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C# Server.SendOrderTo方法代码示例

本文整理汇总了C#中OpenRA.Server.Server.SendOrderTo方法的典型用法代码示例。如果您正苦于以下问题:C# Server.SendOrderTo方法的具体用法?C# Server.SendOrderTo怎么用?C# Server.SendOrderTo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OpenRA.Server.Server的用法示例。


在下文中一共展示了Server.SendOrderTo方法的12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: ValidateCommand

        public static bool ValidateCommand(S server, Connection conn, Session.Client client, string cmd)
        {
            if (server.State == ServerState.GameStarted)
            {
                server.SendOrderTo(conn, "Message", "Cannot change state when game started. ({0})".F(cmd));
                return false;
            }
            else if (client.State == Session.ClientState.Ready && !(cmd.StartsWith("state") || cmd == "startgame"))
            {
                server.SendOrderTo(conn, "Message", "Cannot change state when marked as ready.");
                return false;
            }

            return true;
        }
开发者ID:CH4Code,项目名称:OpenRA,代码行数:15,代码来源:LobbyCommands.cs

示例2: Tick

		public void Tick(S server)
		{
			if ((Environment.TickCount - lastPing > PingInterval) || isInitialPing)
			{
				isInitialPing = false;
				lastPing = Environment.TickCount;
				foreach (var p in server.Conns)
					server.SendOrderTo(p, "Ping", Environment.TickCount.ToString());
			}
		}
开发者ID:Generalcamo,项目名称:OpenRA,代码行数:10,代码来源:PlayerPinger.cs

示例3: ValidateSlotCommand

		static bool ValidateSlotCommand(S server, Connection conn, Session.Client client, string arg, bool requiresHost)
		{
			if (!server.LobbyInfo.Slots.ContainsKey(arg))
			{
				Log.Write("server", "Invalid slot: {0}", arg);
				return false;
			}

			if (requiresHost && !client.IsAdmin)
			{
				server.SendOrderTo(conn, "Message", "Only the host can do that.");
				return false;
			}

			return true;
		}
开发者ID:Roger-luo,项目名称:OpenRA,代码行数:16,代码来源:LobbyCommands.cs

示例4: 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));
            }
        }
开发者ID:RobotCaleb,项目名称:OpenRA,代码行数:38,代码来源:PlayerPinger.cs

示例5: InterpretCommand

        public bool InterpretCommand(S server, Connection conn, Session.Client client, string cmd)
        {
            if (server == null || conn == null || client == null || !ValidateCommand(server, conn, client, cmd))
                return false;

            var dict = new Dictionary<string, Func<string, bool>>
            {
                { "state",
                    s =>
                    {
                        var state = Session.ClientState.Invalid;
                        if (!Enum<Session.ClientState>.TryParse(s, false, out state))
                        {
                            server.SendOrderTo(conn, "Message", "Malformed state command");
                            return true;
                        }

                        client.State = state;

                        Log.Write("server", "Player @{0} is {1}",
                            conn.Socket.RemoteEndPoint, client.State);

                        server.SyncLobbyClients();

                        CheckAutoStart(server);

                        return true;
                    }
                },
                { "startgame",
                    s =>
                    {
                        if (!client.IsAdmin)
                        {
                            server.SendOrderTo(conn, "Message", "Only the host can start the game.");
                            return true;
                        }

                        if (server.LobbyInfo.Slots.Any(sl => sl.Value.Required &&
                            server.LobbyInfo.ClientInSlot(sl.Key) == null))
                        {
                            server.SendOrderTo(conn, "Message", "Unable to start the game until required slots are full.");
                            return true;
                        }

                        if (server.Settings.DisableSinglePlayer &&
                            server.LobbyInfo.Clients.Where(c => c.Bot == null && c.Slot != null).Count() == 1)
                        {
                            server.SendOrderTo(conn, "Message", "Unable to start the game until another player joins.");
                            return true;
                        }

                        server.StartGame();
                        return true;
                    }
                },
                { "slot",
                    s =>
                    {
                        if (!server.LobbyInfo.Slots.ContainsKey(s))
                        {
                            Log.Write("server", "Invalid slot: {0}", s);
                            return false;
                        }

                        var slot = server.LobbyInfo.Slots[s];

                        if (slot.Closed || server.LobbyInfo.ClientInSlot(s) != null)
                            return false;

                        // If the previous slot had a locked spawn then we must not carry that to the new slot
                        var oldSlot = client.Slot != null ? server.LobbyInfo.Slots[client.Slot] : null;
                        if (oldSlot != null && oldSlot.LockSpawn)
                            client.SpawnPoint = 0;

