本文整理汇总了C#中OpenRA.Server.Server.SendMessage方法的典型用法代码示例。如果您正苦于以下问题:C# Server.SendMessage方法的具体用法?C# Server.SendMessage怎么用?C# Server.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OpenRA.Server.Server
的用法示例。
在下文中一共展示了Server.SendMessage方法的5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: Tick
public void Tick(S server)
{
if ((Game.RunTime - lastPing > MasterPingInterval * 1000) || isInitialPing)
PingMasterServer(server);
else
lock (masterServerMessages)
while (masterServerMessages.Count > 0)
server.SendMessage(masterServerMessages.Dequeue());
}
示例2: Tick
public void Tick(S server)
{
if ((Game.RunTime - lastPing > PingInterval) || isInitialPing)
{
isInitialPing = false;
lastPing = Game.RunTime;
foreach (var c in server.Conns.ToList())
{
if (c.TimeSinceLastResponse < ConnTimeout)
{
server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
if (!c.TimeoutMessageShown && c.TimeSinceLastResponse > PingInterval * 2)
{
server.SendMessage(server.GetClient(c).Name + " is experiencing connection problems.");
c.TimeoutMessageShown = true;
}
}
else
{
server.SendMessage(server.GetClient(c).Name + " has been dropped after timing out.");
server.DropClient(c, -1);
}
}
}
if (Game.RunTime - lastConnReport > ConnReportInterval)
{
lastConnReport = Game.RunTime;
var timeouts = server.Conns
.Where(c => c.TimeSinceLastResponse > ConnReportInterval && c.TimeSinceLastResponse < ConnTimeout)
.OrderBy(c => c.TimeSinceLastResponse);
foreach (var c in timeouts)
server.SendMessage("{0} will be dropped in {1} seconds.".F(
server.GetClient(c).Name, (ConnTimeout - c.TimeSinceLastResponse) / 1000));
}
}
示例3: InterpretCommand
//.........这里部分代码省略.........
// - Observers remain as observers
// - Players who now lack a slot are made observers
// - Bots who now lack a slot are dropped
// - Bots who are not defined in the map rules are dropped
var botNames = server.Map.Rules.Actors["player"].TraitInfos<IBotInfo>().Select(t => t.Name);
var slots = server.LobbyInfo.Slots.Keys.ToArray();
var i = 0;
foreach (var os in oldSlots)
{
var c = server.LobbyInfo.ClientInSlot(os);
if (c == null)
continue;
c.SpawnPoint = 0;
c.Slot = i < slots.Length ? slots[i++] : null;
if (c.Slot != null)
{
// Remove Bot from slot if slot forbids bots
if (c.Bot != null && (!server.Map.Players.Players[c.Slot].AllowBots || !botNames.Contains(c.Bot)))
server.LobbyInfo.Clients.Remove(c);
S.SyncClientToPlayerReference(c, server.Map.Players.Players[c.Slot]);
}
else if (c.Bot != null)
server.LobbyInfo.Clients.Remove(c);
}
// Validate if color is allowed and get an alternative if it isn't
foreach (var c in server.LobbyInfo.Clients)
if (c.Slot == null || (c.Slot != null && !server.LobbyInfo.Slots[c.Slot].LockColor))
c.Color = c.PreferredColor = SanitizePlayerColor(server, c.Color, c.Index, conn);
server.SyncLobbyInfo();
server.SendMessage("{0} changed the map to {1}.".F(client.Name, server.Map.Title));
if (server.Map.DefinesUnsafeCustomRules)
server.SendMessage("This map contains custom rules. Game experience may change.");
if (server.Settings.DisableSinglePlayer)
server.SendMessage("Singleplayer games have been disabled on this server.");
else if (server.Map.Players.Players.Where(p => p.Value.Playable).All(p => !p.Value.AllowBots))
server.SendMessage("Bots have been disabled on this map.");
};
Action queryFailed = () =>
server.SendOrderTo(conn, "Message", "Map was not found on server.");
var m = server.ModData.MapCache[s];
if (m.Status == MapStatus.Available || m.Status == MapStatus.DownloadAvailable)
selectMap(m);
else if (server.Settings.QueryMapRepository)
{
server.SendOrderTo(conn, "Message", "Searching for map on the Resource Center...");
server.ModData.MapCache.QueryRemoteMapDetails(new[] { s }, selectMap, queryFailed);
}
else
queryFailed();
return true;
}
},
{ "allowcheats",
s =>
{
if (!client.IsAdmin)
{
示例4: InterpretCommand
//.........这里部分代码省略.........
