mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
118 lines
3.6 KiB
C#
118 lines
3.6 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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using SanAndreasUnity.Behaviours;
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using SanAndreasUnity.Utilities;
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using System.Linq;
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namespace SanAndreasUnity.Net
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{
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public class Player : NetworkBehaviour
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{
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static List<Player> s_allPlayers = new List<Player>();
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public static Player[] AllPlayers { get { return s_allPlayers.ToArray(); } }
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public static IEnumerable<Player> AllPlayersEnumerable { get { return s_allPlayers; } }
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/// <summary>Local player.</summary>
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public static Player Local { get; private set; }
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public static event System.Action<Player> onStart = delegate {};
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[SyncVar(hook=nameof(OnOwnedGameObjectChanged))] GameObject m_ownedGameObject;
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Ped m_ownedPed;
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//public GameObject OwnedGameObject { get { return m_ownedGameObject; } internal set { m_ownedGameObject = value; } }
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public Ped OwnedPed { get { return m_ownedPed; } internal set { m_ownedPed = value; m_ownedGameObject = value != null ? value.gameObject : null; } }
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public static Player GetOwningPlayer(Ped ped)
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{
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if (null == ped)
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return null;
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return AllPlayersEnumerable.FirstOrDefault(p => p.OwnedPed == ped);
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}
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void OnEnable()
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{
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s_allPlayers.Add(this);
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}
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void OnDisable()
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{
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s_allPlayers.Remove(this);
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// kill player's ped
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if (NetStatus.IsServer)
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{
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if (this.OwnedPed)
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Destroy(this.OwnedPed.gameObject);
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}
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}
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public override void OnStartClient()
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{
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base.OnStartClient();
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if (this.isServer)
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return;
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m_ownedPed = m_ownedGameObject != null ? m_ownedGameObject.GetComponent<Ped>() : null;
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}
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public override void OnStartLocalPlayer()
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{
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base.OnStartLocalPlayer();
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Local = this;
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}
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void Start()
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{
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// log some info
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if (NetStatus.IsServer && !this.isLocalPlayer)
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Debug.LogFormat("Player (netId={0}, addr={1}) connected, time: {2}", this.netId, this.connectionToClient.address, F.CurrentDateForLogging);
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F.InvokeEventExceptionSafe(onStart, this);
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}
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public override void OnNetworkDestroy()
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{
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base.OnNetworkDestroy();
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// log some info about this
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if (NetStatus.IsServer && !this.isLocalPlayer)
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Debug.LogFormat("Player (netId={0}, addr={1}) disconnected, time: {2}", this.netId, this.connectionToClient.address, F.CurrentDateForLogging);
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}
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void OnOwnedGameObjectChanged(GameObject newGo)
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{
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Debug.LogFormat("Owned game object changed for player (net id {0})", this.netId);
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if (this.isServer)
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return;
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m_ownedGameObject = newGo;
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m_ownedPed = m_ownedGameObject != null ? m_ownedGameObject.GetComponent<Ped>() : null;
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}
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void Update()
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{
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// Telepathy does not detect dead connections, so we'll have to detect them ourselves
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if (NetStatus.IsServer && !this.isLocalPlayer)
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{
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if (Time.time - this.connectionToClient.lastMessageTime > 6f)
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{
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// disconnect client
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this.connectionToClient.Disconnect();
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}
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}
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}
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}
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}
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