public TryGetPlayerState ( uint PlayerObjectId ) : |
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PlayerObjectId | uint | Supplies the PC object id to look up. /// |
return |
/// <summary> /// This method is called when the ClientEnter event fires for a /// player. Its purpose is to check whether the player has a pending /// resync request, and, if so, to execute the resync operation. /// </summary> /// <param name="State">Supplies the player object of the incoming /// player.</param> /// <param name="Script">Supplies the script object.</param> public static void OnClientEnter(uint PCObject, ACR_ServerCommunicator Script) { PlayerState State = Script.TryGetPlayerState(PCObject); if (State == null) { return; } var ResyncInfo = (from RS in PlayerResyncStates where RS.PlayerId == State.PlayerId select RS).FirstOrDefault(); if (ResyncInfo == null) { return; } // // Dequeue the resync state and start attempting to apply it to the // player object once the player has loaded. // PlayerResyncStates.Remove(ResyncInfo); ResynchronizePlayerState(ResyncInfo, PCObject, Script); }
/// <summary> /// This method is called to resynchronize the GUI state of a player /// that executed a server to server portal, if the player is in an /// area. /// </summary> /// <param name="ResyncInfo">Supplies the resync block for the /// player. This contains the deserialized resynchronization command /// data.</param> /// <param name="PCObject">Supplies the player object id.</param> /// <param name="Script">Supplies the script object.</param> /// <param name="Tries">Supplies the count of retries.</param> private static void ResynchronizePlayerState(ResyncState ResyncInfo, uint PCObject, ACR_ServerCommunicator Script, int Tries = 0) { if (Script.GetIsObjectValid(PCObject) == ACR_ServerCommunicator.FALSE) { // // The player logged out while a resync request was pending. // Throw away the state as it is no longer needed on a full log // out and log in sequence. // return; } if ((Script.GetArea(PCObject) == ACR_ServerCommunicator.OBJECT_INVALID) || (Script.GetScriptHidden(PCObject) != ACR_ServerCommunicator.FALSE)) { // // The player may still be in transition or is not yet loaded. // Queue the request. // if (Tries < MAX_RESYNC_RETRIES) { Script.DelayCommand(RESYNC_RETRY_INTERVAL, delegate() { ResynchronizePlayerState(ResyncInfo, PCObject, Script, Tries + 1); }); } return; } PlayerState State = Script.TryGetPlayerState(PCObject); if (State == null) { return; } // // Area transition has finished. Apply the GUI state now. // State.ChatSelectGUIExpanded = ((ResyncInfo.ResyncFlags & RESYNC_FLAG_CHAT_SELECT_EXPANDED) != 0); State.UpdateChatSelectGUIHeaders(); Script.SendMessageToPC(PCObject, "Server to server portal completed."); Script.WriteTimestampedLogEntry(String.Format( "ACR_ServerCommunicator.GUIResynchronizer.ResynchronizePlayerState: Resynchronized player GUI state for player {0} after server-to-server portal.", Script.GetName(PCObject))); }
/// <summary> /// Dispatch the event (in a script context). /// </summary> /// <param name="Script">Supplies the script object.</param> /// <param name="Database">Supplies the database connection.</param> public void DispatchEvent(ACR_ServerCommunicator Script, ALFA.Database Database) { // // If the event was for the local server, then don't re-broadcast // it. // if (Database.ACR_GetServerID() == Server.ServerId) { return; } string Message = String.Format( "<c=#FFFF00>Server {0} is now online.</c>", Server.Name); string ChatMessage = "</c>" + Message; foreach (uint PlayerObject in Script.GetPlayers(true)) { PlayerState Player = Script.TryGetPlayerState(PlayerObject); if (Player == null) { continue; } if (!Script.IsCrossServerNotificationEnabled(PlayerObject)) { continue; } if ((Player.Flags & PlayerStateFlags.SendCrossServerNotificationsToCombatLog) != 0) { Script.SendMessageToPC(PlayerObject, Message); } else { Script.SendChatMessage( CLRScriptBase.OBJECT_INVALID, PlayerObject, CLRScriptBase.CHAT_MODE_SERVER, ChatMessage, CLRScriptBase.FALSE); } } #if DEBUG_MODE Script.WriteTimestampedLogEntry(Message); #endif }
