本文整理汇总了C#中EPersistenceID类的典型用法代码示例。如果您正苦于以下问题:C# EPersistenceID类的具体用法?C# EPersistenceID怎么用?C# EPersistenceID使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
EPersistenceID类属于命名空间,在下文中一共展示了EPersistenceID类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CChatPlayer
// Construction
public CChatPlayer( EPersistenceID persistence_id, ESessionID session_id, string name, List< EPersistenceID > ignore_list )
{
PersistenceID = persistence_id;
SessionID = session_id;
Name = name;
ignore_list.ShallowCopy( m_IgnoreList );
}
示例2: Clone_By_Observer
// Public interface
public CGameState Clone_By_Observer( EPersistenceID observer, bool is_admin )
{
CGameState game_state = new CGameState();
// Unconditional cloning
game_state.CurrentTurnIndex = CurrentTurnIndex;
game_state.Mode = Mode;
DiscardPiles.FullClone( game_state.m_DiscardPiles );
m_TurnSequence.ShallowCopy( game_state.m_TurnSequence );
foreach ( var side_pair in m_CardCollections )
{
Dictionary< ECardColor, CCardCollection > collection_dictionary = new Dictionary< ECardColor, CCardCollection >();
game_state.m_CardCollections.Add( side_pair.Key, collection_dictionary );
side_pair.Value.FullClone( collection_dictionary );
}
// Conditional cloning
m_PlayerHands.VarClone( game_state.m_PlayerHands, n => ( is_admin || observer == n.Key ) ? EGameStateClonePermission.Full : EGameStateClonePermission.Hidden );
game_state.m_Deck = m_Deck.Clone( is_admin ? EGameStateClonePermission.Full : EGameStateClonePermission.Hidden ) as CDeck;
return game_state;
}
示例3: Check_Join
public EJoinLobbyFailureReason Check_Join( EPersistenceID player_id )
{
CPersistentPlayerData creator_player_data = CDatabaseProxy.Instance.Get_Player_Data( Creator );
if ( creator_player_data.IgnoreList.Contains( player_id ) )
{
return EJoinLobbyFailureReason.Creator_Is_Ignoring_You;
}
if ( !Can_Be_Joined() )
{
return EJoinLobbyFailureReason.Lobby_Full;
}
if ( Is_Banned( player_id ) )
{
return EJoinLobbyFailureReason.Banned;
}
if ( Password != null && Password.Length > 0 )
{
return EJoinLobbyFailureReason.Password_Mismatch;
}
return EJoinLobbyFailureReason.None;
}
示例4: Add_Player_To_Ignore_List
private void Add_Player_To_Ignore_List( EPersistenceID player_id, EPersistenceID ignored_id )
{
CChatPlayer player_data = Get_Player_By_Persistence_ID( player_id );
if ( player_data != null )
{
player_data.Add_Ignored_Player( ignored_id );
}
}
示例5: Remove_Member
public void Remove_Member( EPersistenceID player_id )
{
MatchState.Remove_Observer( player_id );
if ( MatchState.Remove_Player( player_id ) )
{
CClientPlayerInfoManager.Instance.End_Player_Listen( player_id, EPlayerListenReason.In_Match );
}
}
示例6: Add_Channel_To_Player
private void Add_Channel_To_Player( EPersistenceID player_id, EChannelID channel_id )
{
CChatPlayer player = Get_Player_By_Persistence_ID( player_id );
if ( player != null )
{
player.Add_Channel( channel_id );
}
}
示例7: Join_General_Channel
// Player ops
public static void Join_General_Channel( EPersistenceID player_id, EMessageRequestID client_request_id )
{
ESessionID session_id = CConnectedPlayerManager.Instance.Get_Active_Player_Session_ID( player_id );
Change_System_Channel( player_id,
CConnectedPlayerManager.Instance.GeneralChatChannel,
EChannelGameProperties.OrdinarySingletonMask,
delegate( CResponseMessage response ) { On_Join_General_Channel_Response( response, session_id, client_request_id ); } );
}
示例8: Handle_Ignore_Player_Request
private void Handle_Ignore_Player_Request( CIgnorePlayerRequest message, EPersistenceID source_player )
{
CAddIgnoredPlayerPersistenceRequest ignore_request = new CAddIgnoredPlayerPersistenceRequest( source_player, message.PlayerName );
ignore_request.Handler = delegate( CPersistenceResponse response )
{
On_Ignore_Persistence_Return( response, message.RequestID, source_player );
};
CDatabaseProxy.Instance.Submit_Request( ignore_request );
}
示例9: Is_Ignoring
// Methods
// Public interface
public static bool Is_Ignoring( EPersistenceID source_player_id, EPersistenceID target_player_id )
{
CPersistentPlayerData source_data = CDatabaseProxy.Instance.Get_Player_Data( source_player_id );
if ( source_data == null )
{
return false;
}
return source_data.IgnoreList.Contains( target_player_id );
}
示例10: CConnectedPlayer
// Construction
public CConnectedPlayer( EPersistenceID persistence_id, ESessionID session_id, string name )
{
PersistenceID = persistence_id;
SessionID = session_id;
Name = name;
LobbyID = ELobbyID.Invalid;
MatchID = EMatchInstanceID.Invalid;
State = EConnectedPlayerState.Chat_Idle;
ConnectionState = EConnectedPlayerConnectionState.Connecting;
}
示例11: CClientPlayerInfo
public CClientPlayerInfo( EPersistenceID persistence_id, string player_name )
: base(persistence_id)
{
if ( player_name != null )
{
Name = player_name;
}
Initialized = false;
}
示例12: On_Player_Connection_State_Change
public void On_Player_Connection_State_Change( EPersistenceID player_id, bool is_connected )
{
if ( is_connected )
{
MatchState.On_Player_Reconnect( player_id );
}
else
{
MatchState.On_Player_Disconnect( player_id );
}
}
示例13: CServerLobbyBrowser
// Construction
public CServerLobbyBrowser( EPersistenceID player_id, CBrowseLobbyMatchCriteria browse_criteria, bool join_first_available )
{
PlayerID = player_id;
WatchStartInterval = ELobbyID.Invalid;
WatchEndInterval = ELobbyID.Invalid;
BrowseCriteria = browse_criteria;
JoinFirstAvailable = join_first_available;
}
示例14: Get_Player_Log_Name
public static string Get_Player_Log_Name( EPersistenceID persistence_id )
{
CConnectedPlayer player = Instance.Get_Player_By_Persistence_ID( persistence_id );
if ( player != null )
{
return player.Name;
}
else
{
return String.Format( "Player#{0}", (int)persistence_id );
}
}
示例15: Create_Lobby_Chat_Channel
// Public interface
// Operations
// Channel Creation
public static void Create_Lobby_Chat_Channel( CChatChannelConfig channel_config, ELobbyID lobby_id, EPersistenceID source_player )
{
CCreateChatChannelRequestServerMessage create_lobby_channel_message = new CCreateChatChannelRequestServerMessage( channel_config );
create_lobby_channel_message.Handler =
delegate( CResponseMessage response )
{
CCreateChatChannelResponseServerMessage response_msg = response as CCreateChatChannelResponseServerMessage;
On_Lobby_Chat_Channel_Creation_Response( lobby_id, source_player, response_msg );
};
CServerMessageRouter.Send_Message_To_Chat_Server( create_lobby_channel_message );
}