+ It's possible to give clients control of monsters, which should add some new gameplay possibilitie. ;)
107 lines
2.5 KiB
C#
107 lines
2.5 KiB
C#
using Lidgren.Network;
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using System;
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namespace Barotrauma.Networking
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{
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abstract class NetEntityEvent
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{
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public enum Type
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{
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ComponentState,
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InventoryState,
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Status,
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Repair,
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ApplyStatusEffect,
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ChangeProperty,
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Control
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}
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public readonly Entity Entity;
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public readonly UInt16 ID;
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//arbitrary extra data that will be passed to the Write method of the serializable entity
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//(the index of an itemcomponent for example)
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protected object[] Data;
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protected NetEntityEvent(INetSerializable entity, UInt16 id)
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{
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this.ID = id;
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this.Entity = entity as Entity;
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}
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public void SetData(object[] data)
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{
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this.Data = data;
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}
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public bool IsDuplicate(NetEntityEvent other)
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{
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if (other.Entity != this.Entity) return false;
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if (Data != null && other.Data != null)
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{
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if (Data.Length == other.Data.Length)
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{
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for (int i = 0; i<Data.Length; i++)
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{
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if (!Data[i].Equals(other.Data[i])) return false;
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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return Data == other.Data;
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}
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}
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class ServerEntityEvent : NetEntityEvent
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{
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private IServerSerializable serializable;
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public bool Sent;
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private double createTime;
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public double CreateTime
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{
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get { return createTime; }
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}
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public ServerEntityEvent(IServerSerializable entity, UInt16 id)
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: base(entity, id)
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{
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serializable = entity;
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createTime = Timing.TotalTime;
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}
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public void Write(NetBuffer msg, Client recipient)
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{
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serializable.ServerWrite(msg, recipient, Data);
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}
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}
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class ClientEntityEvent : NetEntityEvent
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{
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private IClientSerializable serializable;
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public UInt16 CharacterStateID;
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public ClientEntityEvent(IClientSerializable entity, UInt16 id)
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: base(entity, id)
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{
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serializable = entity;
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}
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public void Write(NetBuffer msg)
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{
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msg.Write(CharacterStateID);
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serializable.ClientWrite(msg, Data);
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}
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}
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}
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