/// <summary> /// Dispatch the event (in a script context). /// </summary> /// <param name="Script">Supplies the script object.</param> /// <param name="Database">Supplies the database connection.</param> public void DispatchEvent(ACR_ServerCommunicator Script, ALFA.Database Database) { // // If the event was for the local server, then don't re-broadcast // it. // if (Database.ACR_GetServerID() == Server.ServerId) return; string Message = String.Format( "<c=#FFFF00>Server {0} is now offline.</c>", Server.Name); string ChatMessage = "</c>" + Message; foreach (uint PlayerObject in Script.GetPlayers(true)) { PlayerState Player = Script.TryGetPlayerState(PlayerObject); if (Player == null) continue; if (!Script.IsCrossServerNotificationEnabled(PlayerObject)) continue; if ((Player.Flags & PlayerStateFlags.SendCrossServerNotificationsToCombatLog) != 0) { Script.SendMessageToPC(PlayerObject, Message); } else { Script.SendChatMessage( CLRScriptBase.OBJECT_INVALID, PlayerObject, CLRScriptBase.CHAT_MODE_SERVER, ChatMessage, CLRScriptBase.FALSE); } } #if DEBUG_MODE Script.WriteTimestampedLogEntry(Message); #endif }
/// <summary> /// Dispatch the event (in a script context). /// </summary> /// <param name="Script">Supplies the script object.</param> /// <param name="Database">Supplies the database connection.</param> public void DispatchEvent(ACR_ServerCommunicator Script, ALFA.Database Database) { PlayerState State = Script.TryGetPlayerState(PlayerObject); string RequestURL; // // If the player is logged off, then there's nothing to do. // if (State == null || State.IsDM) return; if (String.IsNullOrEmpty(AccountAssociationSecret)) return; RequestURL = AccountAssociator.GenerateAssociationURL(Script.GetPCPlayerName(PlayerObject), AccountAssociationSecret, AccountAssociationURL); Script.DisplayGuiScreen(PlayerObject, "acr_account_association", CLRScriptBase.FALSE, "acr_account_association.XML", CLRScriptBase.FALSE); Script.SetLocalGUIVariable(PlayerObject, "acr_account_association", 0, RequestURL); }
/// <summary> /// Dispatch the event (in a script context). /// </summary> /// <param name="Script">Supplies the script object.</param> /// <param name="Database">Supplies the database connection.</param> public void DispatchEvent(ACR_ServerCommunicator Script, ALFA.Database Database) { PlayerState State = Script.TryGetPlayerState(PlayerObject); string RequestURL; // // If the player is logged off, then there's nothing to do. // if (State == null || State.IsDM) { return; } if (String.IsNullOrEmpty(AccountAssociationSecret)) { return; } RequestURL = AccountAssociator.GenerateAssociationURL(Script.GetPCPlayerName(PlayerObject), AccountAssociationSecret, AccountAssociationURL); Script.DisplayGuiScreen(PlayerObject, "acr_account_association", CLRScriptBase.FALSE, "acr_account_association.XML", CLRScriptBase.FALSE); Script.SetLocalGUIVariable(PlayerObject, "acr_account_association", 0, RequestURL); }
/// <summary> /// Dispatch the event (in a script context). /// </summary> /// <param name="Script">Supplies the script object.</param> /// <param name="Database">Supplies the database connection.</param> public void DispatchEvent(ACR_ServerCommunicator Script, ALFA.Database Database) { // // If the event was for a player logging off of the local server, // then don't re-broadcast it. // foreach (uint PlayerObject in Script.GetPlayers(true)) { PlayerState Player = Script.TryGetPlayerState(PlayerObject); if (Player == null) continue; if (Player.CharacterIdsShown.Contains(Character.CharacterId)) { string sPlayerListBox = ""; if (Server.ServerId == Script.GetDatabase().ACR_GetServerID() || Script.GetLocalInt(PlayerObject, "chatselect_expanded") == 0) { if (IsDM == true) { sPlayerListBox = "LocalDMList"; Player.ChatSelectLocalDMsShown -= 1; } else { sPlayerListBox = "LocalPlayerList"; Player.ChatSelectLocalPlayersShown -= 1; } } else { if (IsDM == true) { sPlayerListBox = "RemoteDMList"; Player.ChatSelectRemoteDMsShown -= 1; } else { sPlayerListBox = "RemotePlayerList"; Player.ChatSelectRemotePlayersShown -= 1; } } Script.RemoveListBoxRow(Player.ObjectId, "ChatSelect", sPlayerListBox, Character.CharacterName); Player.CharacterIdsShown.Remove(Character.CharacterId); Player.UpdateChatSelectGUIHeaders(); } } if (Database.ACR_GetServerID() == Server.ServerId) return; string Message = String.Format( "{0}<c=#FFDAB9>{1} ({2}) left {3}.