Пример #1
0
        public static void WriteContext(SyncHandler handler, ByteWriter data)
        {
            if (handler.context == SyncContext.None)
            {
                return;
            }

            if (handler.context.HasFlag(SyncContext.CurrentMap))
            {
                data.MpContext().map = Find.CurrentMap;
            }

            if (handler.context.HasFlag(SyncContext.MapMouseCell))
            {
                data.MpContext().map = Find.CurrentMap;
                SyncSerialization.WriteSync(data, UI.MouseCell());
            }

            if (handler.context.HasFlag(SyncContext.MapSelected))
            {
                SyncSerialization.WriteSync(data, Find.Selector.selected.Cast <ISelectable>().ToList());
            }

            if (handler.context.HasFlag(SyncContext.WorldSelected))
            {
                SyncSerialization.WriteSync(data, Find.WorldSelector.selected.Cast <ISelectable>().ToList());
            }

            if (handler.context.HasFlag(SyncContext.QueueOrder_Down))
            {
                data.WriteBool(KeyBindingDefOf.QueueOrder.IsDownEvent);
            }
        }
Пример #2
0
        public static bool DesignateMultiCell(Designator __instance, IEnumerable <IntVec3> __0)
        {
            if (!Multiplayer.ShouldSync)
            {
                return(true);
            }

            // No cells implies Finalize(false), which currently doesn't cause side effects
            if (__0.Count() == 0)
            {
                return(true);
            }

            Designator designator = __instance;

            Map map = Find.CurrentMap;
            LoggingByteWriter writer = new LoggingByteWriter();

            writer.Log.Node("Designate multi cell: " + designator.GetType());
            IntVec3[] cellArray = __0.ToArray();

            WriteData(writer, DesignatorMode.MultiCell, designator);
            SyncSerialization.WriteSync(writer, cellArray);

            Multiplayer.Client.SendCommand(CommandType.Designator, map.uniqueID, writer.ToArray());
            Multiplayer.WriterLog.AddCurrentNode(writer);

            return(false);
        }
Пример #3
0
        public static bool DesignateSingleCell(Designator __instance, IntVec3 __0)
        {
            if (!Multiplayer.ShouldSync)
            {
                return(true);
            }

            Designator designator = __instance;

            Map map = Find.CurrentMap;
            LoggingByteWriter writer = new LoggingByteWriter();

            writer.Log.Node("Designate single cell: " + designator.GetType());

            WriteData(writer, DesignatorMode.SingleCell, designator);
            SyncSerialization.WriteSync(writer, __0);

            Multiplayer.Client.SendCommand(CommandType.Designator, map.uniqueID, writer.ToArray());
            Multiplayer.WriterLog.AddCurrentNode(writer);

            return(false);
        }
Пример #4
0
        private static void WriteData(ByteWriter data, DesignatorMode mode, Designator designator)
        {
            SyncSerialization.WriteSync(data, mode);
            SyncSerialization.WriteSyncObject(data, designator, designator.GetType());

            // Read at MapAsyncTimeComp.SetDesignatorState
            // The reading side affects global state so these can't be SyncWorkers

            if (designator is Designator_AreaAllowed)
            {
                SyncSerialization.WriteSync(data, Designator_AreaAllowed.SelectedArea);
            }

            if (designator is Designator_Install install)
            {
                SyncSerialization.WriteSync(data, install.MiniToInstallOrBuildingToReinstall);
            }

            if (designator is Designator_Zone)
            {
                SyncSerialization.WriteSync(data, Find.Selector.SelectedZone);
            }
        }
Пример #5
0
        private void ActualSync(A target, B arg0, C arg1, Action original)
        {
            LoggingByteWriter writer  = new LoggingByteWriter();
            MpContext         context = writer.MpContext();

            writer.Log.Node("Sync action");

            writer.WriteInt32(syncId);

            SyncSerialization.WriteSync(writer, target);
            SyncSerialization.WriteSync(writer, arg0);
            SyncSerialization.WriteSync(writer, arg1);

            writer.WriteInt32(GenText.StableStringHash(original.Method.MethodDesc()));
            Log.Message(original.Method.MethodDesc());

            int mapId = writer.MpContext().map?.uniqueID ?? -1;

            writer.Log.Node("Map id: " + mapId);
            Multiplayer.WriterLog.AddCurrentNode(writer);

            Multiplayer.Client.SendCommand(CommandType.Sync, mapId, writer.ToArray());
        }
Пример #6
0
        public static bool DesignateThing(Designator __instance, Thing __0)
        {
            if (!Multiplayer.ShouldSync)
            {
                return(true);
            }

            Designator designator = __instance;

            Map map = Find.CurrentMap;
            LoggingByteWriter writer = new LoggingByteWriter();

            writer.Log.Node("Designate thing: " + __0 + " " + designator.GetType());

            WriteData(writer, DesignatorMode.Thing, designator);
            SyncSerialization.WriteSync(writer, __0);

            Multiplayer.Client.SendCommand(CommandType.Designator, map.uniqueID, writer.ToArray());
            Multiplayer.WriterLog.AddCurrentNode(writer);

            FleckMaker.ThrowMetaPuffs(__0);

            return(false);
        }