public void SetUp() { theGameState = new StubGameState(); theGameServer = new StubGameServer(theGameState); theGameStream = new GameStream(theGameState); theGameState.Set(ComponentKeys.Roundtime, "0"); theLog = new InMemoryScriptLog(); theServices = new InMemoryServiceLocator(); theServices.Add<IGameServer>(theGameServer); theServices.Add<IScriptLog>(theLog); theScriptContext = new ScriptContext("1", "waitfor", CancellationToken.None, theServices, null); theScriptContext.DebugLevel = 5; theHandler = new WaitForReTokenHandler(theGameState, theGameStream); }
//private ContentView _selectedContentView; public ManifestView(AssetViewContext context) { _gameStream = new GameStream(context.Entry, context.Game); }
public void WriteTo(GameStream writer, Player player, byte deltaFlags = 0) { writer.Write(InternalMapId); writer.Write(UserId); }
public override IByteReadable ReadFrom(GameStream stream) { this.Token = stream.ReadString(); return(this); }
internal Player(TcpClient client) { Client = client; Stream = new GameStream(client.GetStream()); }
public void Send(ref MinecraftClient client, GameStream stream) { string message = Chat.Format(_reason, client.Player); Protocol.Send(ref client, stream, Packet, message); }
public static void Disconnect(Player client, GameStream stream, string reason) { Protocol.Send(client, stream, Packet.LoginDisconnect, reason); }
public abstract IByteReadable ReadFrom(GameStream stream);
public void Receive(ref MinecraftClient client, GameStream stream) { new Response().Send(ref client, stream); }
public void Send(ref MinecraftClient client, GameStream stream) { Protocol.Send(ref client, stream, Packet, client.Player.PlayerEntity.Id, _pos, _stage); }
public void Send(ref MinecraftClient client, GameStream stream) { // Sends the ping back to the client as pong. // :) ping pong Protocol.Send(ref client, stream, Packet, _ping); }
public void Send(ref MinecraftClient client, GameStream stream) { }
public static void SendPong(Player player, GameStream stream) { Protocol.Send(player, stream, Packet.Pong, stream.Payload); }
public static void DeclareRecipes(Player player, GameStream stream, VarInt numberOf, RecipeArray recipes) { Protocol.Send(player, stream, Packet.DeclareRecipes, recipes); }
public void SetUp() { theScript = new StubScript(); theLoader = new StubScriptLoader(); theLogger = new InMemoryScriptLog(); theGameState = new StubGameState(); theGameServer = new StubGameServer(theGameState); theReplacer = new VariableReplacer(); theServices = new InMemoryServiceLocator(); theGameStream = new GameStream(theGameState); var waitForTokenHandler = new WaitForTokenHandler(theGameState, theGameStream); var waitForReTokenHandler = new WaitForReTokenHandler(theGameState, theGameStream); var matchWaitTokenHandler = new MatchWaitTokenHandler(theGameState, theGameStream); theServices.Add<IGameServer>(theGameServer); theServices.Add<IGameState>(theGameState); theServices.Add<IScriptLog>(theLogger); theServices.Add<ICommandProcessor>(new CommandProcessor(theServices, theReplacer, theLogger)); theServices.Add<IVariableReplacer>(theReplacer); theServices.Add<IIfBlocksParser>(new IfBlocksParser()); theServices.Add<WaitForTokenHandler>(waitForTokenHandler); theServices.Add<WaitForReTokenHandler>(waitForReTokenHandler); theServices.Add<MatchWaitTokenHandler>(matchWaitTokenHandler); theServices.Add<IIfBlockExecuter>(new IfBlockExecuter(waitForTokenHandler, waitForReTokenHandler, matchWaitTokenHandler)); theRunner = new ScriptRunner(theServices, theLoader, theLogger); theRunner.Create = () => theScript; }
public static void SendAllPlayerAbilities(Player player, GameStream stream, float flyingSpeed, float fieldOfViewModifier) { SendPlayerAbilities(player, stream, new[] { Ability.All }, flyingSpeed, fieldOfViewModifier); }
public void Send(ref MinecraftClient client, GameStream stream) { Protocol.Send(ref client, stream, Packet, _pos, _block.Hardness, (VarInt)(int)_status, _success); }
public void Load(Subsystem subsystem) { foreach (var entry in GetFilesForSubsystem(subsystem)) { _contentManager.LoadIniFile(entry); } // Load hardcoded files switch (subsystem) { case Subsystem.Core: switch (_gameDefinition.Game) { case SageGame.Bfme: case SageGame.Bfme2: case SageGame.Bfme2Rotwk: _contentManager.LoadIniFile(@"Data\INI\Mouse.ini"); _contentManager.LoadIniFile(@"Data\INI\Water.ini"); _contentManager.LoadIniFile(@"Data\INI\WaterTextures.ini"); _contentManager.LoadIniFile(@"Maps\MapCache.ini"); break; case SageGame.Cnc3: // TODO: Use .version file. var manifestFileEntry = _fileSystem.GetFile(@"Data\global_common.manifest"); var gameStream = new GameStream(manifestFileEntry, _game); var manifestFileEntry2 = _fileSystem.GetFile(@"Data\static_common.manifest"); var gameStream2 = new GameStream(manifestFileEntry2, _game); break; } switch (_gameDefinition.Game) { case SageGame.Bfme: _contentManager.LoadIniFile($@"Lang\{_contentManager.Language}\HeaderTemplate.ini"); break; case SageGame.Bfme2: case SageGame.Bfme2Rotwk: _contentManager.LoadIniFile($@"HeaderTemplate.ini"); break; } break; case Subsystem.Players: switch (_gameDefinition.Game) { case SageGame.Bfme: case SageGame.Bfme2: case SageGame.Bfme2Rotwk: _contentManager.LoadIniFile(@"Data\INI\ControlBarScheme.ini"); _contentManager.LoadIniFile(@"Data\INI\CommandSet.ini"); _contentManager.LoadIniFile(@"Data\INI\CommandButton.ini"); break; } break; case Subsystem.Audio: switch (_gameDefinition.Game) { case SageGame.Bfme: case SageGame.Bfme2: case SageGame.Bfme2Rotwk: _contentManager.LoadIniFile(@"Data\INI\AudioSettings.ini"); _contentManager.LoadIniFile(@"Data\INI\SoundEffects.ini"); _contentManager.LoadIniFile(@"Data\INI\MiscAudio.ini"); _contentManager.LoadIniFile(@"Data\INI\Voice.ini"); break; } break; case Subsystem.Wnd: switch (_gameDefinition.Game) { case SageGame.Bfme: case SageGame.Bfme2: case SageGame.Bfme2Rotwk: _contentManager.LoadIniFiles(@"Data\INI\MappedImages\HandCreated\"); _contentManager.LoadIniFiles(@"Data\INI\MappedImages\TextureSize_512\"); _contentManager.LoadIniFiles(@"Data\INI\MappedImages\AptImages\"); break; } break; } }
public void Send(ref MinecraftClient client, GameStream stream) { Protocol.Send(ref client, stream, Packet, _id, (byte)_anime); }