void SessionTimeoutMessage(string text) { m_buffer = new OutputBuffer(null); m_buffer.OutputText(text); m_buffer.AddJavaScriptToBuffer("sessionTimeout"); ClearJavaScriptBuffer(); }
protected void Page_Load(object sender, EventArgs e) { // We store the game in the Session, but use a dictionary keyed by GUIDs which // are stored in the ViewState. This allows the same user in the same browser // to open multiple games in different browser tabs. if (Games == null) { Games = new Dictionary<string, PlayerHandler>(); } if (OutputBuffers == null) { OutputBuffers = new Dictionary<string, OutputBuffer>(); } if (Resources == null) { Resources = new SessionResources(); } m_gameId = (string)ViewState["GameId"]; if (m_gameId == null) { m_gameId = Guid.NewGuid().ToString(); ViewState["GameId"] = m_gameId; } if (Page.IsPostBack) { if (Games.ContainsKey(m_gameId)) { m_player = Games[m_gameId]; } if (!OutputBuffers.ContainsKey(m_gameId)) { // TO DO: Think this only ever happens while debugging? return; } m_buffer = OutputBuffers[m_gameId]; } else { m_buffer = new OutputBuffer(); OutputBuffers.Add(m_gameId, m_buffer); bool saveVisible = IsLoggedIn && (!string.IsNullOrEmpty(Request["id"]) || !string.IsNullOrEmpty(Request["load"])); m_buffer.AddJavaScriptToBuffer("showSaveButton", new BooleanParameter(saveVisible)); } }
protected void Page_Load(object sender, EventArgs e) { // We store the game in the Session, but use a dictionary keyed by GUIDs which // are stored in the ViewState. This allows the same user in the same browser // to open multiple games in different browser tabs. if (Games == null) { Games = new Dictionary <string, PlayerHandler>(); } if (OutputBuffers == null) { OutputBuffers = new Dictionary <string, OutputBuffer>(); } if (Resources == null) { Resources = new SessionResources(); } m_gameId = (string)ViewState["GameId"]; if (m_gameId == null) { m_gameId = Guid.NewGuid().ToString(); ViewState["GameId"] = m_gameId; } if (Page.IsPostBack) { if (Games.ContainsKey(m_gameId)) { m_player = Games[m_gameId]; } if (!OutputBuffers.ContainsKey(m_gameId)) { // TO DO: Think this only ever happens while debugging? return; } m_buffer = OutputBuffers[m_gameId]; } else { m_buffer = new OutputBuffer(m_gameId); OutputBuffers.Add(m_gameId, m_buffer); m_buffer.AddJavaScriptToBuffer("setOutputBufferId", new StringParameter(m_gameId)); } }
private void SendUpdatedList(ListType listType) { if (listType == ListType.ExitsList) { SendCompassList(m_lists[ListType.ExitsList]); return; } string listName = null; if (listType == ListType.InventoryList) { listName = "inventory"; } if (listType == ListType.ObjectsList) { listName = "placesobjects"; } if (listName != null) { m_buffer.AddJavaScriptToBuffer("updateList", new StringParameter(listName), PlayerHelper.ListDataParameter(m_lists[listType])); } }
private void RegisterExternalStylesheets() { var stylesheets = m_player.GetExternalStylesheets(); if (stylesheets == null) { return; } foreach (var stylesheet in stylesheets) { m_buffer.AddJavaScriptToBuffer("addExternalStylesheet", new StringParameter(stylesheet)); } }
void RequestNextTimerTick(int seconds) { m_buffer.AddJavaScriptToBuffer("requestNextTimerTick", new IntParameter(seconds)); }