                        client.Slot = s;
                        S.SyncClientToPlayerReference(client, server.Map.Players.Players[s]);

                        if (!slot.LockColor)
                            client.PreferredColor = client.Color = SanitizePlayerColor(server, client.Color, client.Index, conn);

                        server.SyncLobbyClients();
                        CheckAutoStart(server);

                        return true;
                    }
                },
                { "allow_spectators",
                    s =>
                    {
                        if (bool.TryParse(s, out server.LobbyInfo.GlobalSettings.AllowSpectators))
                        {
                            server.SyncLobbyGlobalSettings();
                            return true;
                        }
                        else
                        {
                            server.SendOrderTo(conn, "Message", "Malformed allow_spectate command");
                            return true;
                        }
//.........这里部分代码省略.........
开发者ID:CH4Code,项目名称:OpenRA,代码行数:101,代码来源:LobbyCommands.cs

示例6: SanitizePlayerColor

        static HSLColor SanitizePlayerColor(S server, HSLColor askedColor, int playerIndex, Connection connectionToEcho = null)
        {
            var validator = server.ModData.Manifest.Get<ColorValidator>();
            var askColor = askedColor;

            Action<string> onError = message =>
            {
                if (connectionToEcho != null)
                    server.SendOrderTo(connectionToEcho, "Message", message);
            };

            var tileset = server.Map.Rules.TileSet;
            var terrainColors = tileset.TerrainInfo.Where(ti => ti.RestrictPlayerColor).Select(ti => ti.Color).ToList();
            var playerColors = server.LobbyInfo.Clients.Where(c => c.Index != playerIndex).Select(c => c.Color.RGB)
                .Concat(server.Map.Players.Players.Values.Select(p => p.Color.RGB)).ToList();

            return validator.MakeValid(askColor.RGB, server.Random, terrainColors, playerColors, onError);
        }
开发者ID:CH4Code,项目名称:OpenRA,代码行数:18,代码来源:LobbyCommands.cs

示例7: ValidatePlayerNewColor

		public static bool ValidatePlayerNewColor(S server, Color askedColor, int playerIndex, out Color forbiddenColor, Connection connectionToEcho = null)
		{
			// Validate color against the current map tileset
			var tileset = server.Map.Rules.TileSets[server.Map.Tileset];
			var forbiddenColors = tileset.TerrainInfo.Select(terrainInfo => terrainInfo.Color);

			if (!ValidateColorAgainstForbidden(askedColor, forbiddenColors, out forbiddenColor))
			{
				if (connectionToEcho != null)
					server.SendOrderTo(connectionToEcho, "Message", "Color was too similar to the terrain, and has been adjusted.");

				return false;
			}

			// Validate color against other clients
			var playerColors = server.LobbyInfo.Clients.Where(c => c.Index != playerIndex).Select(c => c.Color.RGB);
			if (!ValidateColorAgainstForbidden(askedColor, playerColors, out forbiddenColor))
			{
				if (connectionToEcho != null)
					server.SendOrderTo(connectionToEcho, "Message", "Color was too similar to another player's color, and has been adjusted.");

				return false;
			}

			var mapPlayerColors = server.MapPlayers.Players.Values.Select(p => p.ColorRamp.RGB);

			if (!ValidateColorAgainstForbidden(askedColor, mapPlayerColors, out forbiddenColor))
			{
				if (connectionToEcho != null)
					server.SendOrderTo(connectionToEcho, "Message", "Color was too similar to a non-combatant player, and has been adjusted.");

				return false;
			}

			// Color is valid
			forbiddenColor = default(Color);

			return true;
		}
开发者ID:Roger-luo,项目名称:OpenRA,代码行数:39,代码来源:ColorValidator.cs

示例8: InterpretCommand

        public bool InterpretCommand(S server, Connection conn, Session.Client client, string cmd)
        {
            if (!ValidateCommand(server, conn, client, cmd))
                return false;

            var dict = new Dictionary<string, Func<string, bool>>
            {
                { "ready",
                    s =>
                    {
                        // if we're downloading, we can't ready up.
                        if (client.State == Session.ClientState.NotReady)
                            client.State = Session.ClientState.Ready;
                        else if (client.State == Session.ClientState.Ready)
                            client.State = Session.ClientState.NotReady;

                        Log.Write("server", "Player @{0} is {1}",
                            conn.socket.RemoteEndPoint, client.State);

                        server.SyncLobbyInfo();

                        CheckAutoStart(server, conn, client);

                        return true;
                    }},
                { "startgame",
                    s =>
                    {
                        if (!client.IsAdmin)
                        {
                            server.SendOrderTo(conn, "Message", "Only the host can start the game");
                            return true;
                        }

