Example #1
0
    /// <summary>
    /// When the user has received a message of spawn player vehicle,
    /// this creates the player vehicle and removes any thing which shouldn't
    /// be on it.
    /// </summary>
    /// <param name="packet">The message</param>
    public static void SpawnPlayerVehicle(Packet packet, CSteamID sender) //Both, but never spawns the local vehicle, only executes spawn vehicle messages from other clients
    {
        // We don't actually need the "sender" id, unless we're a client and want to check that the packet came from the host
        // which we're not doing right now.
        Message_SpawnPlayerVehicle message = (Message_SpawnPlayerVehicle)((PacketSingle)packet).message;

        if (message.networkID == PlayerManager.localUID)
        {
            return;
        }

        Debug.Log($"Recived a Spawn Vehicle Message from: {message.csteamID}");
        CSteamID spawnerSteamId = new CSteamID(message.csteamID);

        if (!gameLoaded)
        {
            Debug.LogWarning("Our game isn't loaded, adding spawn vehicle to queue");
            playersToSpawnQueue.Enqueue(packet);
            playersToSpawnIdQueue.Enqueue(sender);
            return;
        }
        //foreach (ulong id in spawnedVehicles)
        //{
        //    if (id == message.csteamID)
        //    {
        //        Debug.Log("Got a spawnedVehicle message for a vehicle we have already added! Returning....");
        //        return;
        //    }
        //}
        //spawnedVehicles.Add(message.csteamID);
        Debug.Log("Got a new spawnVehicle uID.");
        if (Networker.isHost)
        {
            //Debug.Log("Generating UIDS for any missiles the new vehicle has");
            for (int i = 0; i < message.hpLoadout.Length; i++)
            {
                for (int j = 0; j < message.hpLoadout[i].missileUIDS.Length; j++)
                {
                    if (message.hpLoadout[i].missileUIDS[j] != 0)
                    {
                        //Storing the old one
                        ulong clientsUID = message.hpLoadout[i].missileUIDS[j];
                        //Generating a new global UID for that missile
                        message.hpLoadout[i].missileUIDS[j] = Networker.GenerateNetworkUID();
                        //Sending it back to that client
                        NetworkSenderThread.Instance.SendPacketToSpecificPlayer(spawnerSteamId,
                                                                                new Message_RequestNetworkUID(clientsUID, message.hpLoadout[i].missileUIDS[j]),
                                                                                EP2PSend.k_EP2PSendReliable);
                    }
                }
            }

            Debug.Log("Telling other clients about new player and new player about other clients. Player count = " + players.Count);
            for (int i = 0; i < players.Count; i++)
            {
                if (players[i].cSteamID == SteamUser.GetSteamID())
                {
                    //Debug.LogWarning("Skiping this one as it's the host");
                    //Send the host player to the new player.
                    //Debug.Log($"Running host code to tell new player about host vehicle.");

                    GameObject    localVehicle       = VTOLAPI.GetPlayersVehicleGameObject();
                    WeaponManager localWeaponManager = localVehicle.GetComponent <WeaponManager>();

                    List <HPInfo> hpInfos = PlaneEquippableManager.generateHpInfoListFromWeaponManager(localWeaponManager,
                                                                                                       PlaneEquippableManager.HPInfoListGenerateNetworkType.sender);
                    CountermeasureManager cmManager = localVehicle.GetComponentInChildren <CountermeasureManager>();
                    List <int>            cm        = PlaneEquippableManager.generateCounterMeasuresFromCmManager(cmManager);
                    float fuel = PlaneEquippableManager.generateLocalFuelValue();

                    NetworkSenderThread.Instance.SendPacketToSpecificPlayer(spawnerSteamId,
                                                                            new Message_SpawnPlayerVehicle(
                                                                                players[i].vehicleType,
                                                                                VTMapManager.WorldToGlobalPoint(players[i].vehicle.transform.position),
                                                                                players[i].vehicle.transform.rotation,
                                                                                players[i].cSteamID.m_SteamID,
                                                                                players[i].vehicleUID,
                                                                                hpInfos.ToArray(),
                                                                                cm.ToArray(),
                                                                                fuel, players[i].leftie),
                                                                            EP2PSend.k_EP2PSendReliable);

                    //Debug.Log($"We have told the new player about the host and NOT the other way around.");
                    //Debug.Log($"We don't need to resync the host weapons, that's guaranteed to already be up to date.");
                    continue;
                }

                if (players[i].vehicle != null)
                {
                    PlaneNetworker_Receiver existingPlayersPR = players[i].vehicle.GetComponent <PlaneNetworker_Receiver>();
                    //We first send the new player to an existing spawned in player
                    NetworkSenderThread.Instance.SendPacketToSpecificPlayer(players[i].cSteamID, message, EP2PSend.k_EP2PSendReliable);
                    //Then we send this current player to the new player.
                    NetworkSenderThread.Instance.SendPacketToSpecificPlayer(spawnerSteamId,
                                                                            new Message_SpawnPlayerVehicle(
                                                                                players[i].vehicleType,
                                                                                VTMapManager.WorldToGlobalPoint(players[i].vehicle.transform.position),
                                                                                players[i].vehicle.transform.rotation,
                                                                                players[i].cSteamID.m_SteamID,
                                                                                players[i].vehicleUID,
                                                                                existingPlayersPR.GenerateHPInfo(),
                                                                                existingPlayersPR.GetCMS(),
                                                                                existingPlayersPR.GetFuel(), players[i].leftie),
                                                                            EP2PSend.k_EP2PSendReliable);
                    //Debug.Log($"We have told {players[i].cSteamID.m_SteamID} about the new player ({message.csteamID}) and the other way round.");

