private static void OnFactionMessageRequest(MySyncCharacter sync, ref SendNewFactionMessageMsg msg, MyNetworkClient sender) { //Ignore messages that have improper lengths if (msg.ChatItem.Text.Length == 0 || msg.ChatItem.Text.Length > MyChatConstants.MAX_CHAT_STRING_LENGTH) { return; } long currentSenderId = MyEntityIdentifier.ConstructId(MyEntityIdentifier.ID_OBJECT_TYPE.IDENTITY, msg.ChatItem.IdentityIdUniqueNumber); var senderId = MySession.Static.Players.TryGetIdentity(currentSenderId); var chatItem = new MyFactionChatItem(); chatItem.Init(msg.ChatItem); //Find all members that can receive this messages m_tempValidIds.Clear(); for (int i = 0; i < msg.ChatItem.PlayersToSendToUniqueNumber.Count; i++) { if (!msg.ChatItem.IsAlreadySentTo[i]) { long receiverIdentityId = MyEntityIdentifier.ConstructId(MyEntityIdentifier.ID_OBJECT_TYPE.IDENTITY, msg.ChatItem.PlayersToSendToUniqueNumber[i]); var receiverId = MySession.Static.Players.TryGetIdentity(receiverIdentityId); if (receiverId != null && receiverId.Character != null && MyAntennaSystem.CheckConnection(senderId, receiverId)) { m_tempValidIds.Add(receiverIdentityId); } } } //Set their sent flag to true, so that everyone knows they already got it (no need for confirm message) foreach (var id in m_tempValidIds) { chatItem.PlayersToSendTo[id] = true; } //Save the flags back in the message msg.ChatItem = chatItem.GetObjectBuilder(); //Send success message back to all recepient members foreach (var id in m_tempValidIds) { MyPlayer.PlayerId receiverPlayerId; MySession.Static.Players.TryGetPlayerId(id, out receiverPlayerId); ulong steamId = receiverPlayerId.SteamId; Sync.Layer.SendMessage(ref msg, steamId, MyTransportMessageEnum.Success); } //Save chat history on server for non-server players if (senderId.Character != MySession.LocalCharacter) { MyChatSystem.AddFactionChatItem(senderId.IdentityId, msg.FactionId1, msg.FactionId2, chatItem); } }
public void SendNewFactionMessage(long factionId1, long factionId2, MyFactionChatItem chatItem) { var msg = new SendNewFactionMessageMsg(); msg.CharacterEntityId = Entity.EntityId; msg.FactionId1 = factionId1; msg.FactionId2 = factionId2; msg.ChatItem = chatItem.GetObjectBuilder(); Sync.Layer.SendMessageToServer(ref msg, MyTransportMessageEnum.Request); }
private static void OnFactionMessageSuccess(MySyncCharacter sync, ref SendNewFactionMessageMsg msg, MyNetworkClient sender) { long senderIdentityId = MyEntityIdentifier.ConstructId(MyEntityIdentifier.ID_OBJECT_TYPE.IDENTITY, msg.ChatItem.IdentityIdUniqueNumber); var factionChatItem = new MyFactionChatItem(); factionChatItem.Init(msg.ChatItem); if (!(Sync.IsServer && senderIdentityId != MySession.LocalPlayerId)) { MyChatSystem.AddFactionChatItem(MySession.LocalPlayerId, msg.FactionId1, msg.FactionId2, factionChatItem); } if (senderIdentityId != MySession.LocalPlayerId) { MySession.Static.Gpss.ScanText(factionChatItem.Text, MyTexts.GetString(MySpaceTexts.TerminalTab_GPS_NewFromFactionComms)); } MySession.Static.ChatSystem.OnNewFactionMessage(msg.FactionId1, msg.FactionId2, senderIdentityId, true); }
