43 lines
1.6 KiB
C#
43 lines
1.6 KiB
C#
using Barotrauma.Networking;
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using System.Collections.Generic;
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namespace Barotrauma
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{
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partial class MissionAction : EventAction
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{
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private static readonly HashSet<Mission> missionsUnlockedThisRound = new HashSet<Mission>();
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public static void ResetMissionsUnlockedThisRound()
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{
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missionsUnlockedThisRound.Clear();
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}
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public static void NotifyMissionsUnlockedThisRound(Client client)
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{
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foreach (Mission mission in missionsUnlockedThisRound)
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{
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NotifyMissionUnlock(mission, client);
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}
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}
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private static void NotifyMissionUnlock(Mission mission)
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{
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foreach (Client client in GameMain.Server.ConnectedClients)
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{
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NotifyMissionUnlock(mission, client);
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}
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}
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private static void NotifyMissionUnlock(Mission mission, Client client)
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{
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IWriteMessage outmsg = new WriteOnlyMessage();
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outmsg.WriteByte((byte)ServerPacketHeader.EVENTACTION);
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outmsg.WriteByte((byte)EventManager.NetworkEventType.MISSION);
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outmsg.WriteIdentifier(mission.Prefab.Identifier);
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outmsg.WriteInt32(GameMain.GameSession?.Map?.Locations.IndexOf(mission.Locations[0]) ?? -1);
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outmsg.WriteInt32(GameMain.GameSession?.Map?.Locations.IndexOf(mission.Locations[1]) ?? -1);
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outmsg.WriteString(mission.Name.Value);
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GameMain.Server.ServerPeer.Send(outmsg, client.Connection, DeliveryMethod.Reliable);
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}
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}
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} |