本文整理汇总了C#中ClientGCMsgProtobuf类的典型用法代码示例。如果您正苦于以下问题:C# ClientGCMsgProtobuf类的具体用法?C# ClientGCMsgProtobuf怎么用?C# ClientGCMsgProtobuf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。
ClientGCMsgProtobuf类属于命名空间,在下文中一共展示了ClientGCMsgProtobuf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: OnNotification
void OnNotification( ClientGCMsgProtobuf<CMsgGCTFSpecificItemBroadcast> msg, uint gcAppId )
{
string itemName = GetItemName( msg.Body.item_def_index, gcAppId );
if ( msg.Body.was_destruction )
{
IRC.Instance.SendToTag( "gc-tf2", "{0} GC item notification: {1} has destroyed their {2}!", Steam.Instance.GetAppName( gcAppId ), msg.Body.user_name, itemName );
}
else
{
IRC.Instance.SendToTag( "gc-tf2", "{0} GC item notification: {1} just received a {2}!", Steam.Instance.GetAppName( gcAppId ), msg.Body.user_name, itemName );
}
}
开发者ID:Markusyatina,项目名称:steam-irc-bot,代码行数:13,代码来源:TF2GCHandlers.cs
示例2: OnNotification
void OnNotification( ClientGCMsgProtobuf<CMsgGCTFSpecificItemBroadcast> msg )
{
string itemName = GetItemName( msg.Body.item_def_index );
if ( msg.Body.was_destruction )
{
IRC.Instance.SendToTag( "tf2-gc", "Item notification: {0} has destroyed their {1}!", msg.Body.user_name, itemName );
}
else
{
IRC.Instance.SendToTag( "tf2-gc", "Item notification: {0} just received a {1}!", msg.Body.user_name, itemName );
}
}
开发者ID:Netshroud,项目名称:steam-irc-bot,代码行数:13,代码来源:TF2GCHandlers.cs
示例3: OnWelcome
void OnWelcome( ClientGCMsgProtobuf<CMsgClientWelcome> msg )
{
if ( msg.Body.version != lastGcVersion && lastGcVersion != 0 )
{
IRC.Instance.SendToTag( "gc", "New {0} GC session (version: {1}, previous version: {2})", Steam.Instance.GetAppName( Settings.Current.GCApp ), msg.Body.version, lastGcVersion );
}
else
{
IRC.Instance.SendToTag( "gc", "New {0} GC session (version: {1})", Steam.Instance.GetAppName( Settings.Current.GCApp ), msg.Body.version );
}
lastGcVersion = msg.Body.version;
}
开发者ID:Netshroud,项目名称:steam-irc-bot,代码行数:13,代码来源:GCHandlers.cs
示例4: OnItemSchema
void OnItemSchema( ClientGCMsgProtobuf<CMsgUpdateItemSchema> msg )
{
if ( lastSchemaVersion != msg.Body.item_schema_version && lastSchemaVersion != 0 )
{
IRC.Instance.SendToTag( "gc", "New {0} GC item schema (version: {1:X4}): {2}", Steam.Instance.GetAppName( Settings.Current.GCApp ), lastSchemaVersion, msg.Body.items_game_url );
}
lastSchemaVersion = msg.Body.item_schema_version;
using ( var webClient = new WebClient() )
{
webClient.DownloadFileAsync( new Uri( msg.Body.items_game_url ), Path.Combine( Application.StartupPath, "items_game.txt" ) );
}
}
开发者ID:Netshroud,项目名称:steam-irc-bot,代码行数:14,代码来源:GCHandlers.cs
示例5: OnItemSchema
void OnItemSchema( ClientGCMsgProtobuf<CMsgUpdateItemSchema> msg, uint gcAppId )
{
string ircTag = string.Format( "gc-{0}", Settings.Current.GetTagForGCApp( gcAppId ) );
if ( lastSchemaVersion != msg.Body.item_schema_version && lastSchemaVersion != 0 )
{
IRC.Instance.SendToTag( ircTag, "New {0} GC item schema (version: {1:X4}): {2}", Steam.Instance.GetAppName( gcAppId ), lastSchemaVersion, msg.Body.items_game_url );
}
lastSchemaVersion = msg.Body.item_schema_version;
