Example #1
0
 /// <summary> Finds all worlds that match the given name.
 /// Autocompletes. Raises SearchingForWorld event.
 /// Target worlds are not guaranteed to have a loaded map.</summary>
 /// <param name="player"> Player who is calling the query. May be null. </param>
 /// <param name="name"> Full or partial world name. </param>
 /// <returns> An array of 0 or more worlds that matched the name. </returns>
 public static World[] FindWorlds( [CanBeNull] Player player, [NotNull] string name ) {
     if( name == null ) throw new ArgumentNullException( "name" );
     World[] matches = FindWorldsNoEvent( name );
     var h = SearchingForWorld;
     if( h != null ) {
         SearchingForWorldEventArgs e = new SearchingForWorldEventArgs( player, name, matches.ToList() );
         h( null, e );
         matches = e.Matches.ToArray();
     }
     return matches;
 }
Example #2
0
 internal static void RaiseSearchingForWorldEvent( SearchingForWorldEventArgs e ) {
     var h = SearchingForWorld;
     if( h != null ) h( null, e );
 }
Example #3
0
        internal static void Join( Player player, Command cmd ) {
            string worldName = cmd.Next();
            if( worldName == null ) {
                cdJoin.PrintUsage( player );
                return;
            }

            World[] worlds = WorldManager.FindWorlds( worldName );

            SearchingForWorldEventArgs e = new SearchingForWorldEventArgs( player, worldName, worlds.ToList(), true );
            WorldManager.RaiseSearchingForWorldEvent( e );
            worlds = e.Matches.ToArray();

            if( worlds.Length > 1 ) {
                player.ManyMatchesMessage( "world", worlds );

            } else if( worlds.Length == 1 ) {
                World world = worlds[0];
                switch( world.AccessSecurity.CheckDetailed( player.Info ) ) {
                    case SecurityCheckResult.Allowed:
                    case SecurityCheckResult.WhiteListed:
                        if( world.IsFull ) {
                            player.Message( "Cannot join {0}&S: world is full.", world.GetClassyName() );
                            return;
                        }
                        player.StopSpectating();
                        if( !player.Session.JoinWorldNow( world, false, true ) ) {
                            player.Message( "ERROR: Failed to join world. See log for details." );
                        }
                        break;
                    case SecurityCheckResult.BlackListed:
                        player.Message( "Cannot join world {0}&S: you are blacklisted",
                                        world.GetClassyName(), world.AccessSecurity.MinRank.GetClassyName() );
                        break;
                    case SecurityCheckResult.RankTooLow:
                        player.Message( "Cannot join world {0}&S: must be {1}+",
                                        world.GetClassyName(), world.AccessSecurity.MinRank.GetClassyName() );
                        break;
                }

            } else {
                // no worlds found - see if player meant to type in "/join" and not "/tp"
                Player[] players = Server.FindPlayers( player, worldName );
                if( players.Length == 1 ) {
                    player.StopSpectating();
                    player.ParseMessage( "/tp " + players[0].Name, false );
                } else {
                    player.NoWorldMessage( worldName );
                }
            }
        }
Example #4
0
        public static World FindWorldOrPrintMatches( Player player, string worldName ) {
            if( player == null ) throw new ArgumentNullException( "player" );
            if( worldName == null ) throw new ArgumentNullException( "worldName" );
            List<World> matches = new List<World>( FindWorlds( worldName ) );
            SearchingForWorldEventArgs e = new SearchingForWorldEventArgs( player, worldName, matches, false );
            RaiseSearchingForWorldEvent( e );
            matches = e.Matches;

            if( matches.Count == 0 ) {
                player.NoWorldMessage( worldName );
                return null;
            } else if( matches.Count > 1 ) {
                player.ManyMatchesMessage( "world", matches.ToArray() );
                return null;
            } else {
                return matches[0];
            }
        }