Example #1
0
        private void SendMessage()
        {
            //we need to send message out
            string user = "";

            if (string.IsNullOrEmpty(MultiPlayerManager.Instance().lastSender)) //server will broadcast the message to everyone
            {
                user = MultiPlayerManager.IsServer() ? string.Join("", MultiPlayerManager.OnlineTrains.Players.Keys.Select((string k) => $"{k}\r")) + "0END" : "0Server\r0END";
            }

            string msg   = messageText.ToString();
            int    index = msg.IndexOf(':');

            if (index > 0)
            {
                msg = messageText.ToString(index + 1, messageText.Length - index - 1);

                IEnumerable <string> onlinePlayers = messageLabel.Text.Substring(0, index)
                                                     .Split(',')
                                                     .Select((string n) => n.Trim())
                                                     .Where((string nt) => MultiPlayerManager.OnlineTrains.Players.ContainsKey(nt))
                                                     .Select((string nt) => $"{nt}\r");

                string newUser = string.Join("", onlinePlayers);
                if (newUser.Length > 0)
                {
                    user = newUser;
                }
                user += "0END";
            }

            string msgText = new MSGText(MultiPlayerManager.GetUserName(), user, msg).ToString();

            try
            {
                MultiPlayerManager.Notify(msgText);
            }
#pragma warning disable CA1031 // Do not catch general exception types
            catch
#pragma warning restore CA1031 // Do not catch general exception types
            {
            }
            finally
            {
                Visible = false;
                messageText.Clear();
                game.Window.TextInput -= Window_TextInput;
                keyboardInput.ResumeFromOverlayInput();
            }
        }
Example #2
0
        /// <summary>
        /// Retrieve a formatted list <see cref="ListLabel"/>s to be displayed as an in-browser Track Monitor.
        /// </summary>
        /// <param name="viewer">The Viewer to read train data from.</param>
        /// <returns>A list of <see cref="ListLabel"/>s, one per row of the popup.</returns>
        public IEnumerable <ListLabel> MultiPlayerWindowList(Viewer viewer)
        {
            //Update data
            keyPressed = "";
            labels     = new List <ListLabel>();
            void AddLabel(ListLabel label)
            {
                CheckLabel(ref label);
            }

            void AddSeparator() => AddLabel(new ListLabel
            {
                FirstCol = "Sprtr",
            });

            labels.Clear();
            UpdateDataEnded = false;
            // First Block
            // Client and server may have a time difference.
            var time = FormatStrings.FormatTime(viewer.Simulator.ClockTime + (MultiPlayerManager.IsClient() ? MultiPlayerManager.Instance().serverTimeDifference : 0));

            AddLabel(new ListLabel
            {
                FirstCol = $"{CatalogManager.Catalog.GetString("Time")}: {time}",
                LastCol  = ""
            });

            // Separator
            AddSeparator();

            // MultiPlayer
            if (MultiPlayerManager.IsMultiPlayer())
            {
                string text = MultiPlayerManager.Instance().GetOnlineUsersInfo();
                string multiPlayerStatus = MultiPlayerManager.IsServer()
                    ? $"{CatalogManager.Catalog.GetString("Dispatcher")} ({MultiPlayerManager.Client.UserName})" : MultiPlayerManager.Instance().AmAider
                    ? CatalogManager.Catalog.GetString("Helper") : MultiPlayerManager.IsClient()
                    ? $"{CatalogManager.Catalog.GetString("Client")} ({MultiPlayerManager.Client.UserName})" : "";

                var status = $"{CatalogManager.Catalog.GetString("Status")}: {multiPlayerStatus}";

                AddLabel(new ListLabel
                {
                    FirstCol = status,
                    LastCol  = ""
                });

                AddLabel(new ListLabel());

                // Number of player and trains
                foreach (var t in text.Split('\t'))
                {
                    AddLabel(new ListLabel
                    {
                        FirstCol = $"{t}",
                        LastCol  = ""
                    });
                }
                AddLabel(new ListLabel());
            }
            else if (Simulator.Instance.Confirmer != null)
            {
                var status = $"{CatalogManager.Catalog.GetString("Status")}: {CatalogManager.Catalog.GetString("Connection to the server is lost, will play as single mode")}";
                AddLabel(new ListLabel
                {
                    FirstCol = status,
                    LastCol  = ""
                });

