Esempio n. 1
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 public void WriteActor(Actor actor)
 {
     if (Verify.Active(actor))
     {
         WriteUShort(actor.Id);
     }
 }
Esempio n. 2
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        /// <summary>
        /// Checks if the actor is spawned on the player
        /// </summary>
        /// <param name="player">The player</param>
        /// <param name="actor">The actor</param>
        /// <returns>True if spawned false otherwise</returns>
        public bool IsSpawnedOn(Player player, Actor actor)
        {
            if (Verify.Authenticated(player) && Verify.Active(actor))
            {
                return(player.Spawned.Contains(actor));
            }

            return(false);
        }
Esempio n. 3
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        /// <summary>
        /// Checks if the actor is subscribed to the player
        /// </summary>
        /// <param name="player">The player</param>
        /// <param name="actor">The actor</param>
        /// <returns>True if subscribed false otherwise</returns>
        public bool IsSubscribedTo(Player player, Actor actor)
        {
            if (Verify.Authenticated(player) && Verify.Active(actor))
            {
                return(actor.Subscribers.Contains(player) || ReferenceEquals(player.Connection, actor.Connection));
            }

            return(false);
        }
Esempio n. 4
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        /// <summary>
        /// Unsubscribes a player from an actor
        /// </summary>
        /// <param name="player">The player</param>
        /// <param name="actor">The actor</param>
        public void Unsubscribe(Player player, Actor actor)
        {
            if (Verify.Authenticated(player) && Verify.Active(actor))
            {
                actor.Subscribers.Remove(player);
                player.SubscribedTo.Remove(actor);

                player.ActorProximityLevels[actor.Id] = ProximityLevel.None;
            }
        }
Esempio n. 5
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        /// <summary>
        /// Subscribes the player to the actor with the proximity level
        /// </summary>
        /// <param name="player">The player</param>
        /// <param name="actor">The actor</param>
        /// <param name="proximityLevel">The proximity level</param>
        public void SubscribeNoSynchronize(Player player, Actor actor, ProximityLevel proximityLevel)
        {
            if (Verify.Authenticated(player) && Verify.Active(actor))
            {
                // Only add as subscriber if this player is not the owner
                if (!ReferenceEquals(player.Connection, actor.Connection))
                {
                    actor.Subscribers.Add(player);
                    player.SubscribedTo.Add(actor);

                    player.ActorProximityLevels[actor.Id] = proximityLevel;
                }

                Spawn(player, actor);
            }
        }
Esempio n. 6
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        /// <summary>
        /// Spawns the actor on the player
        /// </summary>
        /// <param name="player">The player</param>
        /// <param name="actor">The actor</param>
        public void Spawn(Player player, Actor actor)
        {
            if (Verify.Authenticated(player) && Verify.Active(actor))
            {
                if (!player.Spawned.Contains(actor))
                {
                    // Raise event on this player
                    Events.Spawn ev = Context.PlayerEventHandler.Create <Events.Spawn>(player);

                    ev.DefinitionId = actor.Definition.Id;
                    ev.ActorId      = actor.Id;
                    ev.PlayerId     = actor.PlayerId;
                    ev.Position     = actor.Transform.Position;
                    ev.Raise(player);

                    // Add actor as spawned on this player
                    player.Spawned.Add(actor);
                }
            }
        }
Esempio n. 7
0
        /// <summary>
        /// Despawns the actor on the player
        /// </summary>
        /// <param name="player">The player</param>
        /// <param name="actor">The actor</param>
        public void Despawn(Player player, Actor actor)
        {
            if (Verify.Authenticated(player) && Verify.Active(actor))
            {
                if (!player.Spawned.Contains(actor))
                {
                    log.Warn("Player {0} does not have actor {1} spawned, can't send despawn", player, actor);
                    return;
                }

                // Raise despawn event on player
                Events.Despawn ev = Context.PlayerEventHandler.Create <Events.Despawn>(player);

                ev.ActorId = actor.Id;
                ev.Raise(player);

                // Remove actor as spawned on this player
                player.Spawned.Remove(actor);

                // Unsubscribe player to this actor, no point
                // in being subscribed if the actor is not spawned
                Unsubscribe(player, actor);
            }
        }