示例#1
0
        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="netManager">The network manager owning this player.</param>
        /// <param name="netWorld">Network world owning this player.</param>
        /// <param name="steamId">The steam id of the player.</param>
        public NetLocalPlayer(
            NetManager netManager, NetWorld netWorld, Steamworks.CSteamID steamId)
            : base(netManager, netWorld, steamId)
        {
            Instance = this;
            steamID  = steamId;

            GameDoorsManager.Instance.onDoorsOpen = (GameObject door) => {
                Messages.OpenDoorsMessage msg = new Messages.OpenDoorsMessage();
                msg.position = Utils.GameVec3ToNet(door.transform.position);
                msg.open     = true;
                netManager.BroadcastMessage(msg, Steamworks.EP2PSend.k_EP2PSendReliable);
            };

            GameDoorsManager.Instance.onDoorsClose = (GameObject door) => {
                Messages.OpenDoorsMessage msg = new Messages.OpenDoorsMessage();
                msg.position = Utils.GameVec3ToNet(door.transform.position);
                msg.open     = false;
                netManager.BroadcastMessage(msg, Steamworks.EP2PSend.k_EP2PSendReliable);
            };

            LightSwitchManager.Instance.onLightSwitchUsed =
                (GameObject lswitch, bool turnedOn) => {
                Messages.LightSwitchMessage msg = new Messages.LightSwitchMessage();
                msg.pos    = Utils.GameVec3ToNet(lswitch.transform.position);
                msg.toggle = turnedOn;
                netManager.BroadcastMessage(msg, Steamworks.EP2PSend.k_EP2PSendReliable);
            };

            if (animManager == null)
            {
                animManager = new PlayerAnimManager();
            }
        }
示例#2
0
        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="netManager">The network manager owning this player.</param>
        /// <param name="netWorld">Network world owning this player.</param>
        /// <param name="steamId">The steam id of the player.</param>
        public NetLocalPlayer(NetManager netManager, NetWorld netWorld, Steamworks.CSteamID steamId) : base(netManager, netWorld, steamId)
        {
            GameDoorsManager.Instance.onDoorsOpen = (GameObject door) => {
                Messages.OpenDoorsMessage msg = new Messages.OpenDoorsMessage();
                msg.position = Utils.GameVec3ToNet(door.transform.position);
                msg.open     = true;
                netManager.BroadcastMessage(msg, Steamworks.EP2PSend.k_EP2PSendReliable);
            };

            GameDoorsManager.Instance.onDoorsClose = (GameObject door) => {
                Messages.OpenDoorsMessage msg = new Messages.OpenDoorsMessage();
                msg.position = Utils.GameVec3ToNet(door.transform.position);
                msg.open     = false;
                netManager.BroadcastMessage(msg, Steamworks.EP2PSend.k_EP2PSendReliable);
            };

            GameCallbacks.onObjectPickup = (GameObject gameObj) => {
                Messages.PickupObjectMessage msg = new Messages.PickupObjectMessage();
                msg.netId = netWorld.GetPickupableNetId(gameObj);
                Client.Assert(msg.netId != NetPickupable.INVALID_ID, "Tried to pickup not network pickupable.");
                netManager.BroadcastMessage(msg, Steamworks.EP2PSend.k_EP2PSendReliable);
            };

            GameCallbacks.onObjectRelease = (bool drop) => {
                Messages.ReleaseObjectMessage msg = new Messages.ReleaseObjectMessage();
                msg.drop = drop;
                netManager.BroadcastMessage(msg, Steamworks.EP2PSend.k_EP2PSendReliable);
            };

            BeerCaseManager.Instance.onBottleConsumed = (GameObject bcase) => {
                Messages.RemoveBottleMessage msg = new Messages.RemoveBottleMessage();
                msg.netId = netWorld.GetPickupableNetId(bcase);
                Client.Assert(msg.netId != NetPickupable.INVALID_ID, "Tried to drink from not network beercase.");
                netManager.BroadcastMessage(msg, Steamworks.EP2PSend.k_EP2PSendReliable);
            };

