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using System.Linq;
using System.Threading.Tasks;
using Impostor.Api.Innersloth;
using Impostor.Api.Net;
using Impostor.Api.Net.Messages;
using Impostor.Api.Net.Messages.S2C;
using Impostor.Hazel;
using Impostor.Server.Net.Inner;
namespace Impostor.Server.Net.State
{
internal partial class Game
{
public async ValueTask SendToAllAsync(IMessageWriter writer, LimboStates states = LimboStates.NotLimbo)
{
foreach (var connection in GetConnections(x => x.Limbo.HasFlag(states)))
{
await connection.SendAsync(writer);
}
}
public async ValueTask SendToAllExceptAsync(IMessageWriter writer, int senderId, LimboStates states = LimboStates.NotLimbo)
{
foreach (var connection in GetConnections(x =>
x.Limbo.HasFlag(states) &&
x.Client.Id != senderId))
{
await connection.SendAsync(writer);
}
}
public async ValueTask SendToAsync(IMessageWriter writer, int id)
{
if (TryGetPlayer(id, out var player))
{
await player.Client.Connection.SendAsync(writer);
}
}
internal IMessageWriter StartRpc(uint targetNetId, RpcCalls callId, int targetClientId = -1, MessageType type = MessageType.Reliable)
{
var writer = MessageWriter.Get(type);
if (targetClientId < 0)
{
writer.StartMessage(MessageFlags.GameData);
writer.Write(Code);
}
else
{
writer.StartMessage(MessageFlags.GameDataTo);
writer.Write(Code);
writer.WritePacked(targetClientId);
}
writer.StartMessage(GameDataTag.RpcFlag);
writer.WritePacked(targetNetId);
writer.Write((byte) callId);
return writer;
}
internal ValueTask FinishRpcAsync(IMessageWriter writer, int? targetClientId = null)
{
writer.EndMessage();
writer.EndMessage();
return targetClientId.HasValue
? SendToAsync(writer, targetClientId.Value)
: SendToAllAsync(writer);
}
private void WriteRemovePlayerMessage(IMessageWriter message, bool clear, int playerId, DisconnectReason reason)
{
Message04RemovePlayerS2C.Serialize(message, clear, Code, playerId, HostId, reason);
}
private void WriteJoinedGameMessage(IMessageWriter message, bool clear, IClientPlayer player)
{
var playerIds = _players
.Where(x => x.Value != player)
.Select(x => x.Key)
.ToArray();
Message07JoinedGameS2C.Serialize(message, clear, Code, player.Client.Id, HostId, playerIds);
}
private void WriteAlterGameMessage(IMessageWriter message, bool clear, bool isPublic)
{
Message10AlterGameS2C.Serialize(message, clear, Code, isPublic);
}
private void WriteKickPlayerMessage(IMessageWriter message, bool clear, int playerId, bool isBan)
{
Message11KickPlayerS2C.Serialize(message, clear, Code, playerId, isBan);
}
private void WriteWaitForHostMessage(IMessageWriter message, bool clear, IClientPlayer player)
{
Message12WaitForHostS2C.Serialize(message, clear, Code, player.Client.Id);
}
}
}
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