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VehicleLeaveEvent.lua
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89 lines (65 loc) · 2.54 KB
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---Event for leaving
local VehicleLeaveEvent_mt = Class(VehicleLeaveEvent, Event)
---Create instance of Event class
-- @return table self instance of class event
function VehicleLeaveEvent.emptyNew()
local self = Event.new(VehicleLeaveEvent_mt, NetworkNode.CHANNEL_MAIN)
return self
end
---Create new instance of event
-- @param table vehicle vehicle
-- @return table instance instance of event
function VehicleLeaveEvent.new(vehicle, userId)
local self = VehicleLeaveEvent.emptyNew()
self.vehicle = vehicle
self.userId = userId
return self
end
---Called on client side on join
-- @param integer streamId streamId
-- @param integer connection connection
function VehicleLeaveEvent:readStream(streamId, connection)
self.vehicle = NetworkUtil.readNodeObject(streamId)
self.userId = User.streamReadUserId(streamId)
self:run(connection)
end
---Called on server side on join
-- @param integer streamId streamId
-- @param integer connection connection
function VehicleLeaveEvent:writeStream(streamId, connection)
NetworkUtil.writeNodeObject(streamId, self.vehicle)
User.streamWriteUserId(streamId, self.userId)
end
---Run action on receiving side
-- @param integer connection connection
function VehicleLeaveEvent:run(connection)
-- If the vehicle is not yet ready, do nothing.
if self.vehicle == nil or not self.vehicle:getIsSynchronized() then
Logging.devInfo("VehicleLeaveEvent.run: Vehicle not found or not synchronized yet")
return
end
-- If this is the server, handle setting the owner.
if not connection:getIsServer() then
-- If the vehicle has an owner, unset it.
if self.vehicle:getOwnerConnection() ~= nil then
self.vehicle:setOwnerConnection(nil)
self.vehicle.controllerFarmId = nil
end
-- Fire the leave event on all clients except the one who left the vehicle.
g_server:broadcastEvent(VehicleLeaveEvent.new(self.vehicle, self.userId), nil, connection, self.vehicle)
end
local player = g_currentMission.playerSystem:getPlayerByUserId(self.userId)
if player ~= nil then
player:leaveVehicle(self.vehicle, true)
end
end
---
function VehicleLeaveEvent.sendEvent(vehicle, userId, noEventSend)
if noEventSend == nil or noEventSend == false then
if g_server ~= nil then
g_server:broadcastEvent(VehicleLeaveEvent.new(vehicle, userId), nil, nil, vehicle)
else
g_client:getServerConnection():sendEvent(VehicleLeaveEvent.new(vehicle, userId))
end
end
end