                    //We ask the existing player what their load out just incase the host's player receiver was out of sync.
                    NetworkSenderThread.Instance.SendPacketToSpecificPlayer(players[i].cSteamID,
                                                                            new Message(MessageType.WeaponsSet),
                                                                            EP2PSend.k_EP2PSendReliable);
                    //Debug.Log($"We have asked {players[i].cSteamID.m_SteamID} what their current weapons are, and now waiting for a responce."); // marsh typo response lmao
                }
                else
                {
                    Debug.Log("players[" + i + "].vehicle is null");
                }
            }
        }

        if (Networker.isHost)
        {
            Debug.Log("Telling connected client about AI units");
            AIManager.TellClientAboutAI(spawnerSteamId);
        }
        AddToPlayerList(new Player(spawnerSteamId, null, message.vehicle, message.networkID, message.leftie));

        GameObject puppet = SpawnRepresentation(message.networkID, message.position, message.rotation, message.leftie);

        if (puppet != null)
        {
            PlaneEquippableManager.SetLoadout(puppet, message.networkID, message.normalizedFuel, message.hpLoadout, message.cmLoadout);
        }
    }
    /// <summary>
    /// When the user has received a message of spawn vehicle,
    /// this creates the vehilc and removes any thing which shouldn't
    /// be on it.
    /// </summary>
    /// <param name="packet">The message</param>
    public static void SpawnVehicle(Packet packet)
    {
        Debug.Log("Recived a Spawn Vehicle Message");

        if (!gameLoaded)
        {
            Debug.LogWarning("Our game isn't loaded, adding spawn vehicle to queue");
            playersToSpawnQueue.Enqueue(packet);
            return;
        }

        Message_SpawnVehicle message = (Message_SpawnVehicle)((PacketSingle)packet).message;

        if (Networker.isHost)
        {
            Debug.Log("Generating UIDS for any missiles the new vehicle has");
            for (int i = 0; i < message.hpLoadout.Length; i++)
            {
                for (int j = 0; j < message.hpLoadout[i].missileUIDS.Length; j++)
                {
                    if (message.hpLoadout[i].missileUIDS[j] != 0)
                    {
                        //Storing the old one
                        ulong clientsUID = message.hpLoadout[i].missileUIDS[j];
                        //Generating a new global UID for that missile
                        message.hpLoadout[i].missileUIDS[j] = Networker.GenerateNetworkUID();
                        //Sending it back to that client
                        Networker.SendP2P(new CSteamID(message.csteamID),
                                          new Message_RequestNetworkUID(clientsUID, message.hpLoadout[i].missileUIDS[j]),
                                          EP2PSend.k_EP2PSendReliable);
                    }
                }
            }

            Debug.Log("Telling other clients about new player and new player about other clients. Player count = " + players.Count);
            for (int i = 0; i < players.Count; i++)
            {
                if (players[i].cSteamID == SteamUser.GetSteamID())
                {
                    Debug.LogWarning("Skiping this one as it's the host");
                    continue;
                }
                PlaneNetworker_Receiver existingPlayersPR = players[i].vehicle.GetComponent <PlaneNetworker_Receiver>();
                //We first send the new player to an existing spawned in player
                Networker.SendP2P(players[i].cSteamID, message, EP2PSend.k_EP2PSendReliable);
                //Then we send this current player to the new player.
                Networker.SendP2P(new CSteamID(message.csteamID),
                                  new Message_SpawnVehicle(
                                      players[i].vehicleName,
                                      VTMapManager.WorldToGlobalPoint(players[i].vehicle.transform.position),
                                      new Vector3D(players[i].vehicle.transform.rotation.eulerAngles),
                                      players[i].cSteamID.m_SteamID,
                                      players[i].vehicleUID,
                                      existingPlayersPR.GenerateHPInfo(),
                                      existingPlayersPR.GetCMS(),
                                      existingPlayersPR.GetFuel()),
                                  EP2PSend.k_EP2PSendReliable);
                Debug.Log($"We have told {players[i].cSteamID.m_SteamID} about the new player ({message.csteamID}) and the other way round");

