Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Networking/EntitySpawner.cs

206 lines
6.5 KiB
C#

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<IEntitySpawnInfo> spawnQueue;
private readonly Queue<Entity> 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<IEntitySpawnInfo>();
removeQueue = new Queue<Entity>();
}
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);
}
}
}
}
}