using Barotrauma.Networking; using Microsoft.Xna.Framework; using System.Collections.Generic; namespace Barotrauma { partial class EntitySpawner : Entity, IServerSerializable { const int MaxEntitiesPerWrite = 10; private enum SpawnableType { Item, Character }; interface IEntitySpawnInfo { Entity Spawn(); } class ItemSpawnInfo : IEntitySpawnInfo { public readonly ItemPrefab Prefab; public readonly Vector2 Position; public readonly Inventory Inventory; public readonly Submarine Submarine; public readonly float Condition; public ItemSpawnInfo(ItemPrefab prefab, Vector2 worldPosition, float? condition = null) { Prefab = prefab; Position = worldPosition; Condition = (float)(condition ?? prefab.Health); } public ItemSpawnInfo(ItemPrefab prefab, Vector2 position, Submarine sub, float? condition = null) { Prefab = prefab; Position = position; Submarine = sub; Condition = (float)(condition ?? prefab.Health); } public ItemSpawnInfo(ItemPrefab prefab, Inventory inventory, float? condition = null) { Prefab = prefab; Inventory = inventory; Condition = (float)(condition ?? prefab.Health); } public Entity Spawn() { Item spawnedItem = null; if (Inventory != null) { spawnedItem = new Item(Prefab, Vector2.Zero, null, Condition); Inventory.TryPutItem(spawnedItem, null, spawnedItem.AllowedSlots); } else { spawnedItem = new Item(Prefab, Position, Submarine, Condition); } return spawnedItem; } } private readonly Queue spawnQueue; private readonly Queue removeQueue; class SpawnOrRemove { public readonly Entity Entity; public readonly bool Remove = false; public SpawnOrRemove(Entity entity, bool remove) { Entity = entity; Remove = remove; } } public EntitySpawner() : base(null) { spawnQueue = new Queue(); removeQueue = new Queue(); } public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 worldPosition, float? condition = null) { if (GameMain.Client != null) return; spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, worldPosition, condition)); } public void AddToSpawnQueue(ItemPrefab itemPrefab, Vector2 position, Submarine sub, float? condition = null) { if (GameMain.Client != null) return; spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, position, sub, condition)); } public void AddToSpawnQueue(ItemPrefab itemPrefab, Inventory inventory, float? condition = null) { if (GameMain.Client != null) return; spawnQueue.Enqueue(new ItemSpawnInfo(itemPrefab, inventory, condition)); } public void AddToRemoveQueue(Entity entity) { if (GameMain.Client != null) return; if (removeQueue.Contains(entity) || entity.Removed) return; if (entity is Character) { Character character = entity as Character; if (GameMain.Server != null) { Client client = GameMain.Server.ConnectedClients.Find(c => c.Character == character); if (client != null) GameMain.Server.SetClientCharacter(client, null); } } removeQueue.Enqueue(entity); } public void AddToRemoveQueue(Item item) { if (GameMain.Client != null) return; if (removeQueue.Contains(item) || item.Removed) return; removeQueue.Enqueue(item); if (item.ContainedItems == null) return; foreach (Item containedItem in item.ContainedItems) { if (containedItem != null) AddToRemoveQueue(containedItem); } } public void CreateNetworkEvent(Entity entity, bool remove) { if (GameMain.Server != null && entity != null) { GameMain.Server.CreateEntityEvent(this, new object[] { new SpawnOrRemove(entity, remove) }); } } public void Update() { if (GameMain.Client != null) return; while (spawnQueue.Count > 0) { var entitySpawnInfo = spawnQueue.Dequeue(); var spawnedEntity = entitySpawnInfo.Spawn(); if (spawnedEntity != null) { CreateNetworkEvent(spawnedEntity, false); } } while (removeQueue.Count > 0) { var removedEntity = removeQueue.Dequeue(); if (GameMain.Server != null) { CreateNetworkEvent(removedEntity, true); } removedEntity.Remove(); } } public void ServerWrite(Lidgren.Network.NetBuffer message, Client client, object[] extraData = null) { if (GameMain.Server == null) return; SpawnOrRemove entities = (SpawnOrRemove)extraData[0]; message.Write(entities.Remove); if (entities.Remove) { message.Write(entities.Entity.ID); } else { if (entities.Entity is Item) { message.Write((byte)SpawnableType.Item); ((Item)entities.Entity).WriteSpawnData(message); } else if (entities.Entity is Character) { message.Write((byte)SpawnableType.Character); DebugConsole.NewMessage("WRITING CHARACTER DATA: " + (entities.Entity).ToString() + " (ID: " + entities.Entity.ID + ")", Color.Cyan); ((Character)entities.Entity).WriteSpawnData(message); } } } } }