KLF.KLFManager.handleVesselUpdate C# (CSharp) Method

handleVesselUpdate() private method

private handleVesselUpdate ( KLFVesselUpdate vessel_update ) : void
vessel_update KLFVesselUpdate
return void
        private void handleVesselUpdate(KLFVesselUpdate vessel_update)
        {
            if (!isInFlight)
            {
                //While not in-flight don't create KLF vessel, just store the active vessel status info
                if (vessel_update.state == State.ACTIVE) {

                    VesselStatusInfo status = new VesselStatusInfo();
                    status.info = vessel_update;
                    status.ownerName = vessel_update.player;
                    status.vesselName = vessel_update.name;
                    status.orbit = null;
                    status.lastUpdateTime = UnityEngine.Time.realtimeSinceStartup;
                    status.color = KLFVessel.generateActiveColor(status.ownerName);

                    if (playerStatus.ContainsKey(status.ownerName))
                        playerStatus[status.ownerName] = status;
                    else
                        playerStatus.Add(status.ownerName, status);
                }

                return; //Don't handle updates while not flying a ship
            }

            //Build the key for the vessel
            System.Text.StringBuilder sb = new System.Text.StringBuilder();
            sb.Append(vessel_update.player);
            sb.Append(vessel_update.id.ToString());

            String vessel_key = sb.ToString();

            KLFVessel vessel = null;

            //Try to find the key in the vessel dictionary
            VesselEntry entry;
            if (vessels.TryGetValue(vessel_key, out entry))
            {
                vessel = entry.vessel;

                if (vessel == null || vessel.gameObj == null || vessel.vesselName != vessel_update.name)
                {
                    //Delete the vessel if it's null or needs to be renamed
                    vessels.Remove(vessel_key);

                    if (vessel != null && vessel.gameObj != null)
                        GameObject.Destroy(vessel.gameObj);

                    vessel = null;
                }
                else
                {
                    //Update the entry's timestamp
                    VesselEntry new_entry = new VesselEntry();
                    new_entry.vessel = entry.vessel;
                    new_entry.lastUpdateTime = UnityEngine.Time.realtimeSinceStartup;

                    vessels[vessel_key] = new_entry;
                }
            }

            if (vessel == null) {
                //Add the vessel to the dictionary
                vessel = new KLFVessel(vessel_update.name, vessel_update.player, vessel_update.id);
                entry = new VesselEntry();
                entry.vessel = vessel;
                entry.lastUpdateTime = UnityEngine.Time.realtimeSinceStartup;

                if (vessels.ContainsKey(vessel_key))
                    vessels[vessel_key] = entry;
                else
                    vessels.Add(vessel_key, entry);

                /*Queue this update for the next update call because updating a vessel on the same step as
                 * creating it usually causes problems for some reason */
                vesselUpdateQueue.Enqueue(vessel_update);
            }
            else
                applyVesselUpdate(vessel_update, vessel); //Apply the vessel update to the existing vessel
        }