name="msg">The message to write to.</param>
        public void WriteFullWorldSync(Messages.FullWorldSyncMessage msg)
        {
            // Write time

            Game.GameWorld gameWorld = Game.GameWorld.Instance;
            msg.dayTime = gameWorld.WorldTime;
            msg.day     = gameWorld.WorldDay;

            // Write mailbox name

            msg.mailboxName = gameWorld.PlayerLastName;

            // Write doors

            List <Game.Objects.GameDoor> doors = Game.GameDoorsManager.Instance.doors;
            int doorsCount = doors.Count;

            msg.doors = new Messages.DoorsInitMessage[doorsCount];

            for (int i = 0; i < doorsCount; ++i)
            {
                var doorMsg = new Messages.DoorsInitMessage();
                Game.Objects.GameDoor door = doors[i];
                doorMsg.position = Utils.GameVec3ToNet(door.Position);
                doorMsg.open     = door.IsOpen;
                msg.doors[i]     = doorMsg;
            }

            // Write light switches.

            List <Game.Objects.LightSwitch> lights = Game.LightSwitchManager.Instance.lightSwitches;
            int lightCount = lights.Count;

            msg.lights = new Messages.LightSwitchMessage[lightCount];

            for (int i = 0; i < lightCount; i++)
            {
                var lightMsg = new Messages.LightSwitchMessage();
                Game.Objects.LightSwitch light = lights[i];
                lightMsg.pos    = Utils.GameVec3ToNet(light.Position);
                lightMsg.toggle = light.SwitchStatus;
                msg.lights[i]   = lightMsg;
            }

            // Write weather

            Game.GameWeatherManager.Instance.WriteWeather(msg.currentWeather);

            // Write vehicles.

            int vehiclesCount = vehicles.Count;

            msg.vehicles = new Messages.VehicleInitMessage[vehiclesCount];

            for (int i = 0; i < vehiclesCount; ++i)
            {
                var        vehicleMsg = new Messages.VehicleInitMessage();
                NetVehicle vehicle    = vehicles[i];
                vehicleMsg.id = vehicle.NetId;
                vehicleMsg.transform.position = Utils.GameVec3ToNet(vehicle.GetPosition());
                vehicleMsg.transform.rotation = Utils.GameQuatToNet(vehicle.GetRotation());
                msg.vehicles[i] = vehicleMsg;
            }

            // Write pickupables.

            var pickupableMessages = new List <Messages.PickupableSpawnMessage>();

            foreach (var kv in netPickupables)
            {
                NetPickupable pickupable = kv.Value;
                if (pickupable.gameObject == null)
                {
                    Logger.Log($"Null ptr of the pickupable game object {pickupable.NetId}");
                    continue;
                }
                var pickupableMsg = new Messages.PickupableSpawnMessage();
                pickupableMsg.id = pickupable.NetId;
                var metaData = pickupable.gameObject.GetComponent <Game.Components.PickupableMetaDataComponent>();
                pickupableMsg.prefabId = metaData.prefabId;
                Transform transform = pickupable.gameObject.transform;
                pickupableMsg.transform.position = Utils.GameVec3ToNet(transform.position);
                pickupableMsg.transform.rotation = Utils.GameQuatToNet(transform.rotation);
                pickupableMsg.active             = pickupable.gameObject.activeSelf;
                List <float> data = new List <float>();

                //Beercases
                if (metaData.PrefabDescriptor.type == Game.GamePickupableDatabase.PrefabType.BeerCase && pickupable.gameObject.name != "beer case")
                {
                    Game.Objects.BeerCase beer = Game.BeerCaseManager.Instance.FindBeerCase(pickupable.gameObject);
                    data.Add(Game.BeerCaseManager.Instance.FullCaseBottles - beer.UsedBottles);
                }

                if (data.Count != 0)
                {
                    pickupableMsg.Data = data.ToArray();
                }
                pickupableMessages.Add(pickupableMsg);
            }

            msg.pickupables = pickupableMessages.ToArray();

            netManager.GetLocalPlayer().WriteSpawnState(msg);
        }
Ejemplo n.º 10
0
        /// <summary>
        /// Register world related network message handlers.
        /// </summary>
        /// <param name="netMessageHandler">The network message handler to register messages to.</param>
        void RegisterNetworkMessagesHandlers(NetMessageHandler netMessageHandler)
        {
            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableSetPositionMessage msg) => {
                Client.Assert(netPickupables.ContainsKey(msg.id), $"Tried to move pickupable that is not spawned {msg.id}.");
                GameObject gameObject         = netPickupables[msg.id].gameObject;
                gameObject.transform.position = Utils.NetVec3ToGame(msg.position);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableActivateMessage msg) => {
                GameObject gameObject = null;
                if (netPickupables.ContainsKey(msg.id))
                {
                    gameObject = netPickupables[msg.id].gameObject;
                }

                if (msg.activate)
                {
                    Client.Assert(gameObject != null, "Tried to activate pickupable but its not spawned!");
                    gameObject.SetActive(true);
                }
                else
                {
                    if (gameObject != null)
                    {
                        gameObject.SetActive(false);
                    }
                }
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableSpawnMessage msg) => {
                SpawnPickupable(msg);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableDestroyMessage msg) => {
                if (!netPickupables.ContainsKey(msg.id))
                {
                    return;
                }