                //We ask the existing player what their load out just incase the host's player receiver was out of sync.
                Networker.SendP2P(players[i].cSteamID,
                                  new Message(MessageType.WeaponsSet),
                                  EP2PSend.k_EP2PSendReliable);
                Debug.Log($"We have asked {players[i].cSteamID.m_SteamID} what their current weapons are, and now waiting for a responce.");
            }
        }

        GameObject newVehicle = null;

        switch (message.vehicle)
        {
        case VTOLVehicles.None:
            Debug.LogError("Vehcile Enum seems to be none, couldn't spawn player vehicle");
            return;

        case VTOLVehicles.AV42C:
            newVehicle = GameObject.Instantiate(av42cPrefab, message.position.toVector3, Quaternion.Euler(message.rotation.toVector3));
            break;

        case VTOLVehicles.FA26B:
            newVehicle = GameObject.Instantiate(fa26bPrefab, message.position.toVector3, Quaternion.Euler(message.rotation.toVector3));
            break;

        case VTOLVehicles.F45A:
            newVehicle = GameObject.Instantiate(f45Prefab, message.position.toVector3, Quaternion.Euler(message.rotation.toVector3));
            break;
        }
        Debug.Log("Setting vehicle name");
        newVehicle.name = $"Client [{message.csteamID}]";
        Debug.Log($"Spawned new vehicle at {newVehicle.transform.position}");

        RigidbodyNetworker_Receiver rbNetworker = newVehicle.AddComponent <RigidbodyNetworker_Receiver>();

        rbNetworker.networkUID = message.networkID;

        PlaneNetworker_Receiver planeReceiver = newVehicle.AddComponent <PlaneNetworker_Receiver>();

        planeReceiver.networkUID = message.networkID;

        if (message.vehicle == VTOLVehicles.AV42C || message.vehicle == VTOLVehicles.F45A)
        {
            Debug.Log("Adding Tilt Controller to this vehicle " + message.networkID);
            EngineTiltNetworker_Receiver tiltReceiver = newVehicle.AddComponent <EngineTiltNetworker_Receiver>();
            tiltReceiver.networkUID = message.networkID;
        }


        Rigidbody rb      = newVehicle.GetComponent <Rigidbody>();
        AIPilot   aIPilot = newVehicle.GetComponent <AIPilot>();

        Debug.Log($"Changing {newVehicle.name}'s position and rotation\nPos:{rb.position} Rotation:{rb.rotation.eulerAngles}");
        aIPilot.kPlane.SetToKinematic();
        aIPilot.kPlane.enabled = false;
        rb.interpolation       = RigidbodyInterpolation.None;
        aIPilot.commandState   = AIPilot.CommandStates.Override;


        rb.position            = message.position.toVector3;
        rb.rotation            = Quaternion.Euler(message.rotation.toVector3);
        aIPilot.kPlane.enabled = true;
        aIPilot.kPlane.SetVelocity(Vector3.zero);
        aIPilot.kPlane.SetToDynamic();
        rb.interpolation = RigidbodyInterpolation.Interpolate;

        Debug.Log($"Finished changing {newVehicle.name}\n Pos:{rb.position} Rotation:{rb.rotation.eulerAngles}");

        GameObject parent  = new GameObject("Name Tag Holder");
        GameObject nameTag = new GameObject("Name Tag");

        parent.transform.SetParent(newVehicle.transform);
        parent.transform.localRotation = Quaternion.Euler(0, 180, 0);
        nameTag.transform.SetParent(parent.transform);
        nameTag.AddComponent <Nametag>().SetText(
            SteamFriends.GetFriendPersonaName(new CSteamID(message.csteamID)),
            newVehicle.transform, VRHead.instance.transform);

        WeaponManager weaponManager = newVehicle.GetComponent <WeaponManager>();

        if (weaponManager == null)
        {
            Debug.LogError("Failed to get weapon manager on " + newVehicle.name);
        }

        List <string> hpLoadoutNames = new List <string>();

        for (int i = 0; i < message.hpLoadout.Length; i++)
        {
            hpLoadoutNames.Add(message.hpLoadout[i].hpName);
        }

        Debug.Log("Setting Loadout on this new vehicle spawned");
        for (int i = 0; i < hpLoadoutNames.Count; i++)
        {
            Debug.Log("HP " + i + " Name: " + hpLoadoutNames[i]);
        }
        Loadout loadout = new Loadout();

        loadout.normalizedFuel = message.normalizedFuel;
        loadout.hpLoadout      = hpLoadoutNames.ToArray();
        loadout.cmLoadout      = message.cmLoadout;
        weaponManager.EquipWeapons(loadout);

        FuelTank fuelTank = newVehicle.GetComponent <FuelTank>();

        if (fuelTank == null)
        {
            Debug.LogError("Failed to get fuel tank on " + newVehicle.name);
        }
        fuelTank.startingFuel = loadout.normalizedFuel * fuelTank.maxFuel;
        fuelTank.SetNormFuel(loadout.normalizedFuel);

        players.Add(new Player(new CSteamID(message.csteamID), newVehicle, message.vehicle, message.networkID));
    }