            LightSwitchManager.Instance.onLightSwitchUsed = (GameObject lswitch, bool turnedOn) => {
                Messages.LightSwitchMessage msg = new Messages.LightSwitchMessage();
                msg.pos    = Utils.GameVec3ToNet(lswitch.transform.position);
                msg.toggle = turnedOn;
                netManager.BroadcastMessage(msg, Steamworks.EP2PSend.k_EP2PSendReliable);
            };

            if (animManager == null)
            {
                animManager = new PlayerAnimManager();
            }
        }
示例#3
0
        /// <summary>
        /// Write full world synchronization message.
        /// </summary>
        /// <param name="msg">The message to write to.</param>
        public void WriteFullWorldSync(Messages.FullWorldSyncMessage msg)
        {
            // Write time

            Game.GameWorld gameWorld = Game.GameWorld.Instance;
            msg.dayTime = gameWorld.WorldTime;
            msg.day     = gameWorld.WorldDay;

            // Write mailbox name

            msg.mailboxName = gameWorld.PlayerLastName;

            // Write doors

            List <Game.Objects.GameDoor> doors = Game.GameDoorsManager.Instance.doors;
            int doorsCount = doors.Count;

            msg.doors = new Messages.DoorsInitMessage[doorsCount];

            for (int i = 0; i < doorsCount; ++i)
            {
                var doorMsg = new Messages.DoorsInitMessage();
                Game.Objects.GameDoor door = doors[i];
                doorMsg.position = Utils.GameVec3ToNet(door.Position);
                doorMsg.open     = door.IsOpen;
                msg.doors[i]     = doorMsg;
            }

            // Write light switches.

            List <Game.Objects.LightSwitch> lights = Game.LightSwitchManager.Instance.lightSwitches;
            int lightCount = lights.Count;

            msg.lights = new Messages.LightSwitchMessage[lightCount];

            for (int i = 0; i < lightCount; i++)
            {
                var lightMsg = new Messages.LightSwitchMessage();
                Game.Objects.LightSwitch light = lights[i];
                lightMsg.pos    = Utils.GameVec3ToNet(light.Position);
                lightMsg.toggle = light.SwitchStatus;
                msg.lights[i]   = lightMsg;
            }

            // Write weather

            Game.GameWeatherManager.Instance.WriteWeather(msg.currentWeather);

            // Write vehicles.

            int vehiclesCount = vehicles.Count;

            msg.vehicles = new Messages.VehicleInitMessage[vehiclesCount];

            for (int i = 0; i < vehiclesCount; ++i)
            {
                var        vehicleMsg = new Messages.VehicleInitMessage();
                NetVehicle vehicle    = vehicles[i];
                vehicleMsg.id = vehicle.NetId;
                vehicleMsg.transform.position = Utils.GameVec3ToNet(vehicle.GetPosition());
                vehicleMsg.transform.rotation = Utils.GameQuatToNet(vehicle.GetRotation());
                msg.vehicles[i] = vehicleMsg;
            }

            // Write pickupables.

            var pickupableMessages = new List <Messages.PickupableSpawnMessage>();

            foreach (var kv in netPickupables)
            {
                NetPickupable pickupable = kv.Value;
                if (pickupable.gameObject == null)
                {
                    Logger.Log($"Null ptr of the pickupable game object {pickupable.NetId}");
                    continue;
                }
                var pickupableMsg = new Messages.PickupableSpawnMessage();
                pickupableMsg.id = pickupable.NetId;
                var metaData = pickupable.gameObject.GetComponent <Game.Components.PickupableMetaDataComponent>();
                pickupableMsg.prefabId = metaData.prefabId;
                Transform transform = pickupable.gameObject.transform;
                pickupableMsg.transform.position = Utils.GameVec3ToNet(transform.position);
                pickupableMsg.transform.rotation = Utils.GameQuatToNet(transform.rotation);
                pickupableMsg.active             = pickupable.gameObject.activeSelf;
                List <float> data = new List <float>();

