Ejemplo n.º 1
0
        public async void Broadcast(IGame game, string message, Structures.BroadcastType messageType, string src)
        {
            var colorName = string.Empty;

            switch (messageType)
            {
            case Structures.BroadcastType.Error:
            {
                colorName += "[FF0000FF]";
                break;
            }

            case Structures.BroadcastType.Warning:
            {
                colorName += "[FFFF00FF]";
                break;
            }

            case Structures.BroadcastType.Information:
            {
                colorName += "[00FF00FF]";
                break;
            }

            case Structures.BroadcastType.Manual:
            {
                //the color is in the message already.
                break;
            }
            }
            //cName disabled : possible ban source.
            message = colorName + message;
            foreach (var destination in game.Players.ToList())
            {
                if (destination.Client.Connection == null || !destination.Client.Connection.IsConnected)
                {
                    Logger.LogWarning("ImpostorHQ : Warning - a residual client has been identified.");
                    continue;
                }
                var msg = (Generator.WriteChat(
                               game.Code.Value,
                               destination.Character.NetId,
                               destination.Character.PlayerInfo.PlayerName,
                               new string[] { message }, src
                               ));
                using (msg) destination.Client.Connection.SendAsync(msg);
            }
        }
Ejemplo n.º 2
0
 public async Task SafeAsyncBroadcast(IGame game, string message, Structures.BroadcastType type)
 #pragma warning restore CS1998
 {
     //the second try loop is for catching unknown errors.
     try
     {
         if (game == null)
         {
             return;
         }
         SafeMultiMessage(game, message, type);
     }
     catch (Exception ex)
     {
         //we have caught an unknown error.
         Logger.LogError($"ImpostorHQ : Critical unknown error : {ex.Message}");
     }
 }
Ejemplo n.º 3
0
 public void SafeMultiMessage(IGame game, string message, Structures.BroadcastType broadcastType, string source = "(server)", IClientPlayer destination = null)
 {
     try
     {
         if (destination == null)
         {
             //broadcast
             Broadcast(game, message, broadcastType, source);
         }
         else
         {
             //private chat message
             PrivateMessage(destination, message, source, broadcastType);
         }
     }
     catch (Structures.Exceptions.PlayerNullException ex)
     {
         Logger.LogError($"ImpostorHQ : Critical error : {ex.Message}");
     }
 }
Ejemplo n.º 4
0
        public async void PrivateMessage(IClientPlayer player, string message, string source, Structures.BroadcastType type)
        {
            var coloredName = string.Empty;
            var origName    = player.Character.PlayerInfo.PlayerName;

            switch (type)
            {
            //we now set the color and compile the name.
            case Structures.BroadcastType.Error:
            {
                coloredName += "[FF0000FF]";
                break;
            }

            case Structures.BroadcastType.Warning:
            {
                coloredName += "[FFFF00FF]";
                break;
            }

            case Structures.BroadcastType.Information:
            {
                coloredName += "[00FF00FF]";
                break;
            }

            case Structures.BroadcastType.Manual:
            {
                //the color is in the message already.
                break;
            }
            }
            //we now finish compiling the colored message string.
            var srcMessage = coloredName + message;
            var connection = player.Client.Connection;

            if (connection == null)
            {
                return;                  //how?
            }
            //we now compile the final packet.
            using (var chatMessage = Generator.WriteChat(
                       player.Game.Code,
                       player.Character.NetId,
                       origName,
                       new string[] { srcMessage },
                       source
                       )) await connection.SendAsync(chatMessage).ConfigureAwait(false);
        }