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); }
// 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); }
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); }
// 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); }
// 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); }
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); }
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); }
// 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); }