                //Beercases
                if (metaData.PrefabDescriptor.type == Game.GamePickupableDatabase.PrefabType.BeerCase && pickupable.gameObject.name != "beer case")
                {
                    Game.Objects.BeerCase beer = Game.BeerCaseManager.Instance.FindBeerCase(pickupable.gameObject);
                    data.Add(Game.BeerCaseManager.Instance.FullCaseBottles - beer.UsedBottles);
                }

                if (data.Count != 0)
                {
                    pickupableMsg.Data = data.ToArray();
                }
                pickupableMessages.Add(pickupableMsg);
            }

            msg.pickupables = pickupableMessages.ToArray();

            netManager.GetLocalPlayer().WriteSpawnState(msg);
        }
示例#4
0
        /// <summary>
        /// Write full world synchronization message.
        /// </summary>
        /// <param name="msg">The message to write to.</param>
        public void WriteFullWorldSync(Messages.FullWorldSyncMessage msg)
        {
            Logger.Debug("Writing full world synchronization message.");
            var watch = System.Diagnostics.Stopwatch.StartNew();

            // 'Player is loading' is only applicable for remote client.
            playerIsLoading = false;

            // Write time

            Game.GameWorld gameWorld = Game.GameWorld.Instance;
            msg.dayTime = gameWorld.WorldTime;
            msg.day     = gameWorld.WorldDay;

            // Write mailbox name

            msg.mailboxName = gameWorld.PlayerLastName;

            // Write doors

            List <GameDoor> doors      = GameDoorsManager.Instance.doors;
            int             doorsCount = doors.Count;

            msg.doors = new Messages.DoorsInitMessage[doorsCount];

            Logger.Debug($"Writing state of {doorsCount} doors.");
            for (int i = 0; i < doorsCount; ++i)
            {
                var      doorMsg = new Messages.DoorsInitMessage();
                GameDoor door    = doors[i];
                doorMsg.position = Utils.GameVec3ToNet(door.Position);
                doorMsg.open     = door.IsOpen;
                msg.doors[i]     = doorMsg;
            }

            // Write light switches.

            List <LightSwitch> lights = Game.LightSwitchManager.Instance.lightSwitches;
            int lightCount            = lights.Count;

            msg.lights = new Messages.LightSwitchMessage[lightCount];

            Logger.Debug($"Writing light switches state of {lightCount}");
            for (int i = 0; i < lightCount; i++)
            {
                var         lightMsg = new Messages.LightSwitchMessage();
                LightSwitch light    = lights[i];
                lightMsg.pos    = Utils.GameVec3ToNet(light.Position);
                lightMsg.toggle = light.SwitchStatus;
                msg.lights[i]   = lightMsg;
            }

            // Write weather

            GameWeatherManager.Instance.WriteWeather(msg.currentWeather);

            // Write objects. (Pickupables, Player vehicles, AI vehicles)

            var pickupableMessages = new List <Messages.PickupableSpawnMessage>();

            Logger.Debug(
                $"Writing state of {ObjectSyncManager.Instance.ObjectIDs.Count} objects");
            foreach (var kv in ObjectSyncManager.Instance.ObjectIDs)
            {
                ObjectSyncComponent osc = kv.Value;
                if (osc == null)
                {
                    continue;
                }
                if (osc.ObjectType != ObjectSyncManager.ObjectTypes.Pickupable)
                {
                    continue;
                }
                bool wasActive = true;
                if (!osc.gameObject.activeSelf)
                {
                    wasActive = false;
                    osc.gameObject.SetActive(true);
                }
                Logger.Log($"Writing object: {osc.gameObject.name}");

                var pickupableMsg = new Messages.PickupableSpawnMessage();

                var metaData = osc.gameObject.GetComponent <PickupableMetaDataComponent>();
                Client.Assert(metaData != null && metaData.PrefabDescriptor != null,
                              $"Object with broken meta data -- {osc.gameObject.name}.");

                pickupableMsg.prefabId = metaData.prefabId;

