using Lidgren.Network; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Barotrauma.Networking { class ClientEntityEventManager : NetEntityEventManager { private List events; private UInt32 ID; private GameClient thisClient; public ClientEntityEventManager(GameClient client) { events = new List(); } public void CreateEvent(IClientSerializable entity) { if (!(entity is Entity)) { DebugConsole.ThrowError("Can't create an entity event for " + entity + "!"); return; } ID++; events.Add(new ClientEntityEvent(entity, ID)); } public void Write(NetOutgoingMessage msg) { if (events.Count == 0) return; List eventsToSync = new List(); for (int i = events.Count - 1; i >= 0 && events[i].ID > thisClient.LastSentEntityEventID; i--) { eventsToSync.Add(events[i]); } if (eventsToSync.Count == 0) return; Write(msg, eventsToSync); } protected override void WriteEvent(NetBuffer buffer, NetEntityEvent entityEvent, Client recipient = null) { var clientEvent = entityEvent as ClientEntityEvent; if (clientEvent == null) return; clientEvent.Write(buffer); } protected override void ReadEvent(NetIncomingMessage buffer, INetSerializable entity, float sendingTime, Client sender = null) { var serverEntity = entity as IServerSerializable; if (serverEntity == null) return; serverEntity.ClientRead(buffer, sendingTime); } public void Clear() { events.Clear(); } } }