using ( var webClient = new WebClient() )
{
string itemsGameFile = string.Format( "items_game_{0}.txt", gcAppId );
webClient.DownloadFileAsync( new Uri( msg.Body.items_game_url ), Path.Combine( Application.StartupPath, itemsGameFile ) );
}
}
开发者ID:Markusyatina,项目名称:steam-irc-bot,代码行数:18,代码来源:GCHandlers.cs
示例6: OnItemSchemaUpdate
private void OnItemSchemaUpdate(uint appID, IPacketGCMsg packetMsg)
{
var msg = new ClientGCMsgProtobuf<CMsgUpdateItemSchema>(packetMsg).Body;
var info = GetSessionInfo(appID);
if (info.SchemaVersion != 0 && info.SchemaVersion != msg.item_schema_version)
{
IRC.Instance.SendMain("{0}{1}{2} item schema updated: {3}{4}{5} -{6} {7}", Colors.BLUE, Steam.GetAppName(appID), Colors.NORMAL, Colors.DARKGRAY, msg.item_schema_version.ToString("X4"), Colors.NORMAL, Colors.DARKBLUE, msg.items_game_url);
}
info.SchemaVersion = msg.item_schema_version;
}
开发者ID:GoeGaming,项目名称:SteamDatabaseBackend,代码行数:13,代码来源:GameCoordinator.cs
示例7: OnSessionTick
private void OnSessionTick(object sender, ElapsedEventArgs e)
{
if (!Steam.Instance.Client.IsConnected)
{
return;
}
foreach (var appID in Settings.Current.GameCoordinatorIdlers)
{
var info = GetSessionInfo(appID);
if (info.Status == GCConnectionStatus.GCConnectionStatus_NO_SESSION
|| info.Status == GCConnectionStatus.GCConnectionStatus_GC_GOING_DOWN)
{
var hello = new ClientGCMsgProtobuf<CMsgClientHello>((uint)EGCBaseClientMsg.k_EMsgGCClientHello);
if (info.AppID == 570)
{
hello.Body.engine = ESourceEngine.k_ESE_Source2;
}
SteamGameCoordinator.Send(hello, appID);
}
}
}
开发者ID:GoeGaming,项目名称:SteamDatabaseBackend,代码行数:25,代码来源:GameCoordinator.cs
示例8: Connect
public Task<uint> Connect(bool autoReconect, CancellationToken cancellationToken)
{
return Task.Run<uint>(() => {
bool completed = false;
uint version = 0;
// get the GC handler, which is used for messaging DOTA
var gcHandler = this.SteamClient.GetHandler<SteamGameCoordinator>();
// register a few callbacks we're interested in
var cbManager = new CallbackManager(this.SteamClient);
// these are registered upon creation to a callback manager,
// which will then route the callbacks to the functions specified
cbManager.Subscribe<SteamClient.ConnectedCallback>((SteamClient.ConnectedCallback callback) => {
cancellationToken.ThrowIfCancellationRequested();
if (callback.Result == EResult.OK)
{
Trace.TraceInformation("Connected to Steam, Logging in '{0}'", this.Username);
// get the steamuser handler, which is used for logging on after successfully connecting
var UserHandler = this.SteamClient.GetHandler<SteamUser>();
UserHandler.LogOn(new SteamUser.LogOnDetails
{
Username = this.Username,
Password = this.Password,
SentryFileHash = this.Sentry,
});
}
else
{
Trace.TraceError("Unable to connect to Steam");
throw new Exception("Failed to Connect");
}
});
cbManager.Subscribe<SteamClient.DisconnectedCallback>((SteamClient.DisconnectedCallback callback) => {
cancellationToken.ThrowIfCancellationRequested();
Trace.TraceInformation("Disconnected from Steam.");
if (autoReconect)
{
// delay a little to give steam some time to finalize the DC
Thread.Sleep(TimeSpan.FromSeconds(1));
