public void MessageChatReq(ChatSession session, MessageChatReqMessage message) { switch (message.ChatType) { case ChatType.Channel: session.Player?.Channel?.SendChatMessage(session.Player, message.Message); break; case ChatType.Club: if (session.Player?.Club?.Id > 0) { foreach (var member in GameServer.Instance.PlayerManager.Where(p => p.Club == session.Player.Club)) { member.SendAsync(new MessageChatAckMessage(ChatType.Club, session.Player.Account.Id, session.Player.Account.Nickname, message.Message)); } } break; default: Logger.ForAccount(session) .Warning("Invalid chat type {chatType}", message.ChatType); break; } }
public void CChatMessageReq(ChatSession session, MessageChatReqMessage message) { switch (message.ChatType) { case ChatType.Channel: session.Player.Channel.SendChatMessage(session.Player, message.Message); break; case ChatType.Club: if (session.Player.Club != null) { var clanmembers = GameServer.Instance.PlayerManager.Where(p => session.Player.Club.Players.Keys.Contains(p.Account.Id)); foreach (var member in clanmembers) { member.ChatSession?.SendAsync(new MessageChatAckMessage(ChatType.Club, session.Player.Account.Id, session.Player.Account.Nickname, message.Message)); } } break; default: Logger.ForAccount(session) .Warning("Invalid chat type {chatType}", message.ChatType); break; } }
public void CChatMessageReq(ChatSession session, MessageChatReqMessage message) { switch (message.ChatType) { case ChatType.Channel: session.Player.Channel.SendChatMessage(session.Player, message.Message); break; case ChatType.Club: // ToDo Change this when clans are implemented session.SendAsync(new MessageChatAckMessage(ChatType.Club, session.Player.Account.Id, session.Player.Account.Nickname, message.Message)); break; default: Logger.ForAccount(session) .Warning("Invalid chat type {chatType}", message.ChatType); break; } }