                NetPickupable pickupable = netPickupables[msg.id];
                GameObject.Destroy(pickupable.gameObject);
                netPickupables.Remove(msg.id);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.WorldPeriodicalUpdateMessage msg) => {
                // Game reports 'next hour' - we want to have transition so correct it.
                Game.GameWorld.Instance.WorldTime = (float)msg.sunClock - 2.0f;
                Game.GameWorld.Instance.WorldDay  = (int)msg.worldDay;
                Game.GameWeatherManager.Instance.SetWeather(msg.currentWeather);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.RemoveBottleMessage msg) => {
                GameObject beerGO          = GetPickupableGameObject(msg.netId);
                Game.Objects.BeerCase beer = Game.BeerCaseManager.Instance.FindBeerCase(beerGO);
                if (beer == null)
                {
                    Logger.Log($"Player tried to drink beer, however, the beercase cannot be found.");
                    return;
                }
                beer.RemoveBottles(1);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PlayerSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Log($"Received synchronization packet from {sender} but there is not player registered using this id.");
                    return;
                }

                player.HandleSynchronize(msg);
            });


            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.OpenDoorsMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Log($"Received OpenDoorsMessage however there is no matching player {sender}! (open: {msg.open}");
                    return;
                }

                Game.Objects.GameDoor doors = Game.GameDoorsManager.Instance.FindGameDoors(Utils.NetVec3ToGame(msg.position));
                if (doors == null)
                {
                    Logger.Log($"Player tried to open door, however, the door could not be found!");
                    return;
                }
                doors.Open(msg.open);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.FullWorldSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);

                // This one should never happen - if happens there is something done miserably wrong.
                Client.Assert(player != null, $"There is no player matching given steam id {sender}.");

                // Handle full world state synchronization.

                HandleFullWorldSync(msg);

                // Spawn host character.

                player.Spawn();

                // Set player state.

                player.Teleport(Utils.NetVec3ToGame(msg.spawnPosition), Utils.NetQuatToGame(msg.spawnRotation));

                if (msg.occupiedVehicleId != NetVehicle.INVALID_ID)
                {
                    var vehicle = GetVehicle(msg.occupiedVehicleId);
                    Client.Assert(vehicle != null, $"Player {player.GetName()} ({player.SteamId}) you tried to join reported that he drives car that does not exists in your game. Vehicle id: {msg.occupiedVehicleId}, passenger: {msg.passenger}");
                    player.EnterVehicle(vehicle, msg.passenger);
                }

                if (msg.pickedUpObject != NetPickupable.INVALID_ID)
                {
                    player.PickupObject(msg.pickedUpObject);
                }

                // World is loaded! Notify network manager about that.

                netManager.OnNetworkWorldLoaded();
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.AskForWorldStateMessage msg) => {
                var msgF = new Messages.FullWorldSyncMessage();
                WriteFullWorldSync(msgF);
                netManager.BroadcastMessage(msgF, Steamworks.EP2PSend.k_EP2PSendReliable);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleEnterMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }

                NetVehicle vehicle = GetVehicle(msg.vehicleId);
                if (vehicle == null)
                {
                    Logger.Error("Player " + player.SteamId + " tried to enter vehicle " + msg.vehicleId + " but there is no vehicle with such id.");
                    return;
                }

                player.EnterVehicle(vehicle, msg.passenger);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleLeaveMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.LeaveVehicle();
            });


            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.HandleVehicleSync(msg);
            });


            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupObjectMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.PickupObject(msg.netId);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.ReleaseObjectMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.ReleaseObject(msg.drop);
            });



            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.LightSwitchMessage msg) => {
                Game.Objects.LightSwitch light = Game.LightSwitchManager.Instance.FindLightSwitch(Utils.NetVec3ToGame(msg.pos));
                light.TurnOn(msg.toggle);
            });
        }
Ejemplo n.º 11
0
        public NetManager()
        {
            this.netManagerCreationTime = DateTime.UtcNow;
            netWorld = new NetWorld(this);