                        if (server.lobbyInfo.Slots.Any(sl => sl.Value.Required &&
                            server.lobbyInfo.ClientInSlot(sl.Key) == null))
                        {
                            server.SendOrderTo(conn, "Message", "Unable to start the game until required slots are full.");
                            return true;
                        }
                        server.StartGame();
                        return true;
                    }},
                { "slot",
                    s =>
                    {
                        if (!server.lobbyInfo.Slots.ContainsKey(s))
                        {
                            Log.Write("server", "Invalid slot: {0}", s );
                            return false;
                        }
                        var slot = server.lobbyInfo.Slots[s];

                        if (slot.Closed || server.lobbyInfo.ClientInSlot(s) != null)
                            return false;

                        client.Slot = s;
                        S.SyncClientToPlayerReference(client, server.Map.Players[s]);

                        server.SyncLobbyInfo();
                        CheckAutoStart(server, conn, client);

                        return true;
                    }},
                { "spectate",
                    s =>
                    {
                        client.Slot = null;
                        client.SpawnPoint = 0;
                        client.Color = HSLColor.FromRGB(255, 255, 255);
                        server.SyncLobbyInfo();
                        return true;
                    }},
                { "slot_close",
                    s =>
                    {
                        if (!ValidateSlotCommand( server, conn, client, s, true ))
                            return false;

                        // kick any player that's in the slot
                        var occupant = server.lobbyInfo.ClientInSlot(s);
                        if (occupant != null)
                        {
                            if (occupant.Bot != null)
                                server.lobbyInfo.Clients.Remove(occupant);
                            else
                            {
                                var occupantConn = server.conns.FirstOrDefault( c => c.PlayerIndex == occupant.Index );
                                if (occupantConn != null)
                                {
                                    server.SendOrderTo(occupantConn, "ServerError", "Your slot was closed by the host");
                                    server.DropClient(occupantConn);
                                }
                            }
                        }

                        server.lobbyInfo.Slots[s].Closed = true;
                        server.SyncLobbyInfo();
                        return true;
                    }},
//.........这里部分代码省略.........
开发者ID:TiriliPiitPiit,项目名称:OpenRA,代码行数:101,代码来源:LobbyCommands.cs

示例9: InterpretCommand

        public bool InterpretCommand(S server, Connection conn, Session.Client client, string cmd)
        {
            if (!ValidateCommand(server, conn, client, cmd))
                return false;

            var dict = new Dictionary<string, Func<string, bool>>
            {
                { "ready",
                    s =>
                    {
                        // if we're downloading, we can't ready up.
                        if (client.State == Session.ClientState.NotReady)
                            client.State = Session.ClientState.Ready;
                        else if (client.State == Session.ClientState.Ready)
                            client.State = Session.ClientState.NotReady;

                        Log.Write("server", "Player @{0} is {1}",
                            conn.socket.RemoteEndPoint, client.State);

                        server.SyncLobbyInfo();

                        if (server.conns.Count > 0 && server.conns.All(c => server.GetClient(c).State == Session.ClientState.Ready))
                            InterpretCommand(server, conn, client, "startgame");

                        return true;
                    }},
                { "startgame",
                    s =>
                    {
                        server.StartGame();
                        return true;
                    }},
                { "lag",
                    s =>
                    {
                        int lag;
                        if (!int.TryParse(s, out lag)) { Log.Write("server", "Invalid order lag: {0}", s); return false; }

                        Log.Write("server", "Order lag is now {0} frames.", lag);

                        server.lobbyInfo.GlobalSettings.OrderLatency = lag;
                        server.SyncLobbyInfo();
                        return true;
                    }},
                { "slot",
                    s =>
                    {
                        if (!server.lobbyInfo.Slots.ContainsKey(s))
                        {
                            Log.Write("server", "Invalid slot: {0}", s );
                            return false;
                        }
                        var slot = server.lobbyInfo.Slots[s];

                        if (slot.Closed || server.lobbyInfo.ClientInSlot(s) != null)
                            return false;

                        client.Slot = s;
                        S.SyncClientToPlayerReference(client, server.Map.Players[s]);

                        server.SyncLobbyInfo();
                        return true;
                    }},
                { "spectate",
                    s =>
                    {
                        client.Slot = null;
                        client.SpawnPoint = 0;
                        server.SyncLobbyInfo();
                        return true;
                    }},
                { "slot_close",
                    s =>
                    {
                        if (!ValidateSlotCommand( server, conn, client, s, true ))
                            return false;

