/// <inheritdoc /> protected override Task HandleMessage(IPeerSessionMessageContext <GameServerPacketPayload> context, ClientMovementDataUpdateRequest payload, NetworkEntityGuid guid) { try { IMovementGenerator <GameObject> generator = MovementGenerator.RetrieveEntity(guid); IMovementData movementData = MovementDataMap.RetrieveEntity(guid); PositionChangeMovementData changeMovementData = BuildPositionChangeMovementData(payload, generator, movementData); MovementDataMap.ReplaceObject(guid, changeMovementData); IActorRef playerActorRef = ActorReferenceMappable.RetrieveEntity(guid); playerActorRef.TellSelf(new PlayerMovementStateChangedMessage(changeMovementData.Direction)); //If the generator is running, we should use its initial position instead of the last movement data's position. MovementGenerator.ReplaceObject(guid, BuildCharacterControllerMovementGenerator(guid, changeMovementData, generator, movementData)); } catch (Exception e) { if (Logger.IsErrorEnabled) { Logger.Error($"Failed to update MovementData for GUID: {guid} Reason: {e.Message}"); } throw; } return(Task.CompletedTask); }
/// <inheritdoc /> protected override Task HandleMessage(IPeerSessionMessageContext <GameServerPacketPayload> context, ClientSetClickToMovePathRequestPayload payload, NetworkEntityGuid guid) { try { IMovementGenerator <GameObject> generator = MovementGenerator.RetrieveEntity(guid); IMovementData movementData = MovementDataMap.RetrieveEntity(guid); PathBasedMovementData changeMovementData = BuildPathData(payload, generator, movementData, guid); //If it doesn't have more one point reject it if (changeMovementData.MovementPath.Count < 2) { return(Task.CompletedTask); } MovementDataMap.ReplaceObject(guid, changeMovementData); IActorRef playerActorRef = ActorReferenceMappable.RetrieveEntity(guid); Vector3 direction3D = (changeMovementData.MovementPath[1] - changeMovementData.MovementPath[0]); Vector2 direction2D = new Vector2(direction3D.x, direction3D.z).normalized; playerActorRef.TellSelf(new PlayerMovementStateChangedMessage(direction2D)); //If the generator is running, we should use its initial position instead of the last movement data's position. MovementGenerator.ReplaceObject(guid, new PathMovementGenerator(changeMovementData)); } catch (Exception e) { if (Logger.IsErrorEnabled) { Logger.Error($"Failed to update MovementData for GUID: {guid} Reason: {e.Message}"); } throw; } return(Task.CompletedTask); }