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C# DarkMultiPlayerCommon.ServerMessage类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中DarkMultiPlayerCommon.ServerMessage的典型用法代码示例。如果您正苦于以下问题:C# ServerMessage类的具体用法?C# ServerMessage怎么用?C# ServerMessage使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



ServerMessage类属于DarkMultiPlayerCommon命名空间,在下文中一共展示了ServerMessage类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: HandleVesselRemoval

 public static void HandleVesselRemoval(ClientObject client, byte[] messageData)
 {
     using (MessageReader mr = new MessageReader(messageData))
     {
         //Don't care about the subspace on the server.
         mr.Read<double>();
         string vesselID = mr.Read<string>();
         bool isDockingUpdate = mr.Read<bool>();
         if (!isDockingUpdate)
         {
             DarkLog.Debug("Removing vessel " + vesselID + " from " + client.playerName);
         }
         else
         {
             DarkLog.Debug("Removing DOCKED vessel " + vesselID + " from " + client.playerName);
         }
         if (File.Exists(Path.Combine(Server.universeDirectory, "Vessels", vesselID + ".txt")))
         {
             lock (Server.universeSizeLock)
             {
                 File.Delete(Path.Combine(Server.universeDirectory, "Vessels", vesselID + ".txt"));
             }
         }
         //Relay the message.
         ServerMessage newMessage = new ServerMessage();
         newMessage.type = ServerMessageType.VESSEL_REMOVE;
         newMessage.data = messageData;
         ClientHandler.SendToAll(client, newMessage, false);
     }
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:30,代码来源:VesselRemove.cs


示例2: HandlePlayerColor

 public static void HandlePlayerColor(ClientObject client, byte[] messageData)
 {
     using (MessageReader mr = new MessageReader(messageData))
     {
         PlayerColorMessageType messageType = (PlayerColorMessageType)mr.Read<int>();
         switch (messageType)
         {
             case PlayerColorMessageType.SET:
                 {
                     string playerName = mr.Read<string>();
                     if (playerName != client.playerName)
                     {
                         DarkLog.Debug(client.playerName + " tried to send a color update for " + playerName + ", kicking.");
                         Messages.ConnectionEnd.SendConnectionEnd(client, "Kicked for sending a color update for another player");
                         return;
                     }
                     client.playerColor = mr.Read<float[]>();
                     //Relay the message
                     ServerMessage newMessage = new ServerMessage();
                     newMessage.type = ServerMessageType.PLAYER_COLOR;
                     newMessage.data = messageData;
                     ClientHandler.SendToAll(client, newMessage, true);
                 }
                 break;
         }
     }
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:27,代码来源:PlayerColor.cs


示例3: SendScenarioModules

 public static void SendScenarioModules(ClientObject client)
 {
     int numberOfScenarioModules = Directory.GetFiles(Path.Combine(Server.universeDirectory, "Scenarios", client.playerName)).Length;
     int currentScenarioModule = 0;
     string[] scenarioNames = new string[numberOfScenarioModules];
     byte[][] scenarioDataArray = new byte[numberOfScenarioModules][];
     foreach (string file in Directory.GetFiles(Path.Combine(Server.universeDirectory, "Scenarios", client.playerName)))
     {
         //Remove the .txt part for the name
         scenarioNames[currentScenarioModule] = Path.GetFileNameWithoutExtension(file);
         scenarioDataArray[currentScenarioModule] = File.ReadAllBytes(file);
         currentScenarioModule++;
     }
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.SCENARIO_DATA;
     using (MessageWriter mw = new MessageWriter())
     {
         mw.Write<string[]>(scenarioNames);
         foreach (byte[] scenarioData in scenarioDataArray)
         {
             if (client.compressionEnabled)
             {
                 mw.Write<byte[]>(Compression.CompressIfNeeded(scenarioData));
             }
             else
             {
                 mw.Write<byte[]>(Compression.AddCompressionHeader(scenarioData, false));
             }
         }
         newMessage.data = mw.GetMessageBytes();
     }
     ClientHandler.SendToClient(client, newMessage, true);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:33,代码来源:ScenarioData.cs