                Transform transform = osc.gameObject.transform;
                pickupableMsg.transform.position = Utils.GameVec3ToNet(transform.position);
                pickupableMsg.transform.rotation = Utils.GameQuatToNet(transform.rotation);

                pickupableMsg.active = osc.gameObject.activeSelf;

                // ObjectID
                pickupableMsg.id =
                    osc.gameObject.GetComponent <ObjectSyncComponent>().ObjectID;

                List <float> data = new List <float>();

                if (data.Count != 0)
                {
                    pickupableMsg.Data = data.ToArray();
                }
                if (!wasActive)
                {
                    osc.gameObject.SetActive(false);
                }
                pickupableMessages.Add(pickupableMsg);
            }

            msg.pickupables = pickupableMessages.ToArray();

            netManager.GetLocalPlayer().WriteSpawnState(msg);

            watch.Stop();
            Logger.Debug(
                "World state has been written. Took " + watch.ElapsedMilliseconds + "ms");
        }
示例#5
0
        /// <summary>
        /// Write full world synchronization message.
        /// </summary>
        /// <param name="msg">The message to write to.</param>
        public void WriteFullWorldSync(Messages.FullWorldSyncMessage msg)
        {
            Logger.Debug("Writing full world synchronization message.");
            var watch = System.Diagnostics.Stopwatch.StartNew();

            // 'Player is loading' is only applicable for remote client.
            playerIsLoading = false;

            // Write time

            GameWorld gameWorld = GameWorld.Instance;

            msg.dayTime = gameWorld.WorldTime;
            msg.day     = gameWorld.WorldDay;

            // Write mailbox name

            msg.mailboxName = gameWorld.PlayerLastName;

            // Write doors

            List <GameDoor> doors      = GameDoorsManager.Instance.doors;
            int             doorsCount = doors.Count;

            msg.doors = new Messages.DoorsInitMessage[doorsCount];

            Logger.Debug($"Writing state of {doorsCount} doors.");
            for (int i = 0; i < doorsCount; ++i)
            {
                var      doorMsg = new Messages.DoorsInitMessage();
                GameDoor door    = doors[i];
                doorMsg.position = Utils.GameVec3ToNet(door.Position);
                doorMsg.open     = door.IsOpen;
                msg.doors[i]     = doorMsg;
            }

            // Write light switches.

            List <LightSwitch> lights = Game.LightSwitchManager.Instance.lightSwitches;
            int lightCount            = lights.Count;

            msg.lights = new Messages.LightSwitchMessage[lightCount];

            Logger.Debug($"Writing light switches state of {lightCount}");
            for (int i = 0; i < lightCount; i++)
            {
                var         lightMsg = new Messages.LightSwitchMessage();
                LightSwitch light    = lights[i];
                lightMsg.pos    = Utils.GameVec3ToNet(light.Position);
                lightMsg.toggle = light.SwitchStatus;
                msg.lights[i]   = lightMsg;
            }

            // Write connected players.

            msg.connectedPlayers = new Messages.ConnectedPlayersMessage();
            int[]   playerIDs = new int[netManager.players.Count];
            ulong[] steamIDs  = new ulong[netManager.players.Count];
            int     index2    = 0;

            foreach (var connectedPlayer in netManager.players)
            {
                playerIDs[index2] = connectedPlayer.Key;
                steamIDs[index2]  = connectedPlayer.Value.SteamId.m_SteamID;
                index2++;
            }
            msg.connectedPlayers.playerIDs = playerIDs;
            msg.connectedPlayers.steamIDs  = steamIDs;

            // Write objects. (Pickupables, Player vehicles, AI vehicles)

            var pickupableMessages = new List <Messages.PickupableSpawnMessage>();