                        // kick any player that's in the slot
                        var occupant = server.lobbyInfo.ClientInSlot(s);
                        if (occupant != null)
                        {
                            if (occupant.Bot != null)
                                server.lobbyInfo.Clients.Remove(occupant);
                            else
                            {
                                var occupantConn = server.conns.FirstOrDefault( c => c.PlayerIndex == occupant.Index );
                                if (occupantConn != null)
                                {
                                    server.SendOrderTo(occupantConn, "ServerError", "Your slot was closed by the host");
                                    server.DropClient(occupantConn);
                                }
                            }
                        }

                        server.lobbyInfo.Slots[s].Closed = true;
                        server.SyncLobbyInfo();
                        return true;
                    }},
                { "slot_open",
                    s =>
//.........这里部分代码省略.........
开发者ID:romainhk,项目名称:OpenRA,代码行数:101,代码来源:LobbyCommands.cs

示例10: ClientJoined

        public void ClientJoined(S server, Connection conn)
        {
            var client = server.GetClient(conn);

            // Validate whether color is allowed and get an alternative if it isn't
            if (client.Slot == null || !server.LobbyInfo.Slots[client.Slot].LockColor)
                client.Color = SanitizePlayerColor(server, client.Color, client.Index);

            // Report any custom map details
            // HACK: this isn't the best place for this to live, but if we move it somewhere else
            // then we need a larger hack to hook the map change event.
            var briefing = MissionBriefingOrDefault(server);
            if (briefing != null)
                server.SendOrderTo(conn, "Message", briefing);
        }
开发者ID:OpenRA,项目名称:OpenRA,代码行数:15,代码来源:LobbyCommands.cs

示例11: InterpretCommand

		public bool InterpretCommand(S server, Connection conn, Session.Client client, string cmd)
		{
			if (server == null || conn == null || client == null || !ValidateCommand(server, conn, client, cmd))
				return false;

			var dict = new Dictionary<string, Func<string, bool>>
			{
				{ "state",
					s =>
					{
						var state = Session.ClientState.Invalid;
						if (!Enum<Session.ClientState>.TryParse(s, false, out state))
						{
							server.SendOrderTo(conn, "Message", "Malformed state command");
							return true;
						}

						client.State = state;

						Log.Write("server", "Player @{0} is {1}",
							conn.Socket.RemoteEndPoint, client.State);

						server.SyncLobbyClients();

						CheckAutoStart(server);

						return true;
					}
				},
				{ "startgame",
					s =>
					{
						if (!client.IsAdmin)
						{
							server.SendOrderTo(conn, "Message", "Only the host can start the game.");
							return true;
						}

						if (server.LobbyInfo.Slots.Any(sl => sl.Value.Required &&
							server.LobbyInfo.ClientInSlot(sl.Key) == null))
						{
							server.SendOrderTo(conn, "Message", "Unable to start the game until required slots are full.");
							return true;
						}

						server.StartGame();
						return true;
					}
				},
				{ "slot",
					s =>
					{
						if (!server.LobbyInfo.Slots.ContainsKey(s))
						{
							Log.Write("server", "Invalid slot: {0}", s);
							return false;
						}

						var slot = server.LobbyInfo.Slots[s];

						if (slot.Closed || server.LobbyInfo.ClientInSlot(s) != null)
							return false;

						client.Slot = s;
						S.SyncClientToPlayerReference(client, server.MapPlayers.Players[s]);

						var validatedColor = ColorValidator.ValidatePlayerColorAndGetAlternative(server, client.Color, client.Index, conn);
						client.PreferredColor = client.Color = validatedColor;

						server.SyncLobbyClients();
						CheckAutoStart(server);

						return true;
					}
				},
				{ "allow_spectators",
					s =>
					{
						if (bool.TryParse(s, out server.LobbyInfo.GlobalSettings.AllowSpectators))
						{
							server.SyncLobbyGlobalSettings();
							return true;
						}
						else
						{
							server.SendOrderTo(conn, "Message", "Malformed allow_spectate command");
							return true;
						}
					}
				},
				{ "spectate",
					s =>
					{
						if (server.LobbyInfo.GlobalSettings.AllowSpectators || client.IsAdmin)
						{
							client.Slot = null;
							client.SpawnPoint = 0;
							client.Color = HSLColor.FromRGB(255, 255, 255);
							server.SyncLobbyClients();
							return true;
//.........这里部分代码省略.........
开发者ID:Roger-luo,项目名称:OpenRA,代码行数:101,代码来源:LobbyCommands.cs

示例12: 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));
						}
					}
				}
			}
		}
开发者ID:Roger-luo,项目名称:OpenRA,代码行数:63,代码来源:PlayerPinger.cs


注:本文中的OpenRA.Server.Server.SendOrderTo方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。