示例4: SendAllPlayerColors

 public static void SendAllPlayerColors(ClientObject client)
 {
     Dictionary<string,float[]> sendColors = new Dictionary<string, float[]>();
     foreach (ClientObject otherClient in ClientHandler.GetClients())
     {
         if (otherClient.authenticated && otherClient.playerColor != null)
         {
             if (otherClient != client)
             {
                 sendColors[otherClient.playerName] = otherClient.playerColor;
             }
         }
     }
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.PLAYER_COLOR;
     using (MessageWriter mw = new MessageWriter())
     {
         mw.Write<int>((int)PlayerColorMessageType.LIST);
         mw.Write<int>(sendColors.Count);
         foreach (KeyValuePair<string, float[]> kvp in sendColors)
         {
             mw.Write<string>(kvp.Key);
             mw.Write<float[]>(kvp.Value);
         }
         newMessage.data = mw.GetMessageBytes();
     }
     ClientHandler.SendToClient(client, newMessage, true);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:28,代码来源:PlayerColor.cs


示例5: HandlePingRequest

 public static void HandlePingRequest(ClientObject client, byte[] messageData)
 {
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.PING_REPLY;
     newMessage.data = messageData;
     ClientHandler.SendToClient(client, newMessage, true);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:7,代码来源:PingRequest.cs


示例6: RunNukeKSC

 public static void RunNukeKSC(string commandText)
 {
     lock (Server.universeSizeLock)
     {
         string[] vesselList = Directory.GetFiles(Path.Combine(Server.universeDirectory, "Vessels"));
         int numberOfRemovals = 0;
         foreach (string vesselFile in vesselList)
         {
             string vesselID = Path.GetFileNameWithoutExtension(vesselFile);
             bool landedAtKSC = false;
             bool landedAtRunway = false;
             using (StreamReader sr = new StreamReader(vesselFile))
             {
                 string currentLine = sr.ReadLine();
                 while (currentLine != null && !landedAtKSC && !landedAtRunway)
                 {
                     string trimmedLine = currentLine.Trim();
                     if (trimmedLine.StartsWith("landedAt = "))
                     {
                         string landedAt = trimmedLine.Substring(trimmedLine.IndexOf("=") + 2);
                         if (landedAt == "KSC")
                         {
                             landedAtKSC = true;
                         }
                         if (landedAt == "Runway")
                         {
                             landedAtRunway = true;
                         }
                     }
                     currentLine = sr.ReadLine();
                 }
             }
             if (landedAtKSC | landedAtRunway)
             {
                 DarkLog.Normal("Removing vessel: " + vesselID);
                 //Delete it from the universe
                 if (File.Exists(vesselFile))
                 {
                     File.Delete(vesselFile);
                 }
                 //Send a vessel remove message
                 ServerMessage newMessage = new ServerMessage();
                 newMessage.type = ServerMessageType.VESSEL_REMOVE;
                 using (MessageWriter mw = new MessageWriter())
                 {
                     //Send it with a delete time of 0 so it shows up for all players.
                     mw.Write<int>(0);
                     mw.Write<double>(0);
                     mw.Write<string>(vesselID);
                     mw.Write<bool>(false);
                     newMessage.data = mw.GetMessageBytes();
                 }
                 ClientHandler.SendToAll(null, newMessage, false);
                 numberOfRemovals++;
             }
         }
         DarkLog.Normal("Nuked " + numberOfRemovals + " vessels around the KSC");
     }
 }
开发者ID:martindevans,项目名称:DarkMultiPlayer,代码行数:59,代码来源:NukeKSC.cs


示例7: SendKerbalsComplete

 private static void SendKerbalsComplete(ClientObject client)
 {
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.KERBAL_COMPLETE;
     ClientHandler.SendToClient(client, newMessage, false);
     //Send vessel list needed for sync to the client
     VesselRequest.SendVesselList(client);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:8,代码来源:KerbalsRequest.cs


