public PlayerPositionInitialSyncProcessor() { DependentProcessors.Add(typeof(PlayerInitialSyncProcessor)); // Make sure the player is configured DependentProcessors.Add(typeof(BuildingInitialSyncProcessor)); // Players can be spawned in buildings DependentProcessors.Add(typeof(EscapePodInitialSyncProcessor)); // Players can be spawned in escapePod DependentProcessors.Add(typeof(VehicleInitialSyncProcessor)); // Players can be spawned in vehicles }
public BuildingInitialSyncProcessor(IPacketSender packetSender, BuildThrottlingQueue buildEventQueue) { this.packetSender = packetSender; this.buildEventQueue = buildEventQueue; DependentProcessors.Add(typeof(CyclopsInitialAsyncProcessor)); }
public VehicleInitialSyncProcessor(Vehicles vehicles) { this.vehicles = vehicles; DependentProcessors.Add(typeof(BuildingInitialSyncProcessor)); DependentProcessors.Add(typeof(CyclopsInitialAsyncProcessor)); }
public EquippedItemInitialSyncProcessor(IPacketSender packetSender) { this.packetSender = packetSender; DependentProcessors.Add(typeof(PlayerInitialSyncProcessor)); // the player needs to be configured before we can equip items DependentProcessors.Add(typeof(RemotePlayerInitialSyncProcessor)); // remote players can also equip items DependentProcessors.Add(typeof(VehicleInitialSyncProcessor)); // Equipment also includes vehicles modules }
public RemotePlayerInitialSyncProcessor(PlayerManager remotePlayerManager) { this.remotePlayerManager = remotePlayerManager; DependentProcessors.Add(typeof(BuildingInitialSyncProcessor)); // Remote players can be spawned inside buildings. DependentProcessors.Add(typeof(EscapePodInitialSyncProcessor)); // Remote players can be spawned inside the escape pod. DependentProcessors.Add(typeof(VehicleInitialSyncProcessor)); // Remote players can be piloting vehicles. }
public VehicleInitialSyncProcessor(Vehicles vehicles, IPacketSender packetSender) { this.vehicles = vehicles; this.packetSender = packetSender; DependentProcessors.Add(typeof(BuildingInitialSyncProcessor)); DependentProcessors.Add(typeof(CyclopsInitialAsyncProcessor)); }
public BuildingInitialSyncProcessor(IPacketSender packetSender, BuildThrottlingQueue buildEventQueue, BasePieceSpawnPrioritizer basePieceSpawnPrioritizer) { this.packetSender = packetSender; this.buildEventQueue = buildEventQueue; this.basePieceSpawnPrioritizer = basePieceSpawnPrioritizer; DependentProcessors.Add(typeof(CyclopsInitialAsyncProcessor)); }
public SimulationOwnershipInitialSyncProcessor(IPacketSender packetSender, SimulationOwnership simulationOwnership) { this.packetSender = packetSender; this.simulationOwnership = simulationOwnership; DependentProcessors.Add(typeof(BuildingInitialSyncProcessor)); DependentProcessors.Add(typeof(CyclopsInitialAsyncProcessor)); DependentProcessors.Add(typeof(VehicleInitialSyncProcessor)); }
public InventoryItemsInitialSyncProcessor(IPacketSender packetSender, ItemContainers itemContainers) { this.packetSender = packetSender; this.itemContainers = itemContainers; DependentProcessors.Add(typeof(GlobalRootInitialSyncProcessor)); // Global root items can have inventories like the floating locker. DependentProcessors.Add(typeof(BuildingInitialSyncProcessor)); // Buildings can have inventories like storage lockers. DependentProcessors.Add(typeof(PlayerInitialSyncProcessor)); // The player has their own inventory. }
public StorageSlotsInitialSyncProcessor(IPacketSender packetSender, StorageSlots slots, Vehicles vehicles) { this.packetSender = packetSender; this.slots = slots; this.vehicles = vehicles; DependentProcessors.Add(typeof(VehicleInitialSyncProcessor)); DependentProcessors.Add(typeof(InventoryItemsInitialSyncProcessor)); // Batteries can be in a battery slots from a item DependentProcessors.Add(typeof(EquippedItemInitialSyncProcessor)); // Just to be sure, for cyclops mode persistence. See "Cyclops.SetAdvancedModes" }
public StorageSlotsInitialSyncProcessor(IPacketSender packetSender, StorageSlots slots, Vehicles vehicles) { this.packetSender = packetSender; this.slots = slots; this.vehicles = vehicles; DependentProcessors.Add(typeof(VehicleInitialSyncProcessor)); //Items with batteries can also have battery slots DependentProcessors.Add(typeof(InventoryItemsInitialSyncProcessor)); }
public PlayerModulesInitialSyncProcessor(IPacketSender packetSender, EquipmentSlots equipmentSlots) { this.packetSender = packetSender; this.equipmentSlots = equipmentSlots; DependentProcessors.Add(typeof(VehicleInitialSyncProcessor)); DependentProcessors.Add(typeof(BuildingInitialSyncProcessor)); DependentProcessors.Add(typeof(InventoryItemsInitialSyncProcessor)); DependentProcessors.Add(typeof(EquippedItemInitialSyncProcessor)); }
public InventoryItemsInitialSyncProcessor(IPacketSender packetSender) { this.packetSender = packetSender; DependentProcessors.Add(typeof(GlobalRootInitialSyncProcessor)); // Global root items can have inventories like the floating locker. DependentProcessors.Add(typeof(BuildingInitialSyncProcessor)); // Buildings can have inventories like storage lockers. DependentProcessors.Add(typeof(PlayerInitialSyncProcessor)); // The player has their own inventory. DependentProcessors.Add(typeof(VehicleInitialSyncProcessor)); // Vehicle can have an inventory. DependentProcessors.Add(typeof(EquippedItemInitialSyncProcessor)); // Vehicles can have equipped items that spawns container DependentProcessors.Add(typeof(RemotePlayerInitialSyncProcessor)); // Remote players can have inventory items }
public BasePieceMetadataInitialSyncProcessor() { DependentProcessors.Add(typeof(BuildingInitialSyncProcessor)); // Meta data augments base pieces so they must be spawned first. }