Пример #1
0
        public string RecordInsert(PropMessage objProperty, string associateID)
        {
            DllMessage objDal = new DllMessage();

            try
            {
                return(objDal.InsertD(objProperty, associateID));
            }
            catch (Exception info)
            {
                throw info;
            }
            finally
            {
                objDal = null;
            }
        }
Пример #2
0
 public string InsertD(PropMessage objMessage, string associateID)
 {
     try
     {
         SqlCommand cmd = new SqlCommand("proc_Messages", objCon.Con);
         cmd.CommandType = CommandType.StoredProcedure;
         objCon.Con.Open();
         cmd.Parameters.AddWithValue("@fromID", objMessage.fromID);
         cmd.Parameters.AddWithValue("@toID", objMessage.toID);
         //cmd.Parameters.AddWithValue("@subject", objMessage.subject);
         cmd.Parameters.AddWithValue("@bodytext", objMessage.bodytext);
         cmd.Parameters.AddWithValue("@action", "Add");
         return(cmd.ExecuteScalar().ToString());
     }
     catch
     {
         return("Not Valid");
     }
 }
Пример #3
0
        public string SendMessages(string bodytext)
        {
            string str = string.Empty;

            if (Session["associate"].ToString() != "" || Session["associate"].ToString() != null)
            {
                PropMessage proMessage = new PropMessage();
                proMessage.fromID = Convert.ToInt16(Session["associate"]);
                proMessage.toID   = -1;
                //proMessage.subject=subject;
                proMessage.bodytext = bodytext;
                BllMessage objMessage = new BllMessage();
                str = objMessage.RecordInsert(proMessage, Session["associate"].ToString());
                return(str);
            }
            else
            {
                return("Error in Authentication");
            }
        }
Пример #4
0
 // Send message periodically to tell clients who the hunter is
 // Must send periodically in case clients join mid-game
 private void SendPropMessageTag()
 {
     PropMessage msg = new PropMessage ();
     NetworkIdentity playerIdtt = this.GetComponent<NetworkIdentity>() as NetworkIdentity;
     msg.msgType = PropMessage.Type.Tag;
     msg.prop = playerIdtt.netId;
     msg.player = playerIdtt.netId;
     NetworkClient.allClients [0].Send (PropMessage.TypeId, msg);
 }
Пример #5
0
    // send message when the player is respawned
    private void SendPropMessageRespawn()
    {
        NetworkIdentity playerIdtt = gameObject.GetComponent<NetworkIdentity>() as NetworkIdentity;
        if (playerIdtt == null)
            return;

        PropMessage msg = new PropMessage();
        msg.msgType = PropMessage.Type.Respawn;
        msg.player = playerIdtt.netId;
        NetworkClient.allClients[0].Send(PropMessage.TypeId, msg);
        Debug.Log("Client sent: " + msg.player);
    }
Пример #6
0
    // send message when the player change to a prop
    private void SendPropMessageChange(GameObject objHit)
    {
        NetworkIdentity objIdtt = objHit.GetComponent<NetworkIdentity>() as NetworkIdentity;
        NetworkIdentity playerIdtt = gameObject.GetComponent<NetworkIdentity>() as NetworkIdentity;
        if (objIdtt == null || playerIdtt == null)
            return;

        PropMessage msg = new PropMessage();
        msg.msgType = PropMessage.Type.Change;
        msg.prop = objIdtt.netId;
        msg.player = playerIdtt.netId;
        NetworkClient.allClients[0].Send(PropMessage.TypeId, msg);
        Debug.Log("Client sent: " + msg.player + " " + msg.prop);
    }