示例8: HandleVesselUpdate

 public static void HandleVesselUpdate(ClientObject client, byte[] messageData)
 {
     //We only relay this message.
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.VESSEL_UPDATE;
     newMessage.data = messageData;
     ClientHandler.SendToAll(client, newMessage, false);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:8,代码来源:VesselUpdate.cs


示例9: SendConnectionEnd

 public static void SendConnectionEnd(ClientObject client, string reason)
 {
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.CONNECTION_END;
     using (MessageWriter mw = new MessageWriter())
     {
         mw.Write<string>(reason);
         newMessage.data = mw.GetMessageBytes();
     }
     ClientHandler.SendToClient(client, newMessage, true);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:11,代码来源:ConnectionEnd.cs


示例10: SendDMPModMessageToAll

 public static void SendDMPModMessageToAll(ClientObject excludeClient, string modName, byte[] messageData, bool highPriority)
 {
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.MOD_DATA;
     using (MessageWriter mw = new MessageWriter())
     {
         mw.Write<string>(modName);
         mw.Write<byte[]>(messageData);
         newMessage.data = mw.GetMessageBytes();
     }
     ClientHandler.SendToAll(excludeClient, newMessage, highPriority);
 }
开发者ID:nux17,项目名称:DarkMultiPlayer,代码行数:12,代码来源:DMPModInterface.cs


示例11: SendConsoleMessageToClient

 public static void SendConsoleMessageToClient(ClientObject client, string message)
 {
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.CHAT_MESSAGE;
     using (MessageWriter mw = new MessageWriter())
     {
         mw.Write<int>((int)ChatMessageType.CONSOLE_MESSAGE);
         mw.Write<string>(message);
         newMessage.data = mw.GetMessageBytes();
     }
     ClientHandler.SendToClient(client, newMessage, false);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:12,代码来源:Chat.cs


示例12: SendAllAdmins

 public static void SendAllAdmins(ClientObject client)
 {
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.ADMIN_SYSTEM;
     using (MessageWriter mw = new MessageWriter())
     {
         mw.Write((int)AdminMessageType.LIST);
         mw.Write<string[]>(DarkMultiPlayerServer.AdminSystem.fetch.GetAdmins());
         newMessage.data = mw.GetMessageBytes();
     }
     ClientHandler.SendToClient(client, newMessage, true);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:12,代码来源:AdminSystemMessage.cs


示例13: SendChatMessageToClient

 public static void SendChatMessageToClient(ClientObject client, string messageText)
 {
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.CHAT_MESSAGE;
     using (MessageWriter mw = new MessageWriter())
     {
         mw.Write<int>((int)ChatMessageType.PRIVATE_MESSAGE);
         mw.Write<string>(Settings.settingsStore.consoleIdentifier);
         mw.Write<string>(client.playerName);
         mw.Write(messageText);
         newMessage.data = mw.GetMessageBytes();
     }
     ClientHandler.SendToClient(client, newMessage, true);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:14,代码来源:Chat.cs


示例14: SendHandshakeChallange

 public static void SendHandshakeChallange(ClientObject client)
 {
     client.challange = new byte[1024];
     Random rand = new Random();
     rand.NextBytes(client.challange);
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.HANDSHAKE_CHALLANGE;
     using (MessageWriter mw = new MessageWriter())
     {
         mw.Write<byte[]>(client.challange);
         newMessage.data = mw.GetMessageBytes();
     }
     ClientHandler.SendToClient(client, newMessage, true);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:14,代码来源:Handshake.cs


示例15: SendKerbal

 private static void SendKerbal(ClientObject client, string kerbalName, byte[] kerbalData)
 {
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.KERBAL_REPLY;
     using (MessageWriter mw = new MessageWriter())
     {
         //Send the vessel with a send time of 0 so it instantly loads on the client.
         mw.Write<double>(0);
         mw.Write<string>(kerbalName);
         mw.Write<byte[]>(kerbalData);
         newMessage.data = mw.GetMessageBytes();
     }
     ClientHandler.SendToClient(client, newMessage, false);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:14,代码来源:KerbalsRequest.cs


