public ServerGameWorld(GameWorld world, NetworkServer networkServer, Dictionary <int, ServerGameLoop.ClientInfo> clients, ChatSystemServer m_ChatSystem, BundledResourceManager resourceSystem) { m_NetworkServer = networkServer; m_Clients = clients; this.m_ChatSystem = m_ChatSystem; m_GameWorld = world; m_CharacterModule = new CharacterModuleServer(m_GameWorld, resourceSystem); m_ProjectileModule = new ProjectileModuleServer(m_GameWorld, resourceSystem); m_HitCollisionModule = new HitCollisionModule(m_GameWorld, 128, 1); m_PlayerModule = new PlayerModuleServer(m_GameWorld, resourceSystem); m_SpectatorCamModule = new SpectatorCamModuleServer(m_GameWorld, resourceSystem); m_ReplicatedEntityModule = new ReplicatedEntityModuleServer(m_GameWorld, resourceSystem, m_NetworkServer); m_ReplicatedEntityModule.ReserveSceneEntities(networkServer); m_ItemModule = new ItemModule(m_GameWorld); m_GameModeSystem = m_GameWorld.GetECSWorld().CreateManager <GameModeSystemServer>(m_GameWorld, m_ChatSystem, resourceSystem); m_DestructablePropSystem = m_GameWorld.GetECSWorld().CreateManager <UpdateDestructableProps>(m_GameWorld); m_DamageAreaSystem = m_GameWorld.GetECSWorld().CreateManager <DamageAreaSystemServer>(m_GameWorld); m_TeleporterSystem = m_GameWorld.GetECSWorld().CreateManager <TeleporterSystemServer>(m_GameWorld); m_HandleGrenadeRequests = m_GameWorld.GetECSWorld().CreateManager <HandleGrenadeRequest>(m_GameWorld, resourceSystem); m_StartGrenadeMovement = m_GameWorld.GetECSWorld().CreateManager <StartGrenadeMovement>(m_GameWorld); m_FinalizeGrenadeMovement = m_GameWorld.GetECSWorld().CreateManager <FinalizeGrenadeMovement>(m_GameWorld); m_platformSystem = m_GameWorld.GetECSWorld().CreateManager <MoverUpdate>(m_GameWorld); m_MoveableSystem = new MovableSystemServer(m_GameWorld, resourceSystem); m_CameraSystem = new ServerCameraSystem(m_GameWorld); }
public ServerGameWorld(GameWorld world, BundledResourceManager resourceSystem, Dictionary <int, ServerGameLoop.ClientInfo> clients, NetworkServer networkServer) { _gameWorld = world; _networkServer = networkServer; m_Clients = clients; m_PlayerModule = new PlayerModuleServer(_gameWorld, resourceSystem); m_CharacterModule = new CharacterModuleServer(_gameWorld, resourceSystem); m_ReplicatedEntityModule = new ReplicatedEntityModuleServer(_gameWorld, resourceSystem, networkServer); m_ReplicatedEntityModule.ReserveSceneEntities(networkServer); movableSystemServer = new MovableSystemServer(_gameWorld, resourceSystem); m_GameModeSystem = _gameWorld.GetECSWorld().CreateSystem <GameModeSystemServer>(_gameWorld); }