                AddLabel(new ListLabel());
            }

            AddLabel(new ListLabel());
            UpdateDataEnded = true;
            return(labels);
        }
Example #3
0
        /// <summary>
        /// SkyDrawer constructor
        /// </summary>
        public MSTSSkyDrawer(Viewer viewer)
        {
            MSTSSkyViewer   = viewer;
            MSTSSkyMaterial = viewer.MaterialManager.Load("MSTSSky");
            // Instantiate classes
            MSTSSkyMesh    = new MSTSSkyMesh(MSTSSkyViewer.RenderProcess);
            MSTSSkyVectors = new SunMoonPos();

            //viewer.World.MSTSSky.MSTSSkyMaterial.Viewer.MaterialManager.sunDirection.Y < 0
            // Set default values
            mstsskyseasonType = (int)MSTSSkyViewer.Simulator.Season;
            date.ordinalDate  = 82 + mstsskyseasonType * 91;
            // TODO: Set the following three externally from ORTS route files (future)
            date.month = 1 + date.ordinalDate / 30;
            date.day   = 21;
            date.year  = 2010;
            // Default wind speed and direction
            mstsskywindSpeed     = 5.0f; // m/s (approx 11 mph)
            mstsskywindDirection = 4.7f; // radians (approx 270 deg, i.e. westerly)

            // The following keyboard commands are used for viewing sky and weather effects in "demo" mode.
            // Control- and Control+ for overcast, Shift- and Shift+ for fog and - and + for time.

            // Don't let multiplayer clients adjust the weather.
            if (!MultiPlayerManager.IsClient())
            {
                // Overcast ranges from 0 (completely clear) to 1 (completely overcast).
                viewer.UserCommandController.AddEvent(UserCommand.DebugOvercastIncrease, KeyEventType.KeyDown, (GameTime gameTIme) =>
                {
                    mstsskyovercastFactor = (float)MathHelperD.Clamp(mstsskyovercastFactor + gameTIme.ElapsedGameTime.TotalSeconds / 10, 0, 1);
                });
                viewer.UserCommandController.AddEvent(UserCommand.DebugOvercastDecrease, KeyEventType.KeyDown, (GameTime gameTIme) =>
                {
                    mstsskyovercastFactor = (float)MathHelperD.Clamp(mstsskyovercastFactor - gameTIme.ElapsedGameTime.TotalSeconds / 10, 0, 1);
                });
                // Fog ranges from 10m (can't see anything) to 100km (clear arctic conditions).
                viewer.UserCommandController.AddEvent(UserCommand.DebugFogIncrease, KeyEventType.KeyDown, (GameTime gameTIme) =>
                {
                    mstsskyfogDistance = (float)MathHelperD.Clamp(mstsskyfogDistance - gameTIme.ElapsedGameTime.TotalSeconds * mstsskyfogDistance, 10, 100000);
                });
                viewer.UserCommandController.AddEvent(UserCommand.DebugFogDecrease, KeyEventType.KeyDown, (GameTime gameTIme) =>
                {
                    mstsskyfogDistance = (float)MathHelperD.Clamp(mstsskyfogDistance + gameTIme.ElapsedGameTime.TotalSeconds * mstsskyfogDistance, 10, 100000);
                });
            }
            // Don't let clock shift if multiplayer.
            if (!MultiPlayerManager.IsMultiPlayer())
            {
                // Shift the clock forwards or backwards at 1h-per-second.
                viewer.UserCommandController.AddEvent(UserCommand.DebugClockForwards, KeyEventType.KeyDown, (GameTime gameTIme) =>
                {
                    MSTSSkyViewer.Simulator.ClockTime += gameTIme.ElapsedGameTime.TotalSeconds * 3600;
                });
                viewer.UserCommandController.AddEvent(UserCommand.DebugClockBackwards, KeyEventType.KeyDown, (GameTime gameTIme) =>
                {
                    MSTSSkyViewer.Simulator.ClockTime -= gameTIme.ElapsedGameTime.TotalSeconds * 3600;
                });
            }
            // Server needs to notify clients of weather changes.
            if (MultiPlayerManager.IsServer())
            {
                viewer.UserCommandController.AddEvent(UserCommand.DebugOvercastIncrease, KeyEventType.KeyReleased, SendMultiPlayerSkyChangeNotification);
                viewer.UserCommandController.AddEvent(UserCommand.DebugOvercastDecrease, KeyEventType.KeyReleased, SendMultiPlayerSkyChangeNotification);
                viewer.UserCommandController.AddEvent(UserCommand.DebugFogIncrease, KeyEventType.KeyReleased, SendMultiPlayerSkyChangeNotification);
                viewer.UserCommandController.AddEvent(UserCommand.DebugFogDecrease, KeyEventType.KeyReleased, SendMultiPlayerSkyChangeNotification);
            }
        }