示例16: SendChatMessageToChannel

 public static void SendChatMessageToChannel(string channel, string messageText)
 {
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.CHAT_MESSAGE;
     using (MessageWriter mw = new MessageWriter())
     {
         mw.Write<int>((int)ChatMessageType.CHANNEL_MESSAGE);
         mw.Write<string>(Settings.settingsStore.consoleIdentifier);
         // Channel
         mw.Write<string>(channel);
         mw.Write(messageText);
         newMessage.data = mw.GetMessageBytes();
     }
     ClientHandler.SendToAll(null, newMessage, true);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:15,代码来源:Chat.cs


示例17: SendChatMessageToAll

 public static void SendChatMessageToAll(string messageText)
 {
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.CHAT_MESSAGE;
     using (MessageWriter mw = new MessageWriter())
     {
         mw.Write<int>((int)ChatMessageType.CHANNEL_MESSAGE);
         mw.Write<string>("Server");
         //Global channel
         mw.Write<string>("");
         mw.Write(messageText);
         newMessage.data = mw.GetMessageBytes();
     }
     SendToAll(null, newMessage, true);
 }
开发者ID:Norgg,项目名称:DarkMultiPlayer,代码行数:15,代码来源:ClientHandler.cs


示例18: SendMotdReply

        private static void SendMotdReply(ClientObject client)
        {
            ServerMessage newMessage = new ServerMessage();
            newMessage.type = ServerMessageType.MOTD_REPLY;

            string newMotd = Settings.settingsStore.serverMotd;
            newMotd = newMotd.Replace("%name%", client.playerName);
            newMotd = newMotd.Replace(@"\n", Environment.NewLine);

            using (MessageWriter mw = new MessageWriter())
            {
                mw.Write<string>(newMotd);
                newMessage.data = mw.GetMessageBytes();
            }
            ClientHandler.SendToClient(client, newMessage, true);
        }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:16,代码来源:MotdRequest.cs


示例19: HandleSyncTimeRequest

 public static void HandleSyncTimeRequest(ClientObject client, byte[] messageData)
 {
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.SYNC_TIME_REPLY;
     using (MessageWriter mw = new MessageWriter())
     {
         using (MessageReader mr = new MessageReader(messageData))
         {
             //Client send time
             mw.Write<long>(mr.Read<long>());
             //Server receive time
             mw.Write<long>(DateTime.UtcNow.Ticks);
             newMessage.data = mw.GetMessageBytes();
         }
     }
     ClientHandler.SendToClient(client, newMessage, true);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:17,代码来源:SyncTimeRequest.cs


示例20: SendAllLocks

 public static void SendAllLocks(ClientObject client)
 {
     ServerMessage newMessage = new ServerMessage();
     newMessage.type = ServerMessageType.LOCK_SYSTEM;
     //Send the dictionary as 2 string[]'s.
     Dictionary<string,string> lockList = DarkMultiPlayerServer.LockSystem.fetch.GetLockList();
     List<string> lockKeys = new List<string>(lockList.Keys);
     List<string> lockValues = new List<string>(lockList.Values);
     using (MessageWriter mw = new MessageWriter())
     {
         mw.Write((int)LockMessageType.LIST);
         mw.Write<string[]>(lockKeys.ToArray());
         mw.Write<string[]>(lockValues.ToArray());
         newMessage.data = mw.GetMessageBytes();
     }
     ClientHandler.SendToClient(client, newMessage, true);
 }
开发者ID:Opice,项目名称:DarkMultiPlayer,代码行数:17,代码来源:LockSystem.cs



注:本文中的DarkMultiPlayerCommon.ServerMessage类示例整理自Github/MSDocs等源码及文档管理平台,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。


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上一篇:
C# DarkMultiPlayerServer.ClientObject类代码示例发布时间:2022-05-24
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C# DarkMultiPlayerCommon.ClientMessage类代码示例发布时间:2022-05-24
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