This object maintains extended state internal to the server communicator with respect to a player. It maintains data that is local to this server instance; the data is created at client enter, and removed at client leave. N.B. This state is intended for use by script code on the main thread.
        /// <summary>
        /// Create a new player state object for a PC.  It is assumed that
        /// there is no pre-existing state object for the PC yet.
        /// </summary>
        /// <param name="PlayerObjectId">Supplies the PC object id to create
        /// the state object for.</param>
        private void CreatePlayerState(uint PlayerObjectId)
        {
            PlayerState NewPlayerState = new PlayerState(PlayerObjectId, this);

            PlayerStateTable.Add(PlayerObjectId, NewPlayerState);
        }
        /// <summary>
        /// This method is called when a portal transition has been committed
        /// to send a player to a remote server.
        /// </summary>
        /// <param name="State">Supplies the local state for the player that is
        /// committed to a portal transition.
        /// </param>
        /// <param name="Server">Supplies the destination server for the portal
        /// event.</param>
        /// <param name="Script">Supplies the script object.</param>
        public static void SendGUIStateToServer(PlayerState State, GameServer Server, ACR_ServerCommunicator Script)
        {
            //
            // Build the resynchronization command.  The resynchronization
            // command is parsed by HandleGUIResync().  Note that the remote
            // and local servers may not be of the same version, i.e. the
            // remote server may not understand fields that are created by the
            // local server if it is of a newer version.
            //

            ResyncState ResyncInfo = new ResyncState(State.PlayerId, 0);

            if (State.ChatSelectGUIExpanded)
                ResyncInfo.ResyncFlags |= RESYNC_FLAG_CHAT_SELECT_EXPANDED;

            //
            // Dispatch the resync script execution request to the remote
            // server.  The remote server will process it when the request has
            // been received.
            //

            Script.RunScriptOnServer(Server.ServerId, "acr_resync_gui", ResyncInfo.ToString());
        }
Пример #3
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        /// <summary>
        /// Dispatch the event (in a script context).
        /// </summary>
        /// <param name="Script">Supplies the script object.</param>
        /// <param name="Database">Supplies the database connection.</param>
        public void DispatchEvent(ACR_ServerCommunicator Script, ALFA.Database Database)
        {
            //
            // If the event was for a player logging on to the local server,
            // then don't re-broadcast it.
            //
            foreach (uint PlayerObject in Script.GetPlayers(true))
            {
                PlayerState Player = Script.TryGetPlayerState(PlayerObject);

                if (Player == null)
                {
                    continue;
                }

                if (!Player.CharacterIdsShown.Contains(Character.CharacterId))
                {
                    string sPlayerListBox = "";

                    if (Server.ServerId == Script.GetDatabase().ACR_GetServerID() || Script.GetLocalInt(PlayerObject, "chatselect_expanded") == 0)
                    {
                        if (IsDM == true)
                        {
                            sPlayerListBox = "LocalDMList";
                            Player.ChatSelectLocalDMsShown += 1;
                        }
                        else
                        {
                            sPlayerListBox = "LocalPlayerList";
                            Player.ChatSelectLocalPlayersShown += 1;
                        }

                        if (Server.ServerId == Script.GetDatabase().ACR_GetServerID())
                        {
                            Script.AddListBoxRow(Player.ObjectId, "ChatSelect", sPlayerListBox, Character.CharacterName, "RosterData=/t \"" + Character.CharacterName + "\"", "", "5=/t \"" + Character.CharacterName + "\" ", "");
                        }
                        else
                        {
                            if (Player.Flags.HasFlag(PlayerStateFlags.ChatSelectShowLocalPlayersOnlyWhenCollapsed))
                            {
                                continue;
                            }

                            Script.AddListBoxRow(Player.ObjectId, "ChatSelect", sPlayerListBox, Character.CharacterName, "RosterData=#t \"" + Character.CharacterName + "\"", "", "5=#t \"" + Character.CharacterName + "\" ", "");
                        }
                    }
                    else
                    {
                        if (IsDM == true)
                        {
                            sPlayerListBox = "RemoteDMList";
                            Player.ChatSelectRemoteDMsShown += 1;
                        }
                        else
                        {
                            sPlayerListBox = "RemotePlayerList";
                            Player.ChatSelectRemotePlayersShown += 1;
                        }

                        Script.AddListBoxRow(Player.ObjectId, "ChatSelect", sPlayerListBox, Character.CharacterName, "RosterData=#t \"" + Character.CharacterName + "\"", "", "5=#t \"" + Character.CharacterName + "\" ", "");
                    }

                    Player.CharacterIdsShown.Add(Character.CharacterId);
                    Player.UpdateChatSelectGUIHeaders();
                }
            }

            if (Database.ACR_GetServerID() == Server.ServerId)
            {
                return;
            }

            string Message = String.Format(
                "{0}<c=#FFA500>{1} ({2}) joined {3}.</c>", // <c=Orange...>
                IsDM ? "<c=#99CCFF>[DM] </c>": "",
                Character.Name,
                Character.Player.Name,
                Server.Name);
            string ChatMessage = "</c>" + Message;

            foreach (uint PlayerObject in Script.GetPlayers(true))
            {
                PlayerState Player = Script.TryGetPlayerState(PlayerObject);

                if (Player == null)
                {
                    continue;
                }

                if (!Script.IsCrossServerNotificationEnabled(PlayerObject))
                {
                    continue;
                }

                if ((Player.Flags & PlayerStateFlags.SendCrossServerNotificationsToCombatLog) != 0)
                {
                    Script.SendMessageToPC(PlayerObject, Message);
                }
                else
                {
                    Script.SendChatMessage(
                        CLRScriptBase.OBJECT_INVALID,
                        PlayerObject,
                        CLRScriptBase.CHAT_MODE_SERVER,
                        ChatMessage,
                        CLRScriptBase.FALSE);
                }
            }

#if DEBUG_MODE
            Script.WriteTimestampedLogEntry(Message);
#endif
        }