public static bool RetryFactionMessage(long factionId1, long factionId2, MyFactionChatItem chatItem, MyIdentity currentSenderIdentity) { Debug.Assert(Sync.IsServer, "Faction message retries should only be done on server"); if (currentSenderIdentity.Character == null) { return(false); } m_tempValidIds.Clear(); foreach (var playerToSendTo in chatItem.PlayersToSendTo) { if (!playerToSendTo.Value) { long receiverIdentityId = playerToSendTo.Key; var receiverId = MySession.Static.Players.TryGetIdentity(receiverIdentityId); if (receiverId != null && receiverId.Character != null && MyAntennaSystem.CheckConnection(currentSenderIdentity, receiverId)) { m_tempValidIds.Add(receiverIdentityId); } } } if (m_tempValidIds.Count == 0) { return(false); } foreach (var id in m_tempValidIds) { chatItem.PlayersToSendTo[id] = true; } var msg = new SendNewFactionMessageMsg(); msg.FactionId1 = factionId1; msg.FactionId2 = factionId2; msg.CharacterEntityId = currentSenderIdentity.Character.EntityId; msg.ChatItem = chatItem.GetObjectBuilder(); var confirmMessage = new ConfirmFactionMessageMsg(); confirmMessage.CharacterEntityId = currentSenderIdentity.Character.EntityId; confirmMessage.FactionId1 = msg.FactionId1; confirmMessage.FactionId2 = msg.FactionId2; confirmMessage.OriginalSenderId = chatItem.IdentityId; confirmMessage.Timestamp = chatItem.Timestamp.Ticks; confirmMessage.Text = msg.ChatItem.Text; foreach (var id in m_tempValidIds) { MyPlayer.PlayerId receiverPlayerId; MySession.Static.Players.TryGetPlayerId(id, out receiverPlayerId); ulong steamId = receiverPlayerId.SteamId; Sync.Layer.SendMessage(ref msg, steamId, MyTransportMessageEnum.Success); } foreach (var id in m_tempValidIds) { confirmMessage.ReceiverId = id; //Send confimation to members of both factions SendConfirmMessageToFaction(confirmMessage.FactionId1, chatItem.PlayersToSendTo, ref confirmMessage); if (confirmMessage.FactionId1 != confirmMessage.FactionId2) { SendConfirmMessageToFaction(confirmMessage.FactionId2, chatItem.PlayersToSendTo, ref confirmMessage); } } return(true); }
public static bool RetryFactionMessage(long factionId1, long factionId2, MyFactionChatItem chatItem, MyIdentity currentSenderIdentity) { Debug.Assert(Sync.IsServer, "Faction message retries should only be done on server"); if (currentSenderIdentity.Character == null) { return false; } m_tempValidIds.Clear(); foreach (var playerToSendTo in chatItem.PlayersToSendTo) { if (!playerToSendTo.Value) { long receiverIdentityId = playerToSendTo.Key; var receiverId = MySession.Static.Players.TryGetIdentity(receiverIdentityId); if (receiverId != null && receiverId.Character != null && MyAntennaSystem.CheckConnection(currentSenderIdentity, receiverId)) { m_tempValidIds.Add(receiverIdentityId); } } } if (m_tempValidIds.Count == 0) { return false; } foreach (var id in m_tempValidIds) { chatItem.PlayersToSendTo[id] = true; } var msg = new SendNewFactionMessageMsg(); msg.FactionId1 = factionId1; msg.FactionId2 = factionId2; msg.CharacterEntityId = currentSenderIdentity.Character.EntityId; msg.ChatItem = chatItem.GetObjectBuilder(); var confirmMessage = new ConfirmFactionMessageMsg(); confirmMessage.CharacterEntityId = currentSenderIdentity.Character.EntityId; confirmMessage.FactionId1 = msg.FactionId1; confirmMessage.FactionId2 = msg.FactionId2; confirmMessage.OriginalSenderId = chatItem.IdentityId; confirmMessage.Timestamp = chatItem.Timestamp.Ticks; confirmMessage.Text = msg.ChatItem.Text; foreach (var id in m_tempValidIds) { MyPlayer.PlayerId receiverPlayerId; MySession.Static.Players.TryGetPlayerId(id, out receiverPlayerId); ulong steamId = receiverPlayerId.SteamId; Sync.Layer.SendMessage(ref msg, steamId, MyTransportMessageEnum.Success); } foreach (var id in m_tempValidIds) { confirmMessage.ReceiverId = id; //Send confimation to members of both factions SendConfirmMessageToFaction(confirmMessage.FactionId1, chatItem.PlayersToSendTo, ref confirmMessage); if (confirmMessage.FactionId1 != confirmMessage.FactionId2) { SendConfirmMessageToFaction(confirmMessage.FactionId2, chatItem.PlayersToSendTo, ref confirmMessage); } } return true; }