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C# Player.GetAuthenticatedAs方法代码示例

本文整理汇总了C#中Terraria.Player.GetAuthenticatedAs方法的典型用法代码示例。如果您正苦于以下问题:C# Player.GetAuthenticatedAs方法的具体用法?C# Player.GetAuthenticatedAs怎么用?C# Player.GetAuthenticatedAs使用的例子?那么, 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Terraria.Player的用法示例。


在下文中一共展示了Player.GetAuthenticatedAs方法的2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: SavePlayerData

        public static bool SavePlayerData(IDbConnection ctx, IDbTransaction txn, bool save, Player player)
#endif
        {
            if (!player.IsAuthenticated()) return false;

            //If using a flat based system ensure the MODE is stored
            string authName = null;
            if (Mode == CharacterMode.AUTH)
            {
                var auth = player.GetAuthenticatedAs();
                if (!String.IsNullOrEmpty(auth))
                    authName = auth;
            }
            else if (Mode == CharacterMode.UUID)
            {
                if (!String.IsNullOrEmpty(player.ClientUUId))
                    authName = player.ClientUUId + '@' + player.name;
            }

            if (!String.IsNullOrEmpty(authName))
            {
                if (Storage.IsAvailable)
                {
                    var auth = player.GetAuthenticatedAs();

#if ENTITY_FRAMEWORK_6
                    int userId = 0;
                    if (Mode == CharacterMode.AUTH)
                    {
                        var user = AuthenticatedUsers.GetUser(auth);

                        if (user == null)
                        {
                            OTA.Logging.ProgramLog.Error.Log("No user found ");
                            return false;
                        }

                        userId = user.Id;
                    }
                    else if (Mode != CharacterMode.UUID)
                        return false;

                    //Sync the character
                    var character = ctx.GetCharacter(Mode, userId, player.ClientUUId);
                    if (null == character)
                    {
                        character = ctx.AddCharacter(userId, player);
                    }
                    else character.UpdateCharacter(userId, player);

                    //Sync items
                    var items = ctx.Items.Where(x => x.CharacterId == character.Id).ToArray();

                    if (!SaveCharacterItems(ctx, save, player, character.Id, player.inventory, ItemType.Inventory, items)) return false;
                    if (!SaveCharacterItems(ctx, save, player, character.Id, player.armor, ItemType.Armor, items)) return false;
                    if (!SaveCharacterItems(ctx, save, player, character.Id, player.dye, ItemType.Dye, items)) return false;
                    if (!SaveCharacterItems(ctx, save, player, character.Id, player.miscEquips, ItemType.Equipment, items)) return false;
                    if (!SaveCharacterItems(ctx, save, player, character.Id, player.miscDyes, ItemType.MiscDyes, items)) return false;
                    if (!SaveCharacterItem(ctx, save, player, character.Id, ItemType.Trash, player.trashItem, 0, items)) return false;


#elif ENTITY_FRAMEWORK_7
#else
                    var character = Tables.CharacterTable.GetCharacter(ctx, txn, Mode, auth, player.ClientUUId);
                    if (character == null)
                    {
//                        if (player.ClearPluginData(Key_NewCharacter))
//                        {
                        character = Tables.CharacterTable.NewCharacter
                            (
                            ctx,
                            txn,
                            Mode,
                            auth,
                            player.ClientUUId,
                            player.statLife,
                            player.statLifeMax,
                            player.statMana,
                            player.statManaMax,
                            player.SpawnX,
                            player.SpawnY,
                            player.hair,
                            player.hairDye,
                            player.hideVisual,
                            player.difficulty,
                            player.hairColor,
                            player.skinColor,
                            player.eyeColor,
                            player.shirtColor,
                            player.underShirtColor,
                            player.pantsColor,
                            player.shoeColor,
                            player.anglerQuestsFinished
                        );
//                        }
//                        else
//                        {
//                            ProgramLog.Error.Log("Failed to save SSC for player: {0}", player.name);
//                            return false;
//                        }
//.........这里部分代码省略.........
开发者ID:DeathCradle,项目名称:Terraria-s-Dedicated-Server-Mod,代码行数:101,代码来源:CharacterManager.cs

示例2: LoadPlayerData

        public static ServerCharacter LoadPlayerData(IDbConnection ctx, IDbTransaction txn, Player player, bool returnNewInfo = false)
        {
            //If using a flat based system ensure the MODE is stored
            string authName = null;
            if (Mode == CharacterMode.AUTH)
            {
                var auth = player.GetAuthenticatedAs();
                if (!String.IsNullOrEmpty(auth))
                    authName = auth;
            }
            else if (Mode == CharacterMode.UUID)
            {
                if (!String.IsNullOrEmpty(player.ClientUUId))
                    authName = player.ClientUUId + '@' + player.name;
            }