</c>", // <c=Peachpuff...> IsDM ? "<c=#99CCFF>[DM] </c>" : "", Character.Name, Character.Player.Name, Server.Name); string ChatMessage = "</c>" + Message; foreach (uint PlayerObject in Script.GetPlayers(true)) { PlayerState Player = Script.TryGetPlayerState(PlayerObject); if (Player == null) continue; if (!Script.IsCrossServerNotificationEnabled(PlayerObject)) continue; if ((Player.Flags & PlayerStateFlags.SendCrossServerNotificationsToCombatLog) != 0) { Script.SendMessageToPC(PlayerObject, Message); } else { Script.SendChatMessage( CLRScriptBase.OBJECT_INVALID, PlayerObject, CLRScriptBase.CHAT_MODE_SERVER, ChatMessage, CLRScriptBase.FALSE); } } #if DEBUG_MODE Script.WriteTimestampedLogEntry(Message); #endif }
/// <summary> /// This method is called when a cross-server chat select /// resynchronization request is received. Its purpose is to scan the /// player list to check whether the argument player is online, and to /// activate chat select GUI resynchronization if appropriate, else to /// queue the resynchronization until the player does log in. /// </summary> /// <param name="SourceServerId">Supplies the server id of the server /// that requested the GUI resynchronization.</param> /// <param name="ResyncCommand">Supplies the GUI resynchronizer command /// line as generated by SendGUIStateToServer().</param> /// <param name="Script">Supplies the current script object.</param> /// <returns>TRUE on success, else FALSE on failure.</returns> public static int HandleGUIResync(int SourceServerId, string ResyncCommand, ACR_ServerCommunicator Script) { try { ResyncState RemoteResyncInfo; // // Deserialize the remote resynchronization state. On null, an // obviously invalid request was received. Otherwise a protocol // violation that is atypical was received and an exception is // raised. // if ((RemoteResyncInfo = ResyncState.FromString(ResyncCommand)) == null) { Script.WriteTimestampedLogEntry(String.Format( "ACR_ServerCommunicator.GUIResynchronizer.HandleGUIResync({0}, {1}): Invalid request.", SourceServerId, ResyncCommand)); return ACR_ServerCommunicator.FALSE; } // // If a request was not already enqueued for this player, then // enqueue it. // var ResyncInfo = (from RS in PlayerResyncStates where RS.PlayerId == RemoteResyncInfo.PlayerId select RS).FirstOrDefault(); if (ResyncInfo == null) { // // If the player is logged on, directly enqueue the execute // request now. Otherwise, wait for the ClientEnter event // as the player might still reside on the remote server. // foreach (uint PCObject in Script.GetPlayers(true)) { PlayerState State; if ((State = Script.TryGetPlayerState(PCObject)) == null) continue; if (State.PlayerId != RemoteResyncInfo.PlayerId) continue; ResynchronizePlayerState(RemoteResyncInfo, PCObject, Script); return ACR_ServerCommunicator.TRUE; } // // Enqueue the request so that it can be processed at // ClientEnter time. // PlayerResyncStates.Add(RemoteResyncInfo); } else { // // Update the resync flags to match the new request. // ResyncInfo.ResyncFlags = RemoteResyncInfo.ResyncFlags; } } catch (Exception e) { Script.WriteTimestampedLogEntry(String.Format( "ACR_ServerCommunicator.GUIResynchronizer.HandleGUIResync({0}, {1}): Exception: {0}", SourceServerId, ResyncCommand, e)); return ACR_ServerCommunicator.FALSE; } return ACR_ServerCommunicator.TRUE; }
