本文整理汇总了C#中IMultiplayerServer.SendMessage方法的典型用法代码示例。如果您正苦于以下问题:C# IMultiplayerServer.SendMessage方法的具体用法?C# IMultiplayerServer.SendMessage怎么用?C# IMultiplayerServer.SendMessage使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IMultiplayerServer
的用法示例。
在下文中一共展示了IMultiplayerServer.SendMessage方法的3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: HandleLoginRequestPacket
public static void HandleLoginRequestPacket(IPacket packet, IRemoteClient client, IMultiplayerServer server)
{
var loginRequestPacket = (LoginRequestPacket)packet;
var remoteClient = (RemoteClient)client;
if (loginRequestPacket.ProtocolVersion < server.PacketReader.ProtocolVersion)
remoteClient.QueuePacket(new DisconnectPacket("Client outdated! Use beta 1.7.3."));
else if (loginRequestPacket.ProtocolVersion > server.PacketReader.ProtocolVersion)
remoteClient.QueuePacket(new DisconnectPacket("Server outdated! Use beta 1.7.3."));
else if (server.Worlds.Count == 0)
remoteClient.QueuePacket(new DisconnectPacket("Server has no worlds configured."));
else if (!server.PlayerIsWhitelisted(remoteClient.Username) && server.PlayerIsBlacklisted(remoteClient.Username))
remoteClient.QueuePacket(new DisconnectPacket("You're banned from this server"));
else if (server.Clients.Count(c => c.Username == client.Username) > 1)
remoteClient.QueuePacket(new DisconnectPacket("The player with this username is already logged in"));
else
{
remoteClient.LoggedIn = true;
remoteClient.Entity = new PlayerEntity(remoteClient.Username);
remoteClient.World = server.Worlds[0];
remoteClient.ChunkRadius = 2;
if (!remoteClient.Load())
remoteClient.Entity.Position = remoteClient.World.SpawnPoint;
// Make sure they don't spawn in the ground
var collision = new Func<bool>(() =>
{
var feet = client.World.GetBlockID((Coordinates3D)client.Entity.Position);
var head = client.World.GetBlockID((Coordinates3D)(client.Entity.Position + Vector3.Up));
var feetBox = server.BlockRepository.GetBlockProvider(feet).BoundingBox;
var headBox = server.BlockRepository.GetBlockProvider(head).BoundingBox;
return feetBox != null || headBox != null;
});
while (collision())
client.Entity.Position += Vector3.Up;
// Send setup packets
remoteClient.QueuePacket(new LoginResponsePacket(0, 0, Dimension.Overworld));
remoteClient.UpdateChunks();
remoteClient.QueuePacket(new WindowItemsPacket(0, remoteClient.Inventory.GetSlots()));
remoteClient.QueuePacket(new SpawnPositionPacket((int)remoteClient.Entity.Position.X,
(int)remoteClient.Entity.Position.Y, (int)remoteClient.Entity.Position.Z));
remoteClient.QueuePacket(new SetPlayerPositionPacket(remoteClient.Entity.Position.X,
remoteClient.Entity.Position.Y + 1,
remoteClient.Entity.Position.Y + remoteClient.Entity.Size.Height + 1,
remoteClient.Entity.Position.Z, remoteClient.Entity.Yaw, remoteClient.Entity.Pitch, true));
remoteClient.QueuePacket(new TimeUpdatePacket(remoteClient.World.Time));
// Start housekeeping for this client
var entityManager = server.GetEntityManagerForWorld(remoteClient.World);
entityManager.SpawnEntity(remoteClient.Entity);
entityManager.SendEntitiesToClient(remoteClient);
server.Scheduler.ScheduleEvent("remote.keepalive", remoteClient, TimeSpan.FromSeconds(10), remoteClient.SendKeepAlive);
server.Scheduler.ScheduleEvent("remote.chunks", remoteClient, TimeSpan.FromSeconds(1), remoteClient.ExpandChunkRadius);
if (!string.IsNullOrEmpty(Program.ServerConfiguration.MOTD))
remoteClient.SendMessage(Program.ServerConfiguration.MOTD);
if (!Program.ServerConfiguration.Singleplayer)
server.SendMessage(ChatColor.Yellow + "{0} joined the server.", remoteClient.Username);
}
}
示例2: HandlePlayerDiggingPacket
public static void HandlePlayerDiggingPacket(IPacket _packet, IRemoteClient _client, IMultiplayerServer server)
{
var packet = (PlayerDiggingPacket)_packet;
var client = (RemoteClient)_client;
var world = _client.World;
var position = new Coordinates3D(packet.X, packet.Y, packet.Z);
var descriptor = world.GetBlockData(position);
var provider = server.BlockRepository.GetBlockProvider(descriptor.ID);
short damage;
int time;
switch (packet.PlayerAction)
{
case PlayerDiggingPacket.Action.DropItem:
// Throwing item
if (client.SelectedItem.Empty)
break;
var spawned = client.SelectedItem;
spawned.Count = 1;
var inventory = client.SelectedItem;
inventory.Count--;
var item = new ItemEntity(client.Entity.Position + new Vector3(0, PlayerEntity.Height, 0), spawned);
item.Velocity = MathHelper.FowardVector(client.Entity.Yaw) * 0.3;
client.Inventory[client.SelectedSlot] = inventory;
server.GetEntityManagerForWorld(client.World).SpawnEntity(item);
break;
case PlayerDiggingPacket.Action.StartDigging:
foreach (var nearbyClient in server.Clients) // TODO: Send this repeatedly during the course of the digging
{
var c = (RemoteClient)nearbyClient;
if (c.KnownEntities.Contains(client.Entity))
c.QueuePacket(new AnimationPacket(client.Entity.EntityID, AnimationPacket.PlayerAnimation.SwingArm));
}
if (provider == null)
server.SendMessage(ChatColor.Red + "WARNING: block provider for ID {0} is null (player digging)", descriptor.ID);
else
provider.BlockLeftClicked(descriptor, packet.Face, world, client);
// "But why on Earth does this behavior change if you use shears on leaves?"