//            ProgramLog.Admin.Log("SSC is: " + Storage.IsAvailable);
//            ProgramLog.Admin.Log("Finding SSC for: " + (authName ?? "NULL"));

            if (!String.IsNullOrEmpty(authName))
            {
//                ProgramLog.Log("Loading SSC for " + authName);

                if (Storage.IsAvailable)
                {
                    var auth = player.GetAuthenticatedAs();
#if ENTITY_FRAMEWORK_6 || ENTITY_FRAMEWORK_7
                    var dbSSC = Tables.CharacterTable.GetCharacter(ctx, Mode, auth, player.ClientUUId);

//                    ProgramLog.Admin.Log("Found SCC: " + (dbSSC != null));

                    if (dbSSC != null)
                    {
                        var ssc = dbSSC.ToServerCharacter();
#elif DATA_CONNECTOR
                    var ssc = Tables.CharacterTable.GetCharacter(Mode, auth, player.ClientUUId);
                    if (ssc != null)
                    { 
#elif DAPPER
                    var dbSSC = Tables.CharacterTable.GetCharacter(ctx, txn, Mode, auth, player.ClientUUId);
                    if (dbSSC != null)
                    {
                        var ssc = dbSSC.ToServerCharacter();
#endif
                        //                        ProgramLog.Log("Loading SSC loadout");

                        //                        ProgramLog.Admin.Log("Loading SSC loadout: " + dbSSC.Id);
                        //                        ProgramLog.Admin.Log("Translated SCC: " + (ssc != null));
                        //
                        var inv = Tables.ItemTable.GetItemsForCharacter(ctx, txn, ItemType.Inventory, ssc.Id);
                        if (null != inv) ssc.Inventory = inv.ToList();

                        var amr = Tables.ItemTable.GetItemsForCharacter(ctx, txn, ItemType.Armor, ssc.Id);
                        if (null != amr) ssc.Armor = amr.ToList();

                        var dye = Tables.ItemTable.GetItemsForCharacter(ctx, txn, ItemType.Dye, ssc.Id);
                        if (null != dye) ssc.Dye = dye.ToList();

                        var equipment = Tables.ItemTable.GetItemsForCharacter(ctx, txn, ItemType.Equipment, ssc.Id);
                        if (null != equipment) ssc.Equipment = equipment.ToList();

                        var miscdye = Tables.ItemTable.GetItemsForCharacter(ctx, txn, ItemType.MiscDyes, ssc.Id);
                        if (null != miscdye) ssc.MiscDyes = miscdye.ToList();

                        var bank = Tables.ItemTable.GetItemsForCharacter(ctx, txn, ItemType.Bank, ssc.Id);
                        if (null != bank) ssc.Bank = bank.ToList();

                        var bank2 = Tables.ItemTable.GetItemsForCharacter(ctx, txn, ItemType.Bank2, ssc.Id);
                        if (null != bank2) ssc.Bank2 = bank2.ToList();

                        var trash = Tables.ItemTable.GetItemsForCharacter(ctx, txn, ItemType.Trash, ssc.Id);
#if ENTITY_FRAMEWORK_6 || ENTITY_FRAMEWORK_7
                        if (null != trash && trash.Count > 0) ssc.Trash = trash.First();
#elif DATA_CONNECTOR
                        if (null != trash && trash.Length > 0) ssc.Trash = trash.First();
#endif

                        return ssc;
                    }
                    else
                    {
                        if (returnNewInfo)
                        {
//                            ProgramLog.Log("Issuing new loadout");
                            //                        player.SetPluginData(Key_NewCharacter, true);
                            EnsureSave = true; //Save is now required
                            return new ServerCharacter(StartingOutInfo, player);
                        }
//                        else ProgramLog.Log("New loadout not specified");
                    }
                }
                else
                {
                    var dir = Path.Combine(Globals.CharacterDataPath, Mode.ToString());
                    if (!Directory.Exists(dir))
                        Directory.CreateDirectory(dir);

                    var file = Path.Combine(dir, authName + ".ssc");
                    if (System.IO.File.Exists(file))
                    {
//.........这里部分代码省略.........
开发者ID:DeathCradle,项目名称:Terraria-s-Dedicated-Server-Mod,代码行数:101,代码来源:CharacterManager.cs


注:本文中的Terraria.Player.GetAuthenticatedAs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。