/// <summary> /// This method is called to resynchronize the GUI state of a player /// that executed a server to server portal, if the player is in an /// area. /// </summary> /// <param name="ResyncInfo">Supplies the resync block for the /// player. This contains the deserialized resynchronization command /// data.</param> /// <param name="PCObject">Supplies the player object id.</param> /// <param name="Script">Supplies the script object.</param> /// <param name="Tries">Supplies the count of retries.</param> private static void ResynchronizePlayerState(ResyncState ResyncInfo, uint PCObject, ACR_ServerCommunicator Script, int Tries = 0) { if (Script.GetIsObjectValid(PCObject) == ACR_ServerCommunicator.FALSE) { // // The player logged out while a resync request was pending. // Throw away the state as it is no longer needed on a full log // out and log in sequence. // return; } if ((Script.GetArea(PCObject) == ACR_ServerCommunicator.OBJECT_INVALID) || (Script.GetScriptHidden(PCObject) != ACR_ServerCommunicator.FALSE)) { // // The player may still be in transition or is not yet loaded. // Queue the request. // if (Tries < MAX_RESYNC_RETRIES) { Script.DelayCommand(RESYNC_RETRY_INTERVAL, delegate() { ResynchronizePlayerState(ResyncInfo, PCObject, Script, Tries + 1); }); } return; } PlayerState State = Script.TryGetPlayerState(PCObject); if (State == null) return; // // Area transition has finished. Apply the GUI state now. // State.ChatSelectGUIExpanded = ((ResyncInfo.ResyncFlags & RESYNC_FLAG_CHAT_SELECT_EXPANDED) != 0); State.UpdateChatSelectGUIHeaders(); Script.SendMessageToPC(PCObject, "Server to server portal completed."); Script.WriteTimestampedLogEntry(String.Format( "ACR_ServerCommunicator.GUIResynchronizer.ResynchronizePlayerState: Resynchronized player GUI state for player {0} after server-to-server portal.", Script.GetName(PCObject))); }
/// <summary> /// This method is called when the ClientEnter event fires for a /// player. Its purpose is to check whether the player has a pending /// resync request, and, if so, to execute the resync operation. /// </summary> /// <param name="State">Supplies the player object of the incoming /// player.</param> /// <param name="Script">Supplies the script object.</param> public static void OnClientEnter(uint PCObject, ACR_ServerCommunicator Script) { PlayerState State = Script.TryGetPlayerState(PCObject); if (State == null) return; var ResyncInfo = (from RS in PlayerResyncStates where RS.PlayerId == State.PlayerId select RS).FirstOrDefault(); if (ResyncInfo == null) return; // // Dequeue the resync state and start attempting to apply it to the // player object once the player has loaded. // PlayerResyncStates.Remove(ResyncInfo); ResynchronizePlayerState(ResyncInfo, PCObject, Script); }
/// <summary> /// This method is called when a cross-server chat select /// resynchronization request is received. Its purpose is to scan the /// player list to check whether the argument player is online, and to /// activate chat select GUI resynchronization if appropriate, else to /// queue the resynchronization until the player does log in. /// </summary> /// <param name="SourceServerId">Supplies the server id of the server /// that requested the GUI resynchronization.</param> /// <param name="ResyncCommand">Supplies the GUI resynchronizer command /// line as generated by SendGUIStateToServer().</param> /// <param name="Script">Supplies the current script object.</param> /// <returns>TRUE on success, else FALSE on failure.</returns> public static int HandleGUIResync(int SourceServerId, string ResyncCommand, ACR_ServerCommunicator Script) { try { ResyncState RemoteResyncInfo; // // Deserialize the remote resynchronization state. On null, an // obviously invalid request was received. Otherwise a protocol // violation that is atypical was received and an exception is // raised. // if ((RemoteResyncInfo = ResyncState.FromString(ResyncCommand)) == null) { Script.WriteTimestampedLogEntry(String.Format( "ACR_ServerCommunicator.GUIResynchronizer.HandleGUIResync({0}, {1}): Invalid request.", SourceServerId, ResyncCommand)); return(ACR_ServerCommunicator.FALSE); } // // If a request was not already enqueued for this player, then // enqueue it. // var