Esempio n. 1
0
 /// <summary>
 /// Internally create an instance of the GC handler.
 /// </summary>
 /// <param name="client"></param>
 /// <param name="appId"></param>
 /// <param name="_engine"></param>
 internal DotaGCHandler(SteamClient client, Games appId, ESourceEngine _engine)
 {
     gameId = appId;
     engine = _engine;
     SteamClient = client;
     gcConnectTimer = new Timer(5000);
     gcConnectTimer.Elapsed += (sender, args) =>
     {
         if (!running)
         {
             gcConnectTimer.Stop();
             return;
         }
         SayHello();
     };
 }
Esempio n. 2
0
 /// <summary>
 /// Internally create an instance of the GC handler.
 /// </summary>
 /// <param name="client"></param>
 /// <param name="appId"></param>
 /// <param name="_engine"></param>
 internal DotaGCHandler(SteamClient client, Games appId, ESourceEngine _engine)
 {
     gameId      = appId;
     engine      = _engine;
     SteamClient = client;
     // Usually we'd have around 200-600 items.
     EconItems = new Dictionary <ulong, CSOEconItem>(300);
     // Reasonably a bot wouldn't have very many of these.
     LeagueViewPasses = new Dictionary <ulong, CSOEconItemLeagueViewPass>(5);
     // Generally this seems to be 2
     MapLocationStates       = new Dictionary <int, CSODOTAMapLocationState>(2);
     gcConnectTimer          = new Timer(5000);
     gcConnectTimer.Elapsed += (sender, args) =>
     {
         if (!running)
         {
             gcConnectTimer.Stop();
             return;
         }
         SayHello();
     };
 }
Esempio n. 3
0
 /// <summary>
 /// Setup the DOTA 2 GC handler on an existing client.
 /// </summary>
 /// <param name="client"></param>
 /// <param name="appId">Optional, specify the GC to communicate with.</param>
 /// <param name="engine">Optional, engine to connect to. Default source2.</param>
 public static void Bootstrap(SteamClient client, Games appId = Games.DOTA2,
     ESourceEngine engine = ESourceEngine.k_ESE_Source2)
 {
     client.AddHandler(new DotaGCHandler(client, appId, engine));
 }
Esempio n. 4
0
 /// <summary>
 /// Internally create an instance of the GC handler.
 /// </summary>
 /// <param name="client"></param>
 /// <param name="appId"></param>
 /// <param name="_engine"></param>
 internal DotaGCHandler(SteamClient client, Games appId, ESourceEngine _engine)
 {
     GameID = appId;
     engine = _engine;
     SteamClient = client;
     // Usually we'd have around 200-600 items.
     EconItems = new Dictionary<ulong, CSOEconItem>(300);
     // Reasonably a bot wouldn't have very many of these.
     LeagueViewPasses = new Dictionary<ulong, CSOEconItemLeagueViewPass>(5);
     // Generally this seems to be 2
     MapLocationStates = new Dictionary<int, CSODOTAMapLocationState>(2);
     gcConnectTimer = new Timer(5000);
     gcConnectTimer.Elapsed += (sender, args) =>
     {
         if (!running)
         {
             gcConnectTimer.Stop();
             return;
         }
         SayHello();
     };
 }
Esempio n. 5
0
 /// <summary>
 /// Setup the DOTA 2 GC handler on an existing client.
 /// </summary>
 /// <param name="client"></param>
 /// <param name="appId">Optional, specify the GC to communicate with.</param>
 /// <param name="engine">Optional, engine to connect to. Default source2.</param>
 public static void Bootstrap(SteamClient client, Games appId = Games.DOTA2,
                              ESourceEngine engine            = ESourceEngine.k_ESE_Source2)
 {
     client.AddHandler(new DotaGCHandler(client, appId, engine));
 }