// reconect
this.SteamClient.Connect();
}
});
cbManager.Subscribe<SteamUser.LoggedOnCallback>((SteamUser.LoggedOnCallback callback) => {
cancellationToken.ThrowIfCancellationRequested();
if (callback.Result == EResult.OK)
{
Trace.TraceInformation("Successfully logged on!");
// we've logged into the account
// now we need to inform the steam server that we're playing dota (in order to receive GC messages)
// steamkit doesn't expose the "play game" message through any handler, so we'll just send the message manually
var gameMsg = new ClientMsgProtobuf<CMsgClientGamesPlayed>(EMsg.ClientGamesPlayed);
gameMsg.Body.games_played.Add(new CMsgClientGamesPlayed.GamePlayed
{
game_id = new GameID(APPID), // or game_id = APPID,
});
// send it off - notice here we're sending this message directly using the SteamClient
this.SteamClient.Send(gameMsg);
// delay a little to give steam some time to establish a GC connection to us
Thread.Sleep(TimeSpan.FromSeconds(1));
// inform the dota GC that we want a session
var helloMsg = new ClientGCMsgProtobuf<CMsgClientHello>((uint)EGCBaseClientMsg.k_EMsgGCClientHello);
helloMsg.Body.engine = ESourceEngine.k_ESE_Source2;
gcHandler.Send(helloMsg, APPID);
}
else if (callback.Result == EResult.AccountLogonDenied)
{
Trace.TraceInformation("Account {0}@{1} is denied.", this.Username, callback.EmailDomain);
throw new Exception(string.Format("Account {0}@{1} is denied.", this.Username, callback.EmailDomain));
}
else
{
Trace.TraceError("Failed to Login; Result {0}", callback.Result);
throw new Exception("Failed to Login.");
}
});
cbManager.Subscribe<SteamGameCoordinator.MessageCallback>((SteamGameCoordinator.MessageCallback callback) =>
{
cancellationToken.ThrowIfCancellationRequested();
if (callback.EMsg == (uint)EGCBaseClientMsg.k_EMsgGCClientWelcome)
{
//.........这里部分代码省略.........
开发者ID:HighGroundVision,项目名称:Crystalys,代码行数:101,代码来源:DotaGameClient.cs
示例9: OnItemBroadcast
private void OnItemBroadcast(uint appID, IPacketGCMsg packetMsg)
{
if (appID != 440)
{
// This message should be TF2 specific, but just in case
return;
}
var msg = new ClientGCMsgProtobuf<CMsgGCTFSpecificItemBroadcast>(packetMsg).Body;
var itemName = GetItemName(441, msg.item_def_index);
IRC.Instance.SendMain("{0}{1}{2} item notification: {3}{4}{5} {6} {7}{8}{9}!",
Colors.BLUE, Steam.GetAppName(appID), Colors.NORMAL,
Colors.BLUE, msg.user_name, Colors.NORMAL,
msg.was_destruction ? "has destroyed their" : "just received a",
Colors.OLIVE, itemName, Colors.NORMAL
);
}
开发者ID:GoeGaming,项目名称:SteamDatabaseBackend,代码行数:19,代码来源:GameCoordinator.cs
示例10: OnSystemMessage
void OnSystemMessage( ClientGCMsgProtobuf<CMsgSystemBroadcast> msg )
{
IRC.Instance.SendToTag( "gc", "{0} GC system message: {1}", Steam.Instance.GetAppName( Settings.Current.GCApp ), msg.Body.message );
}
开发者ID:Netshroud,项目名称:steam-irc-bot,代码行数:4,代码来源:GCHandlers.cs
示例11: OnConnectionStatus
void OnConnectionStatus( ClientGCMsgProtobuf<CMsgConnectionStatus> msg )
{
IRC.Instance.SendToTag( "gc", "{0} GC status: {1}", Steam.Instance.GetAppName( Settings.Current.GCApp ), msg.Body.status );
}
