98 lines
3.6 KiB
C#
98 lines
3.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using GTA;
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namespace CoopClient.Entities
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{
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/// <summary>
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/// Don't use it!
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/// </summary>
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public class EntitiesThread : Script
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{
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/// <summary>
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/// Don't use it!
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/// </summary>
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public EntitiesThread()
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{
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// Required for some synchronization!
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if (Game.Version < GameVersion.v1_0_1290_1_Steam)
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{
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return;
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}
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Tick += OnTick;
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}
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private void OnTick(object sender, EventArgs e)
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{
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if (Game.IsLoading || !Main.MainNetworking.IsOnServer() || !Main.NPCsAllowed)
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{
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return;
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}
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Dictionary<long, NPC.EntitiesNPC> localNPCs = null;
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lock (Main.NPCs)
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{
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localNPCs = new Dictionary<long, NPC.EntitiesNPC>(Main.NPCs);
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ulong tickCount = Util.GetTickCount64();
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foreach (KeyValuePair<long, NPC.EntitiesNPC> npc in new Dictionary<long, NPC.EntitiesNPC>(localNPCs))
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{
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if ((tickCount - npc.Value.LastUpdateReceived) > 2500)
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{
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if (npc.Value.Character != null && npc.Value.Character.Exists() && !npc.Value.Character.IsDead)
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{
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npc.Value.Character.Kill();
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npc.Value.Character.MarkAsNoLongerNeeded();
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npc.Value.Character.Delete();
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}
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if (npc.Value.MainVehicle != null && npc.Value.MainVehicle.Exists() && npc.Value.MainVehicle.IsSeatFree(VehicleSeat.Driver) && npc.Value.MainVehicle.PassengerCount == 0)
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{
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if (npc.Value.PlayerVehicleHandle != 0)
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{
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lock (Main.NPCsVehicles)
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{
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if (Main.NPCsVehicles.ContainsKey(npc.Value.PlayerVehicleHandle))
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{
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Main.NPCsVehicles.Remove(npc.Value.PlayerVehicleHandle);
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}
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}
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}
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if (!npc.Value.MainVehicle.IsDead)
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{
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npc.Value.MainVehicle.MarkAsNoLongerNeeded();
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npc.Value.MainVehicle.Delete();
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}
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}
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localNPCs.Remove(npc.Key);
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Main.NPCs.Remove(npc.Key);
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}
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}
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}
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foreach (NPC.EntitiesNPC npc in localNPCs.Values)
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{
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npc.Update();
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}
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// Only if that player wants to share his NPCs with others
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if (Main.ShareNPCsWithPlayers)
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{
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// Send all npcs from the current player
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foreach (Ped ped in World.GetNearbyPeds(Game.Player.Character.Position, 200f) // Get all NPCs around 200f
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.Where(p => !p.IsDead && p.Handle != Game.Player.Character.Handle && p.RelationshipGroup != Main.RelationshipGroup)
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.OrderBy(p => (p.Position - Game.Player.Character.Position).Length()) // Get the nearest NPCs
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.Take(35)) // We shouldn't sync more peds than 35 as the network traffic can be too high for many players
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{
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Main.MainNetworking.SendNpcData(ped);
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}
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}
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}
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}
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}
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