// Reassign players into new slots based on their old slots:
// - Observers remain as observers
// - Players who now lack a slot are made observers
// - Bots who now lack a slot are dropped
var slots = server.LobbyInfo.Slots.Keys.ToArray();
var i = 0;
foreach (var os in oldSlots)
{
var c = server.LobbyInfo.ClientInSlot(os);
if (c == null)
continue;
c.SpawnPoint = 0;
c.Slot = i < slots.Length ? slots[i++] : null;
if (c.Slot != null)
{
// Remove Bot from slot if slot forbids bots
if (c.Bot != null && !server.MapPlayers.Players[c.Slot].AllowBots)
server.LobbyInfo.Clients.Remove(c);
S.SyncClientToPlayerReference(c, server.MapPlayers.Players[c.Slot]);
}
else if (c.Bot != null)
server.LobbyInfo.Clients.Remove(c);
}
foreach (var c in server.LobbyInfo.Clients)
{
// Validate if color is allowed and get an alternative it it isn't
c.Color = c.PreferredColor = ColorValidator.ValidatePlayerColorAndGetAlternative(server, c.Color, c.Index, conn);
}
server.SyncLobbyInfo();
server.SendMessage("{0} changed the map to {1}.".F(client.Name, server.Map.Title));
if (server.Map.RuleDefinitions.Any())
server.SendMessage("This map contains custom rules. Game experience may change.");
return true;
}
},
{ "fragilealliance",
s =>
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only the host can set that option.");
return true;
}
if (server.Map.Options.FragileAlliances.HasValue)
{
server.SendOrderTo(conn, "Message", "Map has disabled alliance configuration.");
return true;
}
bool.TryParse(s, out server.LobbyInfo.GlobalSettings.FragileAlliances);
server.SyncLobbyGlobalSettings();
server.SendMessage("{0} {1} Diplomacy Changes."
.F(client.Name, server.LobbyInfo.GlobalSettings.FragileAlliances ? "enabled" : "disabled"));
return true;
}
},
{ "allowcheats",
s =>
示例5: Tick
public void Tick(S server)
{
if ((Game.RunTime - lastPing > PingInterval) || isInitialPing)
{
isInitialPing = false;
lastPing = Game.RunTime;
// Ignore client timeout in singleplayer games to make debugging easier
if (server.LobbyInfo.IsSinglePlayer && !server.Settings.Dedicated)
foreach (var c in server.Conns.ToList())
server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
else
{
foreach (var c in server.Conns.ToList())
{
if (c == null || c.Socket == null)
continue;
var client = server.GetClient(c);
if (client == null)
{
server.DropClient(c, -1);
server.SendMessage("A player has been dropped after timing out.");
continue;
}
if (c.TimeSinceLastResponse < ConnTimeout)
{
server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
if (!c.TimeoutMessageShown && c.TimeSinceLastResponse > PingInterval * 2)
{
server.SendMessage(client.Name + " is experiencing connection problems.");
c.TimeoutMessageShown = true;
}
}
else
{
server.SendMessage(client.Name + " has been dropped after timing out.");
server.DropClient(c, -1);
}
}
if (Game.RunTime - lastConnReport > ConnReportInterval)
{
lastConnReport = Game.RunTime;
var timeouts = server.Conns
.Where(c => c.TimeSinceLastResponse > ConnReportInterval && c.TimeSinceLastResponse < ConnTimeout)
.OrderBy(c => c.TimeSinceLastResponse);
foreach (var c in timeouts)
{
if (c == null || c.Socket == null)
continue;
var client = server.GetClient(c);
if (client != null)
server.SendMessage("{0} will be dropped in {1} seconds.".F(client.Name, (ConnTimeout - c.TimeSinceLastResponse) / 1000));
}
}
}
}
}