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.
        }
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        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));
        }
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        public SimulationOwnershipInitialSyncProcessor(IPacketSender packetSender, SimulationOwnership simulationOwnership)
        {
            this.packetSender        = packetSender;
            this.simulationOwnership = simulationOwnership;

            DependentProcessors.Add(typeof(BuildingInitialSyncProcessor));
            DependentProcessors.Add(typeof(CyclopsInitialAsyncProcessor));
            DependentProcessors.Add(typeof(VehicleInitialSyncProcessor));
        }
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        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"
        }
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        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));
        }
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        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.
 }