public static void PubSubMessageReceived(object sender, Message e) { if (e.Host == ChannelPointsHost()) { EventLookup.Lookup(e.Text, e.User); } if (e.Host == BitsHost()) { EventLookup.Lookup(e.Text, e.User, Int32.Parse(e.Text.Split(':')[0])); } }
public static void PubSubMessageReceived(object sender, Message e) { Console.WriteLine("Received Pub Sub Message:"); if (e.Host == ChannelPointsHost()) { EventLookup.Lookup(e.Text); } if (e.Host == BitsHost()) { EventLookup.Lookup(e.Text, Int32.Parse(e.Text.Split(':')[0])); } }
internal static void ClientMessageReceived(CrowdControlClient c, string raw) { try { Console.WriteLine("Message received: " + raw); // Decode the message from CC // { "id":1,"code":"kill","viewer":"sdk","type":1} var request = JsonSerializer.Deserialize <CrowdControlRequest>(raw); // Do the thing var eventName = EventNameDict[request.Code]; var status = 0; if (TimerCooldown.IsInitialised()) { try { EventLookup.Lookup(eventName, request.Viewer); } catch (Exception) { // On exception set failed flag status = 1; } } else { // Game is not yet ready for events, retry until it is. status = 3; } // Send the result to CC var response = new CrowdControlResponse(); response.Id = request.Id; response.Status = status; response.Message = "Effect: " + request.Code + ": " + response.Status; var resJson = JsonSerializer.Serialize <CrowdControlResponse>(response); Console.WriteLine("Sending response: " + resJson); c.Send(resJson, false); } catch (Exception e) { Console.WriteLine(e); } }
internal static void ClientMessageReceived(CrowdControlClient c, string raw) { try { Console.WriteLine("Message received: " + raw); // Decode the message from CC // { "id":1,"code":"kill","viewer":"sdk","type":1} var request = JsonSerializer.Deserialize <CrowdControlRequest>(raw); // Do the thing var eventName = EventNameDict[request.Code]; var status = 0; if (request.Id == 0 && request.Type == 255) { // Test message, ignore return; } if (TimerCooldown.IsInitialised()) { try { // Check to see if the event can fire currently fire, or is on cooldown. if (!EventLookup.IsRunningOrCooldown(eventName)) { // Not running or on cooldown, activate it if the type is "start" if (request.Type == 1) { EventLookup.Lookup(eventName, request.Viewer); } } else { // Event in use, retry. status = 3; } } catch (Exception) { // On exception set failed flag status = 1; } } else { // Game is not yet ready for events, retry until it is. status = 3; } // Send the result to CC var response = new CrowdControlResponse(); response.Id = request.Id; response.Status = status; response.Message = "Effect: " + request.Code + ": " + response.Status; var resJson = JsonSerializer.Serialize <CrowdControlResponse>(response); Console.WriteLine("Sending response: " + resJson); c.Send(resJson, false); } catch (Exception e) { Console.WriteLine(e); } }