示例#1
0
        public void HandleMessage(IMessageData messageData)
        {
            var msgData = messageData as VesselDockMsgData;

            if (msgData == null)
            {
                return;
            }

            LunaLog.Log("[LMP]: Docking message received!");

            if (FlightGlobals.ActiveVessel?.id == msgData.WeakVesselId)
            {
                LunaLog.Log("[LMP]: Docking NOT detected. We DON'T OWN the dominant vessel");

                SystemsContainer.Get <VesselRemoveSystem>().AddToKillList(FlightGlobals.ActiveVessel, true);
                SystemsContainer.Get <VesselSwitcherSystem>().SwitchToVessel(msgData.DominantVesselId);
            }
            if (FlightGlobals.ActiveVessel?.id == msgData.DominantVesselId && !VesselCommon.IsSpectating)
            {
                var newProto = VesselSerializer.DeserializeVessel(msgData.FinalVesselData);

                if (VesselCommon.ProtoVesselHasChanges(FlightGlobals.ActiveVessel.protoVessel, newProto))
                {
                    LunaLog.Log("[LMP]: Docking NOT detected. We OWN the dominant vessel");
                    //We own the dominant vessel and dind't detected the docking event so we need to reload our OWN vessel
                    //so if we send our own protovessel later, we send the updated definition
                    SystemsContainer.Get <VesselProtoSystem>().VesselLoader.ReloadVessel(newProto);
                }
            }

            //Some other 2 players docked so just remove the weak vessel.
            SystemsContainer.Get <VesselRemoveSystem>().AddToKillList(FlightGlobals.FindVessel(msgData.WeakVesselId), true);
            SystemsContainer.Get <VesselProtoSystem>().HandleVesselProtoData(msgData.FinalVesselData, msgData.DominantVesselId);
        }
        /// <summary>
        /// In this method we get the new vessel data and set it to the dictionary of all the player vessels.
        /// We set it as UNLOADED as perhaps vessel data has changed.
        /// </summary>
        public void HandleVesselProtoData(byte[] vesselData, Guid vesselId)
        {
            TaskFactory.StartNew(() =>
            {
                UniverseSyncCache.QueueToCache(vesselData);
                var vesselNode = ConfigNodeSerializer.Deserialize(vesselData);
                if (vesselNode != null && vesselId == Common.ConvertConfigStringToGuid(vesselNode.GetValue("pid")))
                {
                    var vesselProtoUpdate = new VesselProtoUpdate(vesselNode, vesselId);
                    if (vesselProtoUpdate.ProtoVessel == null)
                    {
                        return;
                    }

                    if (!AllPlayerVessels.TryGetValue(vesselId, out var existingProtoData))
                    {
                        AllPlayerVessels.TryAdd(vesselId, vesselProtoUpdate);
                    }
                    else if (VesselCommon.ProtoVesselHasChanges(existingProtoData.ProtoVessel, vesselProtoUpdate.ProtoVessel))
                    {
                        //Vessel exists and contain changes so replace it
                        AllPlayerVessels.TryUpdate(vesselId, vesselProtoUpdate, existingProtoData);
                    }
                }
            });
        }