Files
LuaCsForBarotraumaEP/Subsurface/Source/Networking/EntityRemover.cs

90 lines
2.2 KiB
C#

using Barotrauma.Networking;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class EntityRemover : IServerSerializable
{
public UInt32 NetStateID
{
get;
private set;
}
private readonly Queue<Entity> removeQueue;
public List<Entity> removedEntities = new List<Entity>();
public EntityRemover()
{
removeQueue = new Queue<Entity>();
}
public void QueueItem(Item item)
{
if (GameMain.Client != null) return;
removeQueue.Enqueue(item);
}
public void Update()
{
if (GameMain.Client != null) return;
while (removeQueue.Count > 0)
{
var entity = removeQueue.Dequeue();
removedEntities.Add(entity);
entity.Remove();
NetStateID = (UInt32)removedEntities.Count;
}
}
public void ServerWrite(Lidgren.Network.NetOutgoingMessage message, Client client)
{
if (GameMain.Server == null) return;
List<Entity> entities = removedEntities.Skip((int)client.lastRecvEntityRemoveID).ToList();
message.Write((UInt32)removedEntities.Count);
message.Write((UInt16)entities.Count);
foreach (Entity entity in entities)
{
message.Write(entity.ID);
}
}
public void ClientRead(Lidgren.Network.NetIncomingMessage message)
{
if (GameMain.Server != null) return;
UInt32 ID = message.ReadUInt32();
var entityCount = message.ReadUInt16();
for (int i = 0; i < entityCount; i++)
{
ushort entityId = message.ReadUInt16();
var entity = Entity.FindEntityByID(entityId);
if (entity == null || ID - entityCount + i < NetStateID) continue; //already removed
entity.Remove();
}
NetStateID = Math.Max(ID, NetStateID);
}
public void Clear()
{
NetStateID = 0;
removeQueue.Clear();
removedEntities.Clear();
}
}
}