using NLog; using Ragon.Common; using Ragon.Core.Game; using Ragon.Core.Lobby; namespace Ragon.Core.Handlers; public sealed class SceneLoadedHandler : IHandler { private Logger _logger = LogManager.GetCurrentClassLogger(); public void Handle(PlayerContext context, RagonSerializer reader, RagonSerializer writer) { if (context.LobbyPlayer.Status == LobbyPlayerStatus.Unauthorized) return; var owner = context.Room.Owner; var player = context.RoomPlayer; var room = context.Room; if (player == owner) { var statics = reader.ReadUShort(); for (var staticIndex = 0; staticIndex < statics; staticIndex++) { var entityType = reader.ReadUShort(); var eventAuthority = (RagonAuthority) reader.ReadByte(); var staticId = reader.ReadUShort(); var propertiesCount = reader.ReadUShort(); var entity = new Entity(player, entityType, staticId, eventAuthority); for (var propertyIndex = 0; propertyIndex < propertiesCount; propertyIndex++) { var propertyType = reader.ReadBool(); var propertySize = reader.ReadUShort(); entity.State.AddProperty(new EntityStateProperty(propertySize, propertyType)); } room.AttachEntity(player, entity); } _logger.Trace($"Player {context.Connection.Id}|{context.LobbyPlayer.Name} loaded with {statics} scene entities"); room.WaitPlayersList.Add(player); foreach (var roomPlayer in room.WaitPlayersList) { DispatchPlayerJoinExcludePlayer(room, roomPlayer, writer); roomPlayer.SetReady(); } room.UpdateReadyPlayerList(); DispatchSnapshot(room, room.WaitPlayersList, writer); room.WaitPlayersList.Clear(); } else if (owner.IsLoaded) { player.SetReady(); DispatchPlayerJoinExcludePlayer(room, player, writer); room.UpdateReadyPlayerList(); DispatchSnapshot(room, new List() { player }, writer); foreach (var entity in room.EntityList) entity.RestoreBufferedEvents(player, writer); } else { _logger.Trace($"Player {player.Connection.Id}|{context.LobbyPlayer.Name} waiting owner of room"); room.WaitPlayersList.Add(player); } } private void DispatchPlayerJoinExcludePlayer(Room room, RoomPlayer roomPlayer, RagonSerializer writer) { writer.Clear(); writer.WriteOperation(RagonOperation.PLAYER_JOINED); writer.WriteUShort(roomPlayer.Connection.Id); writer.WriteString(roomPlayer.Id); writer.WriteString(roomPlayer.Name); var sendData = writer.ToArray(); foreach (var awaiter in room.ReadyPlayersList) { if (awaiter != roomPlayer) awaiter.Connection.ReliableChannel.Send(sendData); } } private void DispatchSnapshot(Room room, List receviersList, RagonSerializer writer) { writer.Clear(); writer.WriteOperation(RagonOperation.SNAPSHOT); writer.WriteUShort((ushort) room.ReadyPlayersList.Count); foreach (var roomPlayer in room.ReadyPlayersList) { writer.WriteUShort(roomPlayer.Connection.Id); writer.WriteString(roomPlayer.Id); writer.WriteString(roomPlayer.Name); } var dynamicEntities = room.DynamicEntitiesList; var dynamicEntitiesCount = (ushort) dynamicEntities.Count; writer.WriteUShort(dynamicEntitiesCount); foreach (var entity in dynamicEntities) entity.State.Snapshot(writer); var staticEntities = room.StaticEntitiesList; var staticEntitiesCount = (ushort) staticEntities.Count; writer.WriteUShort(staticEntitiesCount); foreach (var entity in staticEntities) entity.State.Snapshot(writer); var sendData = writer.ToArray(); foreach (var player in receviersList) player.Connection.ReliableChannel.Send(sendData); } }