// "This is poor seperation of concerns"
// "Let me do a git blame and flame whoever wrote the next line"
// To answer all of those questions, here:
// Minecraft sends a player digging packet when the player starts and stops digging a block (two packets)
// However, it only sends ONE packet if the block would be mined immediately - which usually is only the case
// for blocks that have a hardness equal to zero.
// The exception to this rule is shears on leaves. Leaves normally have a hardness of 0.2, but when you mine them
// using shears the client only sends the start digging packet and expects them to be mined immediately.
// So if you want to blame anyone, send flames to Notch for the stupid idea of not sending "stop digging" packets
// for hardness == 0 blocks.
time = BlockProvider.GetHarvestTime(descriptor.ID, client.SelectedItem.ID, out damage);
if (time <= 20)
{
provider.BlockMined(descriptor, packet.Face, world, client);
break;
}
client.ExpectedDigComplete = DateTime.UtcNow.AddMilliseconds(time);
break;
case PlayerDiggingPacket.Action.StopDigging:
foreach (var nearbyClient in server.Clients)
{
var c = (RemoteClient)nearbyClient;
if (c.KnownEntities.Contains(client.Entity))
c.QueuePacket(new AnimationPacket(client.Entity.EntityID, AnimationPacket.PlayerAnimation.None));
}
if (provider != null && descriptor.ID != 0)
{
time = BlockProvider.GetHarvestTime(descriptor.ID, client.SelectedItem.ID, out damage);
if (time <= 20)
break; // Already handled earlier
var diff = (DateTime.UtcNow - client.ExpectedDigComplete).TotalMilliseconds;
if (diff > -100) // Allow a small tolerance
{
provider.BlockMined(descriptor, packet.Face, world, client);
// Damage the item
if (damage != 0)
{
var tool = server.ItemRepository.GetItemProvider(client.SelectedItem.ID) as ToolItem;
if (tool != null && tool.Uses != -1)
{
var slot = client.SelectedItem;
slot.Metadata += damage;
if (slot.Metadata >= tool.Uses)
slot.Count = 0; // Destroy item
client.Inventory[client.SelectedSlot] = slot;
}
}
}
}
break;
}
}
示例3: HandlePlayerBlockPlacementPacket
public static void HandlePlayerBlockPlacementPacket(IPacket _packet, IRemoteClient _client, IMultiplayerServer server)
{
var packet = (PlayerBlockPlacementPacket)_packet;
var client = (RemoteClient)_client;
var slot = client.SelectedItem;
var position = new Coordinates3D(packet.X, packet.Y, packet.Z);
BlockDescriptor? block = null;
if (position != -Coordinates3D.One)
{
if (position.DistanceTo((Coordinates3D)client.Entity.Position) > 10 /* TODO: Reach */)
return;
block = client.World.GetBlockData(position);
}
else
{
// TODO: Handle situations like firing arrows and such? Is that how it works?
return;
}
bool use = true;
if (block != null)
{
var provider = server.BlockRepository.GetBlockProvider(block.Value.ID);
if (provider == null)
{
server.SendMessage(ChatColor.Red + "WARNING: block provider for ID {0} is null (player placing)", block.Value.ID);
server.SendMessage(ChatColor.Red + "Error occured from client {0} at coordinates {1}", client.Username, block.Value.Coordinates);
server.SendMessage(ChatColor.Red + "Packet logged at {0}, please report upstream", DateTime.Now);
return;
}
if (!provider.BlockRightClicked(block.Value, packet.Face, client.World, client))
{
position += MathHelper.BlockFaceToCoordinates(packet.Face);
var oldID = client.World.GetBlockID(position);
var oldMeta = client.World.GetMetadata(position);
client.QueuePacket(new BlockChangePacket(position.X, (sbyte)position.Y, position.Z, (sbyte)oldID, (sbyte)oldMeta));
client.QueuePacket(new SetSlotPacket(0, client.SelectedSlot, client.SelectedItem.ID, client.SelectedItem.Count, client.SelectedItem.Metadata));
return;
}
}
if (!slot.Empty)
{
if (use)
{
var itemProvider = server.ItemRepository.GetItemProvider(slot.ID);
if (itemProvider == null)
{
server.SendMessage(ChatColor.Red + "WARNING: item provider for ID {0} is null (player placing)", block.Value.ID);
server.SendMessage(ChatColor.Red + "Error occured from client {0} at coordinates {1}", client.Username, block.Value.Coordinates);
server.SendMessage(ChatColor.Red + "Packet logged at {0}, please report upstream", DateTime.Now);
}
if (block != null)
{
if (itemProvider != null)
itemProvider.ItemUsedOnBlock(position, slot, packet.Face, client.World, client);
}
else
{
// TODO: Use item
}
}
}
}