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VehicleEnterRequestEvent.lua
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99 lines (73 loc) · 3.47 KB
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---Event for enter request
local VehicleEnterRequestEvent_mt = Class(VehicleEnterRequestEvent, Event)
---Create instance of Event class
-- @return table self instance of class event
function VehicleEnterRequestEvent.emptyNew()
local self = Event.new(VehicleEnterRequestEvent_mt, NetworkNode.CHANNEL_MAIN)
return self
end
---Create new instance of event
-- @param table object object
-- @param table playerStyle info
-- @param integer farmId
-- @param boolean? force
-- @return VehicleEnterRequestEvent self
function VehicleEnterRequestEvent.new(object, playerStyle, farmId, force)
local self = VehicleEnterRequestEvent.emptyNew()
self.object = object
self.objectId = NetworkUtil.getObjectId(self.object)
self.farmId = farmId
self.playerStyle = playerStyle
self.force = Utils.getNoNil(force, false)
return self
end
---Called by the player entering the vehicle, to be sent to the server.
-- @param integer streamId streamId
-- @param integer connection connection
function VehicleEnterRequestEvent:writeStream(streamId, connection)
--#debug Player.debugLog(nil, Player.DEBUG_DISPLAY_FLAG.NETWORK, "VehicleEnterRequestEvent:writeStream")
NetworkUtil.writeNodeObjectId(streamId, self.objectId)
streamWriteUIntN(streamId, self.farmId, FarmManager.FARM_ID_SEND_NUM_BITS)
self.playerStyle:writeStream(streamId, connection)
streamWriteBool(streamId, self.force)
end
---Called on client side on join
-- @param integer streamId streamId
-- @param integer connection connection
function VehicleEnterRequestEvent:readStream(streamId, connection)
--#debug Player.debugLog(nil, Player.DEBUG_DISPLAY_FLAG.NETWORK, "VehicleEnterRequestEvent:readStream")
self.objectId = NetworkUtil.readNodeObjectId(streamId)
self.farmId = streamReadUIntN(streamId, FarmManager.FARM_ID_SEND_NUM_BITS)
if self.playerStyle == nil then
self.playerStyle = PlayerStyle.new()
end
self.playerStyle:readStream(streamId, connection)
self.force = streamReadBool(streamId)
self.object = NetworkUtil.getObject(self.objectId)
self:run(connection)
end
---Run action on receiving side
-- @param integer connection connection
function VehicleEnterRequestEvent:run(connection)
if self.object == nil or not self.object:getIsSynchronized() then
return
end
-- check if vehicle is available on client
if not self.force and not g_server:hasGhostObject(connection, self.object) then
Logging.warning("Vehicle %q is not fully synchronized to on client", self.object.configFileName)
return
end
local enterableSpec = self.object.spec_enterable
if enterableSpec == nil or enterableSpec.isControlled then
return
end
local userId = g_currentMission.userManager:getUserIdByConnection(connection)
self.object:setOwnerConnection(connection)
self.object.controllerFarmId = self.farmId
self.object.controllerUserId = userId
--#debug Player.debugLog(g_currentMission.playerSystem:getPlayerByUserId(userId), Player.DEBUG_DISPLAY_FLAG.NETWORK, "VehicleEnterRequestEvent:run")
-- Broadcast the event to all clients except the client who made the request.
g_server:broadcastEvent(VehicleEnterResponseEvent.new(self.objectId, false, self.playerStyle, self.farmId, userId), true, connection)
-- Specifically send the event to the client who made the request to set them as the event owner.
connection:sendEvent(VehicleEnterResponseEvent.new(self.objectId, true, self.playerStyle, self.farmId, userId))
end