コード例 #1
0
        public void leaveChannel(string channelName)
        {
            Entity entity = new Entity();

            entity.id = "chatjoin";
            LeaveChat   leaveChat   = new LeaveChat();
            ChatChannel chatChannel = new ChatChannel();

            chatChannel.name = channelName;
            leaveChat.chatChannel.Add(chatChannel);
            entity.leaveChat = leaveChat;
            actorSystem.FindRemote("default").Tell(entity);
            subscribers.Remove(channelName);
        }
コード例 #2
0
        // senderId = sending player id
        // channelName = chat channel
        // messageText = chat text
        // messageType = group or private
        public void SendText(string senderId, string channelName, string messageText, string messageType)
        {
            Entity entity = new Entity();

            entity.id = "chatmessage";

            ChatMessage chatMessage = new ChatMessage();
            ChatChannel chatChannel = new ChatChannel();

            chatChannel.name        = channelName;
            chatMessage.chatChannel = chatChannel;
            chatMessage.message     = messageText;
            chatMessage.type        = messageType;
            chatMessage.senderId    = senderId;
            entity.chatMessage      = chatMessage;
            actorSystem.FindRemote("default").Tell(entity);
        }
コード例 #3
0
        public void SendDynamicMessage(string senderId, string channelName, object message, string messageType)
        {
            DynamicMessage dynamicMessage = DynamicMessageUtil.ToDynamicMessage(message);
            Entity         entity         = new Entity();

            entity.id = "dm";

            ChatMessage chatMessage = new ChatMessage();
            ChatChannel chatChannel = new ChatChannel();

            chatChannel.name        = channelName;
            chatMessage.chatChannel = chatChannel;
            chatMessage.message     = "dynamic_message";
            chatMessage.type        = messageType;
            chatMessage.senderId    = senderId;

            chatMessage.dynamicMessage = dynamicMessage;

            entity.chatMessage = chatMessage;
            actorSystem.FindRemote("default").Tell(entity);
        }
コード例 #4
0
        // flags is a pipe separated list of strings.  Currently subscribers is the only flag recognized
        //  If the subscribers flag is set, the status updates from the server will include a list of subscribers
        // in each channel, instead of just the channel name.
        public void JoinChannel(string channelName, string flags, string inviteId)
        {
            if (channelSubscriptions.Contains(channelName))
            {
                return;
            }

            Entity entity = new Entity();

            entity.id = "chatjoin";
            JoinChat    joinChat    = new JoinChat();
            ChatChannel chatChannel = new ChatChannel();

            chatChannel.name  = channelName;
            chatChannel.flags = flags;
            if (inviteId != null)
            {
                chatChannel.invite_id = inviteId;
            }
            joinChat.chatChannel.Add(chatChannel);
            entity.joinChat = joinChat;
            actorSystem.FindRemote("default").Tell(entity);
        }
コード例 #5
0
ファイル: Messenger.cs プロジェクト: gamemachine/gamemachine
        // senderId = sending player id
        // channelName = chat channel
        // messageText = chat text
        // messageType = group or private
        public void SendText(string senderId, string channelName, string messageText, string messageType)
        {
            Entity entity = new Entity ();
            entity.id = "chatmessage";

            ChatMessage chatMessage = new ChatMessage ();
            ChatChannel chatChannel = new ChatChannel ();
            chatChannel.name = channelName;
            chatMessage.chatChannel = chatChannel;
            chatMessage.message = messageText;
            chatMessage.type = messageType;
            chatMessage.senderId = senderId;
            entity.chatMessage = chatMessage;
            actorSystem.FindRemote ("default").Tell (entity);
        }
コード例 #6
0
ファイル: Messenger.cs プロジェクト: gamemachine/gamemachine
        public void SendDynamicMessage(string senderId, string channelName, object message, string messageType)
        {
            DynamicMessage dynamicMessage = DynamicMessageUtil.ToDynamicMessage (message);
            Entity entity = new Entity ();
            entity.id = "dm";

            ChatMessage chatMessage = new ChatMessage ();
            ChatChannel chatChannel = new ChatChannel ();
            chatChannel.name = channelName;
            chatMessage.chatChannel = chatChannel;
            chatMessage.message = "dynamic_message";
            chatMessage.type = messageType;
            chatMessage.senderId = senderId;

            chatMessage.dynamicMessage = dynamicMessage;

            entity.chatMessage = chatMessage;
            actorSystem.FindRemote ("default").Tell (entity);
        }
コード例 #7
0
ファイル: Messenger.cs プロジェクト: gamemachine/gamemachine
 public void leaveChannel(string channelName)
 {
     Entity entity = new Entity ();
     entity.id = "chatjoin";
     LeaveChat leaveChat = new LeaveChat ();
     ChatChannel chatChannel = new ChatChannel ();
     chatChannel.name = channelName;
     leaveChat.chatChannel.Add (chatChannel);
     entity.leaveChat = leaveChat;
     actorSystem.FindRemote ("default").Tell (entity);
     subscribers.Remove (channelName);
 }
コード例 #8
0
ファイル: Messenger.cs プロジェクト: gamemachine/gamemachine
        // flags is a pipe separated list of strings.  Currently subscribers is the only flag recognized
        //  If the subscribers flag is set, the status updates from the server will include a list of subscribers
        // in each channel, instead of just the channel name.
        public void JoinChannel(string channelName, string flags, string inviteId)
        {
            if (channelSubscriptions.Contains (channelName)) {
                return;
            }

            Entity entity = new Entity ();
            entity.id = "chatjoin";
            JoinChat joinChat = new JoinChat ();
            ChatChannel chatChannel = new ChatChannel ();
            chatChannel.name = channelName;
            chatChannel.flags = flags;
            if (inviteId != null) {
                chatChannel.invite_id = inviteId;
            }
            joinChat.chatChannel.Add (chatChannel);
            entity.joinChat = joinChat;
            actorSystem.FindRemote ("default").Tell (entity);
        }