ResyncInfo = (from RS in PlayerResyncStates where RS.PlayerId == RemoteResyncInfo.PlayerId select RS).FirstOrDefault(); if (ResyncInfo == null) { // // If the player is logged on, directly enqueue the execute // request now. Otherwise, wait for the ClientEnter event // as the player might still reside on the remote server. // foreach (uint PCObject in Script.GetPlayers(true)) { PlayerState State; if ((State = Script.TryGetPlayerState(PCObject)) == null) { continue; } if (State.PlayerId != RemoteResyncInfo.PlayerId) { continue; } ResynchronizePlayerState(RemoteResyncInfo, PCObject, Script); return(ACR_ServerCommunicator.TRUE); } // // Enqueue the request so that it can be processed at // ClientEnter time. // PlayerResyncStates.Add(RemoteResyncInfo); } else { // // Update the resync flags to match the new request. // ResyncInfo.ResyncFlags = RemoteResyncInfo.ResyncFlags; } } catch (Exception e) { Script.WriteTimestampedLogEntry(String.Format( "ACR_ServerCommunicator.GUIResynchronizer.HandleGUIResync({0}, {1}): Exception: {0}", SourceServerId, ResyncCommand, e)); return(ACR_ServerCommunicator.FALSE); } return(ACR_ServerCommunicator.TRUE); }
/// <summary> /// Dispatch the event (in a script context). /// </summary> /// <param name="Script">Supplies the script object.</param> /// <param name="Database">Supplies the database connection.</param> public void DispatchEvent(ACR_ServerCommunicator Script, ALFA.Database Database) { // // If the event was for a player logging on to the local server, // then don't re-broadcast it. // foreach (uint PlayerObject in Script.GetPlayers(true)) { PlayerState Player = Script.TryGetPlayerState(PlayerObject); if (Player == null) { continue; } if (!Player.CharacterIdsShown.Contains(Character.CharacterId)) { string sPlayerListBox = ""; if (Server.ServerId == Script.GetDatabase().ACR_GetServerID() || Script.GetLocalInt(PlayerObject, "chatselect_expanded") == 0) { if (IsDM == true) { sPlayerListBox = "LocalDMList"; Player.ChatSelectLocalDMsShown += 1; } else { sPlayerListBox = "LocalPlayerList"; Player.ChatSelectLocalPlayersShown += 1; } if (Server.ServerId == Script.GetDatabase().ACR_GetServerID()) { Script.AddListBoxRow(Player.ObjectId, "ChatSelect", sPlayerListBox, Character.CharacterName, "RosterData=/t \"" + Character.CharacterName + "\"", "", "5=/t \"" + Character.CharacterName + "\" ", ""); } else { if (Player.Flags.HasFlag(PlayerStateFlags.ChatSelectShowLocalPlayersOnlyWhenCollapsed)) { continue; } Script.AddListBoxRow(Player.ObjectId, "ChatSelect", sPlayerListBox, Character.CharacterName, "RosterData=#t \"" + Character.CharacterName + "\"", "", "5=#t \"" + Character.CharacterName + "\" ", ""); } } else { if (IsDM == true) { sPlayerListBox = "RemoteDMList"; Player.ChatSelectRemoteDMsShown += 1; } else { sPlayerListBox = "RemotePlayerList"; Player.ChatSelectRemotePlayersShown += 1; } Script.AddListBoxRow(Player.ObjectId, "ChatSelect", sPlayerListBox, Character.CharacterName, "RosterData=#t \"" + Character.CharacterName + "\"", "", "5=#t \"" + Character.CharacterName + "\" ", ""); } Player.CharacterIdsShown.Add(Character.CharacterId); Player.UpdateChatSelectGUIHeaders(); } } if (Database.ACR_GetServerID() == Server.ServerId) { return; } string Message = String.Format( "{0}<c=#FFA500>{1} ({2}) joined {3}.</c>", // <c=Orange...> IsDM ? "<c=#99CCFF>[DM] </c>": "", Character.Name, Character.Player.Name, Server.Name); string ChatMessage = "</c>" + Message; foreach (uint PlayerObject in Script.GetPlayers(true)) { PlayerState Player = Script.TryGetPlayerState(PlayerObject); if (Player == null) { continue; } if (!Script.IsCrossServerNotificationEnabled(PlayerObject)) { continue; } if ((Player.Flags & PlayerStateFlags.SendCrossServerNotificationsToCombatLog) != 0) { Script.SendMessageToPC(PlayerObject, Message); } else { Script.SendChatMessage( CLRScriptBase.OBJECT_INVALID, PlayerObject, CLRScriptBase.CHAT_MODE_SERVER, ChatMessage, CLRScriptBase.FALSE); } } #if DEBUG_MODE Script.WriteTimestampedLogEntry(Message); #endif }