~ruther/NosSmooth

ref: db8b2f15fc108a6907f0b5d4769dbe4218a081e7 NosSmooth/Core/NosSmooth.Game/PacketHandlers/Characters/WalkResponder.cs -rw-r--r-- 1.9 KiB
db8b2f15 — Rutherther fix(packets): finfo contains just one update 2 years ago
                                                                                
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//
//  WalkResponder.cs
//
//  Copyright (c) František Boháček. All rights reserved.
//  Licensed under the MIT license. See LICENSE file in the project root for full license information.

using NosSmooth.Core.Packets;
using NosSmooth.Game.Data.Characters;
using NosSmooth.Game.Data.Info;
using NosSmooth.Game.Events.Core;
using NosSmooth.Game.Events.Entities;
using NosSmooth.Packets.Client.Movement;
using Remora.Results;

namespace NosSmooth.Game.PacketHandlers.Characters;

/// <summary>
/// Responds to walk packet.
/// </summary>
public class WalkResponder : IPacketResponder<WalkPacket>
{
    private readonly Game _game;
    private readonly EventDispatcher _eventDispatcher;

    /// <summary>
    /// Initializes a new instance of the <see cref="WalkResponder"/> class.
    /// </summary>
    /// <param name="game">The nostale game.</param>
    /// <param name="eventDispatcher">The event dispatcher.</param>
    public WalkResponder(Game game, EventDispatcher eventDispatcher)
    {
        _game = game;
        _eventDispatcher = eventDispatcher;
    }

    /// <inheritdoc />
    public async Task<Result> Respond(PacketEventArgs<WalkPacket> packetArgs, CancellationToken ct = default)
    {
        var character = _game.Character;
        var packet = packetArgs.Packet;
        var oldPosition = character?.Position;
        var position = new Position(packet.PositionX, packet.PositionY);

        character = await _game.CreateOrUpdateCharacterAsync
        (
            () => new Character
            {
                Position = position
            },
            (c) =>
            {
                c.Position = position;
                return c;
            },
            ct: ct
        );

        return await _eventDispatcher.DispatchEvent
        (
            new EntityMovedEvent(character, oldPosition, character.Position!.Value),
            ct
        );
    }
}
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