            Logger.Debug($"Writing state of {ObjectSyncManager.Instance.ObjectIDs.Count} objects");
            foreach (var kv in ObjectSyncManager.Instance.ObjectIDs)
            {
                ObjectSyncComponent osc = kv.Value;
                if (osc == null)
                {
                    continue;
                }
                if (osc.ObjectType != ObjectSyncManager.ObjectTypes.Pickupable)
                {
                    continue;
                }
                bool wasActive = true;
                if (!osc.gameObject.activeSelf)
                {
                    wasActive = false;
                    osc.gameObject.SetActive(true);
                }
                if (NetWorld.DisplayObjectRegisteringDebug)
                {
                    Logger.Debug($"Writing object: {osc.gameObject.name}");
                }

                var pickupableMsg = new Messages.PickupableSpawnMessage();

                var metaData = osc.gameObject.GetComponent <PickupableMetaDataComponent>();
                Client.Assert(metaData != null && metaData.PrefabDescriptor != null, $"Object with broken meta data -- {osc.gameObject.name}.");

                pickupableMsg.prefabId = metaData.prefabId;

                Transform transform = osc.gameObject.transform;
                pickupableMsg.transform.position = Utils.GameVec3ToNet(transform.position);
                pickupableMsg.transform.rotation = Utils.GameQuatToNet(transform.rotation);

                pickupableMsg.active = osc.gameObject.activeSelf;

                // ObjectID
                pickupableMsg.id = osc.gameObject.GetComponent <ObjectSyncComponent>().ObjectID;

                List <float> data = new List <float>();

                if (data.Count != 0)
                {
                    pickupableMsg.Data = data.ToArray();
                }
                if (!wasActive)
                {
                    osc.gameObject.SetActive(false);
                }
                pickupableMessages.Add(pickupableMsg);
            }

            // Object owners.

            int objectsCount = ObjectSyncManager.Instance.ObjectIDs.Count;

            msg.objectOwners = new Messages.ObjectOwnerSync[objectsCount];

            Dictionary <NetPlayer, int> playersReversed = new Dictionary <NetPlayer, int>();

            foreach (var player in netManager.players)
            {
                playersReversed.Add(player.Value, player.Key);
            }

            Logger.Debug($"Writing owners of {objectsCount} objects!");
            int index = 0;

            foreach (var objectId in ObjectSyncManager.Instance.ObjectIDs)
            {
                var objectMsg = new Messages.ObjectOwnerSync();
                objectMsg.objectID = objectId.Key;
                if (objectId.Value.Owner != null)
                {
                    objectMsg.ownerPlayerID = playersReversed[objectId.Value.Owner];
                }
                else
                {
                    objectMsg.ownerPlayerID = -1;
                }
                msg.objectOwners[index] = objectMsg;
                index++;
            }

            msg.pickupables = pickupableMessages.ToArray();

            netManager.GetLocalPlayer().WriteSpawnState(msg);

            watch.Stop();
            Logger.Debug("World state has been written. Took " + watch.ElapsedMilliseconds + "ms");

            // Write player keys.

            int[] keys =
            {
                HutongGames.PlayMaker.FsmVariables.GlobalVariables.GetFsmInt("PlayerKeyGifu").Value,
                HutongGames.PlayMaker.FsmVariables.GlobalVariables.GetFsmInt("PlayerKeyHayosiko").Value,
                HutongGames.PlayMaker.FsmVariables.GlobalVariables.GetFsmInt("PlayerKeyFerndale").Value,
                HutongGames.PlayMaker.FsmVariables.GlobalVariables.GetFsmInt("PlayerKeyHome").Value,
                HutongGames.PlayMaker.FsmVariables.GlobalVariables.GetFsmInt("PlayerKeyRuscko").Value,
                HutongGames.PlayMaker.FsmVariables.GlobalVariables.GetFsmInt("PlayerKeySatsuma").Value
            };
            msg.playerKeys = keys;

            // Write uncle states.

            msg.uncleStage = UncleManager.Instance.UncleStage;
            msg.uncleTime  = UncleManager.Instance.UncleTime;
            msg.uncleHome  = UncleManager.Instance.UncleHome;
        }