private static void HandleVesselProto(VesselProtoMsgData messageData) { if (!VesselRemoveSystem.Singleton.VesselWillBeKilled(messageData.Vessel.VesselId) && messageData.Vessel.VesselId != Guid.Empty) { VesselsProtoStore.HandleVesselProtoData(messageData.Vessel.Data, messageData.Vessel.NumBytes, messageData.Vessel.VesselId); } }
private static void HandleVesselProto(VesselProtoMsgData messageData) { if (!SystemsContainer.Get <VesselRemoveSystem>().VesselWillBeKilled(messageData.Vessel.VesselId) && messageData.Vessel.VesselId != Guid.Empty) { VesselsProtoStore.HandleVesselProtoData(messageData.Vessel.Data, messageData.Vessel.NumBytes, messageData.Vessel.VesselId); } }
public void HandleMessage(IServerMessageBase msg) { if (!(msg.Data is VesselDockMsgData msgData)) { return; } LunaLog.Log("Docking message received!"); //Add the new vessel data to the store VesselsProtoStore.HandleVesselProtoData(msgData.FinalVesselData, msgData.NumBytes, msgData.DominantVesselId); if (FlightGlobals.ActiveVessel?.id == msgData.WeakVesselId) { LunaLog.Log($"Docking NOT detected. We DON'T OWN the dominant vessel. Switching to {msgData.DominantVesselId}"); SystemsContainer.Get <VesselRemoveSystem>().AddToKillList(FlightGlobals.ActiveVessel.id); SystemsContainer.Get <VesselSwitcherSystem>().SwitchToVessel(msgData.DominantVesselId); WarpSystem.WarpIfSubspaceIsMoreAdvanced(msgData.SubspaceId); } if (FlightGlobals.ActiveVessel?.id == msgData.DominantVesselId && !VesselCommon.IsSpectating) { var newProto = VesselSerializer.DeserializeVessel(msgData.FinalVesselData, msgData.NumBytes); /* This is a strange case were we didn't detect the docking on time and the weak vessel send the new definition... * Usually it happens when a vessel in a future subspace docks with a vessel in the past and the vessel in the past is the dominant vessel * The reason why is bad is because the ModuleDockingNode sent by the WEAK vessel will tell us that we are * NOT the dominant (because we received the vesselproto from the WEAK vessel) so we won't be able to undock properly... * This will be fixed if we go to the space center and reload again the vessel... */ LunaLog.Log("Docking NOT detected. We OWN the dominant vessel"); if (FlightGlobals.FindVessel(msgData.WeakVesselId) != null) { LunaLog.Log($"Weak vessel {msgData.WeakVesselId} still exists in our game. Removing it now"); SystemsContainer.Get <VesselRemoveSystem>().AddToKillList(msgData.WeakVesselId); SystemsContainer.Get <VesselRemoveSystem>().KillVessel(msgData.WeakVesselId); } /* 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 */ LunaLog.Log($"Creating the missing parts in our own vessel. Current: {FlightGlobals.ActiveVessel.parts.Count} Expected: {newProto.protoPartSnapshots.Count}"); //ProtoToVesselRefresh.CreateMissingPartsInCurrentProtoVessel(FlightGlobals.ActiveVessel, newProto); VesselLoader.ReloadVessel(newProto); LunaLog.Log("Force sending the new proto vessel"); SystemsContainer.Get <VesselProtoSystem>().MessageSender.SendVesselMessage(FlightGlobals.ActiveVessel, true); WarpSystem.WarpIfSubspaceIsMoreAdvanced(msgData.SubspaceId); return; } //Some other 2 players docked so just remove the weak vessel. SystemsContainer.Get <VesselRemoveSystem>().AddToKillList(msgData.WeakVesselId); }
private static void HandleVesselResponse(VesselsReplyMsgData messageData) { //We read the vessels syncronously so when we start the game we have the dictionary of all the vessels already loaded for (var i = 0; i < messageData.VesselsCount; i++) { if (!SystemsContainer.Get <VesselRemoveSystem>().VesselWillBeKilled(messageData.VesselsData[i].VesselId)) { VesselsProtoStore.HandleVesselProtoData(messageData.VesselsData[i].Data, messageData.VesselsData[i].NumBytes, messageData.VesselsData[i].VesselId); } } MainSystem.NetworkState = ClientState.VesselsSynced; }