开发者ID:Netshroud,项目名称:steam-irc-bot,代码行数:4,代码来源:GCHandlers.cs
示例12: OnItemSchemaUpdate
private void OnItemSchemaUpdate(IPacketGCMsg packetMsg)
{
var msg = new ClientGCMsgProtobuf<CMsgUpdateItemSchema>(packetMsg).Body;
if (LastSchemaVersion != 0 && LastSchemaVersion != msg.item_schema_version)
{
Log.WriteInfo(Name, "Schema change from {0} to {1}", LastSchemaVersion, msg.item_schema_version);
IRC.SendMain("{0}{1}{2} item schema updated: {3}{4}{5} -{6} {7}", Colors.OLIVE, SteamProxy.GetAppName(AppID), Colors.NORMAL, Colors.DARK_GRAY, msg.item_schema_version.ToString("X4"), Colors.NORMAL, Colors.DARK_BLUE, msg.items_game_url);
}
LastSchemaVersion = msg.item_schema_version;
}
开发者ID:TomasDuda,项目名称:SteamDatabaseBackend,代码行数:13,代码来源:GameCoordinator.cs
示例13: OnWelcome
private void OnWelcome(uint appID, IPacketGCMsg packetMsg)
{
var msg = new ClientGCMsgProtobuf<CMsgClientWelcome>(packetMsg).Body;
var info = GetSessionInfo(appID);
string message = string.Format("{0}{1}{2} new GC session", Colors.BLUE, Steam.GetAppName(appID), Colors.NORMAL);
if (info.Version == 0 || info.Version == msg.version)
{
message += string.Format(" {0}(version {1})", Colors.DARKGRAY, msg.version);
}
else
{
message += string.Format(" {0}(version changed from {1} to {2})", Colors.DARKGRAY, info.Version, msg.version);
IRC.Instance.SendMain(message);
}
IRC.Instance.SendAnnounce(message);
info.Version = msg.version;
info.Status = GCConnectionStatus.GCConnectionStatus_HAVE_SESSION;
}
开发者ID:GoeGaming,项目名称:SteamDatabaseBackend,代码行数:24,代码来源:GameCoordinator.cs
示例14: OnClientConnectionStatus
private void OnClientConnectionStatus(IPacketGCMsg packetMsg)
{
var msg = new ClientGCMsgProtobuf<CMsgConnectionStatus>(packetMsg).Body;
LastStatus = msg.status;
Log.WriteInfo(Name, "Status: {0}", LastStatus);
string message = string.Format("{0}{1}{2} GC status:{3} {4}", Colors.OLIVE, SteamProxy.GetAppName(AppID), Colors.NORMAL, Colors.OLIVE, LastStatus);
IRC.SendAnnounce(message);
if (LastStatus == GCConnectionStatus.GCConnectionStatus_NO_SESSION)
{
Timer.Interval = TimeSpan.FromSeconds(5).TotalMilliseconds;
Timer.Start();
}
UpdateStatus(AppID, LastStatus.ToString());
}
开发者ID:TomasDuda,项目名称:SteamDatabaseBackend,代码行数:20,代码来源:GameCoordinator.cs
示例15: OnClientWelcome
private void OnClientWelcome(IPacketGCMsg packetMsg)
{
Timer.Stop();
var msg = new ClientGCMsgProtobuf<CMsgClientWelcome>(packetMsg).Body;
Log.WriteInfo(Name, "New GC session ({0} -> {1})", LastVersion, msg.version);
string message = string.Format("New {0}{1}{2} GC session", Colors.OLIVE, SteamProxy.GetAppName(AppID), Colors.NORMAL);
if (LastVersion == -1 || LastVersion == msg.version)
{
message += string.Format(" {0}(version {1})", Colors.DARK_GRAY, msg.version);
}
else
{
message += string.Format(" {0}(version changed from {1} to {2})", Colors.DARK_GRAY, LastVersion, msg.version);
}
if (LastVersion != -1 && (LastVersion != msg.version || LastStatus != GCConnectionStatus.GCConnectionStatus_HAVE_SESSION))
{
IRC.SendMain(message);
}
IRC.SendAnnounce(message);
LastVersion = (int)msg.version;
LastStatus = GCConnectionStatus.GCConnectionStatus_HAVE_SESSION;
