Пример #1
0
 private LobbyServerReadyNotification LobbyServerReady(ClientConnection connection)
 {
     return(new LobbyServerReadyNotification
     {
         AccountData = PlayerUtils.GetAccountData(connection),
         AlertMissionData = new LobbyAlertMissionDataNotification(),
         CharacterDataList = DummyLobbyData.CreateCharacterDataList(),
         CommerceURL = "http://127.0.0.1/AtlasCommerce",
         EnvironmentType = EnvironmentType.External,
         FactionCompetitionStatus = new FactionCompetitionNotification(),
         FriendStatus = new FriendStatusNotification {
             FriendList = FriendListUtils.GetFriendList(connection.AccountId)
         },
         GroupInfo = new LobbyPlayerGroupInfo
         {
             SelectedQueueType = GameType.Practice,
             MemberDisplayName = connection.UserName,
             // ChararacterInfo = DummyLobbyData.CreateLobbyCharacterInfo(CharacterType.Archer),
             Members = new List <UpdateGroupMemberData>()
         },
         SeasonChapterQuests =
             new LobbySeasonQuestDataNotification
         {
             SeasonChapterQuests = new Dictionary <int, SeasonChapterQuests>()
         },
         ServerQueueConfiguration = DummyLobbyData.CreateServerQueueConfiguration(),
         Status = new LobbyStatusNotification
         {
             AllowRelogin = false,
             ServerLockState = ServerLockState.Unlocked,
             ServerMessageOverrides = new ServerMessageOverrides(),
             ClientAccessLevel = ClientAccessLevel.Full,
             HasPurchasedGame = true,
             GameplayOverrides = DummyLobbyData.CreateLobbyGameplayOverrides(),
             UtcNow = DateTime.UtcNow,
             PacificNow = DateTime.Now, // TODO: Should be pacific time
             ErrorReportRate = TimeSpan.FromMinutes(3)
         }
     });
 }
        public async Task OnMessage(ClientConnection connection, object requestData)
        {
            /*
             * The clients sends this request everytime something important to loadout configuration changes
             * apparently it only sends in PlayerInfoUpdate the thing that was modified and everything else is is null
             *
             * ie: if the client changes freelancer, it only sends the new value of CharacterType and all other values are null
             */
            PlayerInfoUpdateRequest request = (PlayerInfoUpdateRequest)requestData;

            if (request.GameType != null)
            {
                connection.SelectedGameType = request.GameType.Value;
            }



            if (request.PlayerInfoUpdate.ContextualReadyState != null)
            {
                if (request.PlayerInfoUpdate.ContextualReadyState.Value.ReadyState == ReadyState.Ready)
                {
                    var practice = DummyLobbyData.CreatePracticeGameNotification(connection);
                    Log.Print(LogType.Network, $"Responding {JsonConvert.SerializeObject(practice)}");
                    await connection.SendMessage(practice);

                    var practiceGameInfo = DummyLobbyData.CreatePracticeGameInfoNotification(connection);
                    Log.Print(LogType.Network, $"Responding {JsonConvert.SerializeObject(practiceGameInfo)}");
                    await connection.SendMessage(practiceGameInfo);

                    return;
                }
            }

            // Change Selected Freelancer
            else if (request.PlayerInfoUpdate.CharacterType != null)
            {
                connection.SelectedCharacter = request.PlayerInfoUpdate.CharacterType.Value;
                PlayerData.SaveSelectedCharacter(connection.AccountId, (int)connection.SelectedCharacter);

                var accountDataUpdate = new PlayerAccountDataUpdateNotification
                {
                    AccountData = PlayerUtils.GetAccountData(connection)
                };
                Log.Print(LogType.Debug, $"Responding {JsonConvert.SerializeObject(accountDataUpdate)}");
                await connection.SendMessage(accountDataUpdate);

                var response = new PlayerInfoUpdateResponse
                {
                    CharacterInfo            = DummyLobbyData.CreateLobbyCharacterInfo(connection.SelectedCharacter),
                    OriginalPlayerInfoUpdate = request.PlayerInfoUpdate,
                    ResponseId = request.RequestId
                };
                await connection.SendMessage(response);

                return;
            }

            else if (request.PlayerInfoUpdate.CharacterSkin != null)
            {
                connection.Loadout.Skin = request.PlayerInfoUpdate.CharacterSkin.Value;
            }
            else if (request.PlayerInfoUpdate.CharacterCards != null)
            {
                connection.Loadout.Cards = request.PlayerInfoUpdate.CharacterCards.Value;
            }

            else if (request.PlayerInfoUpdate.CharacterMods != null)
            {
                connection.Loadout.Mods = request.PlayerInfoUpdate.CharacterMods.Value;
            }

            else if (request.PlayerInfoUpdate.CharacterAbilityVfxSwaps != null)
            {
                connection.Loadout.AbilityVfxSwaps = request.PlayerInfoUpdate.CharacterAbilityVfxSwaps.Value;
            }

            else if (request.PlayerInfoUpdate.CharacterLoadoutChanges != null)
            {
                //
            }