            // Setup local player.
            players[0] = new NetLocalPlayer(this, netWorld, Steamworks.SteamUser.GetSteamID());

            p2pSessionRequestCallback = Steamworks.Callback <Steamworks.P2PSessionRequest_t> .Create((Steamworks.P2PSessionRequest_t result) => {
                if (!Steamworks.SteamNetworking.AcceptP2PSessionWithUser(result.m_steamIDRemote))
                {
                    Logger.Log("Accepted p2p session with " + result.m_steamIDRemote.ToString());
                }
            });

            gameLobbyJoinRequestedCallback = Steamworks.Callback <Steamworks.GameLobbyJoinRequested_t> .Create(OnGameLobbyJoinRequested);

            lobbyCreatedCallResult = new Steamworks.CallResult <Steamworks.LobbyCreated_t>((Steamworks.LobbyCreated_t result, bool ioFailure) => {
                if (result.m_eResult != Steamworks.EResult.k_EResultOK)
                {
                    Logger.Log("Oh my f*****g god i failed to create a lobby for you. Please forgive me. (result: " + result.m_eResult + ")");

                    MPGUI.Instance.ShowMessageBox("Failed to create lobby due to steam error.\n" + result.m_eResult, () => {
                        MPController.Instance.LoadLevel("MainMenu");
                    });
                    return;
                }

                Logger.Log("Hey you! I have lobby id for you! " + result.m_ulSteamIDLobby);

                mode           = Mode.Host;
                state          = State.Playing;
                currentLobbyId = new Steamworks.CSteamID(result.m_ulSteamIDLobby);

                netWorld.RegisterPickupables();
            });

            lobbyEnterCallResult = new Steamworks.CallResult <Steamworks.LobbyEnter_t>((Steamworks.LobbyEnter_t result, bool ioFailure) => {
                if (result.m_EChatRoomEnterResponse != (uint)Steamworks.EChatRoomEnterResponse.k_EChatRoomEnterResponseSuccess)
                {
                    Logger.Log("Oh my f*****g god i failed to join the lobby for you. Please forgive me. (reponse: " + result.m_EChatRoomEnterResponse + ")");

                    players[1] = null;
                    return;
                }

                Logger.Log("Oh hello! " + result.m_ulSteamIDLobby);

                mode           = Mode.Player;
                state          = State.LoadingGameWorld;
                currentLobbyId = new Steamworks.CSteamID(result.m_ulSteamIDLobby);

                SendHandshake();
            });

            // TODO: Move message handlers to some class.

            BindMessageHandler((Steamworks.CSteamID sender, Messages.HandshakeMessage msg) => {
                remoteClock = msg.clock;
                HandleHandshake(sender, msg);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.PlayerSyncMessage msg) => {
                if (players[1] == null)
                {
                    Logger.Log("Received synchronization packet but no remote player is currently connected.");
                    return;
                }

                players[1].HandleSynchronize(msg);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.HeartbeatMessage msg) => {
                var message         = new Messages.HeartbeatResponseMessage();
                message.clientClock = msg.clientClock;
                message.clock       = GetNetworkClock();
                BroadcastMessage(message, Steamworks.EP2PSend.k_EP2PSendReliable);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.HeartbeatResponseMessage msg) => {
                ping = (uint)(GetNetworkClock() - msg.clientClock);

                // TODO: Some smart lag compensation.
                remoteClock = msg.clock;

                timeSinceLastHeartbeat = 0.0f;
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.DisconnectMessage msg) => {
                HandleDisconnect(false);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.OpenDoorsMessage msg) => {
                NetPlayer player = players[1];
                // 1.5 is a length of the ray used to check interaction with doors in game scripts.
                Vector3 interactionPosition = player.GetPosition() + player.GetRotation() * Vector3.forward * 1.5f;
                Game.Objects.GameDoor doors = Game.GameDoorsManager.Instance.FindGameDoors(interactionPosition);
                if (doors == null)
                {
                    Logger.Log($"Player tried to open doors however he is not close to any: {interactionPosition}.");
                    return;
                }
                doors.Open(msg.open);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.FullWorldSyncMessage msg) => {
                netWorld.HandleFullWorldSync(msg);

                // Now spawn player.

                if (players[1] != null)
                {
                    players[1].Spawn();
                }

                // World loaded we are playing!

                state = State.Playing;
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.AskForWorldStateMessage msg) => {
                var msgF = new Messages.FullWorldSyncMessage();
                netWorld.WriteFullWorldSync(msgF);
                BroadcastMessage(msgF, Steamworks.EP2PSend.k_EP2PSendReliable);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleEnterMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }

                NetVehicle vehicle = netWorld.GetVehicle(msg.vehicleId);
                if (vehicle == null)
                {
                    Logger.Log("Player " + player.SteamId + " tried to enter vehicle " + msg.vehicleId + " but there is no vehicle with such id.");
                    return;
                }

                player.EnterVehicle(vehicle, msg.passenger);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleLeaveMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }
                player.LeaveVehicle();
            });


            BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleSyncMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }

                player.HandleVehicleSync(msg);
            });


            BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupObjectMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }
                player.PickupObject(msg.netId);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.ReleaseObjectMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }
                player.ReleaseObject(msg.drop);
            });
        }