UpdateStatus(AppID, LastStatus.ToString());
}
开发者ID:TomasDuda,项目名称:SteamDatabaseBackend,代码行数:31,代码来源:GameCoordinator.cs
示例16: OnWatchGame
void OnWatchGame( IPacketGCMsg msg )
{
var response = new ClientGCMsgProtobuf<CMsgWatchGameResponse>( msg );
if ( response.Body.watch_game_result == CMsgWatchGameResponse.WatchGameResult.PENDING )
{
DebugLog.WriteLine( "DotaGCClient", "STV details pending..." );
return;
}
if ( response.Body.watch_game_result != CMsgWatchGameResponse.WatchGameResult.READY )
{
DebugLog.WriteLine( "DotaGCClient", "Unable to get STV details: {0}", response.Body.watch_game_result );
return;
}
IPEndPoint server = new IPEndPoint(
NetHelpers.GetIPAddress( response.Body.source_tv_public_addr ),
( int )response.Body.source_tv_port
);
DebugLog.WriteLine("DotaGCClient", "Got STV details: {0} ({1}) ({2})", server, response.Body.watch_tv_unique_secret_code, server);
if ( FoundMatch != null )
{
FoundMatch( this, new FoundMatchEventArgs
{
Server = server,
Password = response.Body.watch_tv_unique_secret_code.ToString(),
} );
}
}
开发者ID:KimimaroTsukimiya,项目名称:DotaBot,代码行数:32,代码来源:DotaGCClient.cs
示例17: OnSourceTVGames
void OnSourceTVGames( IPacketGCMsg msg )
{
var gamesList = new ClientGCMsgProtobuf<CMsgSourceTVGamesResponse>( msg );
DebugLog.WriteLine( "DotaGCClient", "There are currently {0} viewable games", gamesList.Body.num_total_games );
var game = gamesList.Body.games[ 0 ];
var watchGame = new ClientGCMsgProtobuf<CMsgWatchGame>( EGCMsg.WatchGame );
watchGame.Body.client_version = clientVersion;
watchGame.Body.server_steamid = game.server_steamid;
SteamGameCoordinator.Send( watchGame, APPID );
}
开发者ID:KimimaroTsukimiya,项目名称:DotaBot,代码行数:14,代码来源:DotaGCClient.cs
示例18: OnClientWelcome
void OnClientWelcome( IPacketGCMsg msg )
{
var clientWelcome = new ClientGCMsgProtobuf<CMsgClientWelcome>( msg );
clientVersion = clientWelcome.Body.version;
DebugLog.WriteLine( "DotaGCClient", "GC is version {0}", clientWelcome.Body.version );
var findGames = new ClientGCMsgProtobuf<CMsgFindSourceTVGames>( EGCMsg.FindSourceTVGames );
findGames.Body.num_games = 10;
SteamGameCoordinator.Send( findGames, APPID );
}
开发者ID:KimimaroTsukimiya,项目名称:DotaBot,代码行数:12,代码来源:DotaGCClient.cs
示例19: OnSystemMessage
private void OnSystemMessage(uint appID, IPacketGCMsg packetMsg)
{
var msg = new ClientGCMsgProtobuf<CMsgSystemBroadcast>(packetMsg).Body;
IRC.Instance.SendMain("{0}{1}{2} system message:{3} {4}", Colors.BLUE, Steam.GetAppName(appID), Colors.NORMAL, Colors.OLIVE, msg.message);
}
开发者ID:GoeGaming,项目名称:SteamDatabaseBackend,代码行数:6,代码来源:GameCoordinator.cs
示例20: OnSystemMessage
private void OnSystemMessage(IPacketGCMsg packetMsg)
{
var msg = new ClientGCMsgProtobuf<CMsgSystemBroadcast>(packetMsg).Body;
Log.WriteInfo(Name, "Message: {0}", msg.message);
IRC.SendMain("{0}{1}{2} system message:{3} {4}", Colors.OLIVE, SteamProxy.GetAppName(AppID), Colors.NORMAL, Colors.OLIVE, msg.message);
}
开发者ID:TomasDuda,项目名称:SteamDatabaseBackend,代码行数:8,代码来源:GameCoordinator.cs
注:本文中的ClientGCMsgProtobuf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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