            /*if (request.PlayerInfoUpdate.CharacterType == null)
             * {
             *  Log.Print(LogType.Warning, "CharacterType is null in PlayerInfoUpdateRequest");
             *  return;
             * }/
             *
             * var accountDataUpdate = new PlayerAccountDataUpdateNotification
             * {
             *  AccountData = PlayerUtils.GetAccountData(connection)
             * };
             * accountDataUpdate.AccountData.AccountComponent.LastCharacter = request.PlayerInfoUpdate.CharacterType.Value;
             * Log.Print(LogType.Network, $"Responding {JsonConvert.SerializeObject(accountDataUpdate)}");
             * await connection.SendMessage(accountDataUpdate);
             *
             * var response = new PlayerInfoUpdateResponse
             * {
             *  CharacterInfo = DummyLobbyData.CreateLobbyCharacterInfo(request.PlayerInfoUpdate.CharacterType.Value),
             *  // PlayerInfo = DummyLobbyData.CreateLobbyPlayerInfo(),
             *  OriginalPlayerInfoUpdate = request.PlayerInfoUpdate,
             *  ResponseId = request.RequestId
             * };
             *
             * if (request.PlayerInfoUpdate.CharacterCards != null)
             *  response.CharacterInfo.CharacterCards = request.PlayerInfoUpdate.CharacterCards.Value;
             *
             * if (request.PlayerInfoUpdate.CharacterMods != null)
             *  response.CharacterInfo.CharacterMods = request.PlayerInfoUpdate.CharacterMods.Value;
             *
             * // response.PlayerInfo.PlayerId = request.PlayerInfoUpdate.PlayerId;
             * // response.PlayerInfo.CharacterInfo = response.CharacterInfo;
             * Log.Print(LogType.Network, $"Responding {JsonConvert.SerializeObject(response)}");
             * await connection.SendMessage(response);
             */
            /*try
             * {
             *  var response = new PlayerInfoUpdateResponse
             *  {
             *      //PlayerInfo = null,
             *      CharacterInfo = DummyLobbyData.CreateLobbyCharacterInfo(connection.SelectedCharacter),
             *      OriginalPlayerInfoUpdate = request.PlayerInfoUpdate,
             *      ResponseId = request.RequestId
             *  };
             *  await connection.SendMessage(response);
             * }
             * catch(Exception e) {
             *  Log.Print(LogType.Debug, e.Message);
             * }
             */
        }
Пример #3
0
        public async Task OnMessage(LobbyServerConnection connection, object requestData)
        {
            PlayerInfoUpdateRequest request = (PlayerInfoUpdateRequest)requestData;

            //if (request.GameType != null)
            //    connection.PlayerInfo.SetGameType(request.GameType.Value);


            // Change ReadyState
            if (request.PlayerInfoUpdate.ContextualReadyState != null)
            {
                if (request.PlayerInfoUpdate.ContextualReadyState.Value.ReadyState == ReadyState.Ready)
                {
                    //LobbyQueueManager.HandleReady(connection);
                    Log.Print(LogType.Debug, "HANDLE CHANGE READYSTATE");
                    LobbyQueueManager.AddPlayerToQueue(connection);
                }
                else
                {
                    Log.Print(LogType.Warning, "Contextual Ready state unhandled (PlayerInfoUpdateRequestHandler)");
                }
            }

            // Change Selected Freelancer
            else if (request.PlayerInfoUpdate.CharacterType != null)
            {
                //connection.PlayerInfo.SetCharacterType(request.PlayerInfoUpdate.CharacterType.Value);
                //PlayerData.SaveSelectedCharacter(connection.PlayerInfo.GetAccountId(), (int)connection.PlayerInfo.GetCharacterType());

                var accountDataUpdate = new PlayerAccountDataUpdateNotification
                {
                    AccountData = PlayerUtils.GetAccountData(connection)
                };

                await connection.SendMessage(accountDataUpdate);

                var response = new PlayerInfoUpdateResponse
                {
                    //CharacterInfo = connection.PlayerInfo.GetLobbyPlayerInfo().CharacterInfo,
                    OriginalPlayerInfoUpdate = request.PlayerInfoUpdate,
                    ResponseId = request.RequestId
                };
                await connection.SendMessage(response);

                return;
            }

            //Change Skin
            else if (request.PlayerInfoUpdate.CharacterSkin != null)
            {
                //connection.PlayerInfo.SetSkin(request.PlayerInfoUpdate.CharacterSkin.Value);
            }
            //Chnage Catalyst
            else if (request.PlayerInfoUpdate.CharacterCards != null)
            {
                //connection.PlayerInfo.SetCards(request.PlayerInfoUpdate.CharacterCards.Value);
            }
            // Chnage Mods
            else if (request.PlayerInfoUpdate.CharacterMods != null)
            {
                //connection.PlayerInfo.SetMods(request.PlayerInfoUpdate.CharacterMods.Value);
            }
            // Change Vfx
            else if (request.PlayerInfoUpdate.CharacterAbilityVfxSwaps != null)
            {
                //connection.PlayerInfo.SetAbilityVfxSwaps(request.PlayerInfoUpdate.CharacterAbilityVfxSwaps.Value);
            }
            // Chnage Loadout
            else if (request.PlayerInfoUpdate.CharacterLoadoutChanges != null)
            {
                Log.Print(LogType.Warning, "Changes in loadout not implemented yet(PlayerInfoUpdateRequestHandler.cs)");
            }
        }