Пример #1
0
        public static void SendLockAquireMessage(LockDefinition lockDefinition, bool force)
        {
            var lockResult = LockSystem.AcquireLock(lockDefinition, force);

            var newMessageData = new LockAcquireMsgData
            {
                Lock       = lockDefinition,
                LockResult = lockResult,
                Force      = force
            };

            MessageQueuer.SendToAllClients <LockSrvMsg>(newMessageData);

            LunaLog.Debug(lockResult
                ? $"{lockDefinition.PlayerName} acquired lock {lockDefinition}"
                : $"{lockDefinition.PlayerName} failed to acquire lock {lockDefinition}");
        }
Пример #2
0
        public static void SendLockAquireMessage(string lockName, string playerName, bool force)
        {
            var lockResult = LockSystem.AcquireLock(lockName, playerName, force);

            var newMessageData = new LockAcquireMsgData
            {
                PlayerName = playerName,
                LockName   = lockName,
                LockResult = lockResult,
                Force      = force
            };

            MessageQueuer.SendToAllClients <LockSrvMsg>(newMessageData);

            LunaLog.Debug(lockResult
                ? $"{playerName} acquired lock {lockName}"
                : $"{playerName} failed to acquire lock {lockName}");
        }
Пример #3
0
        public static void ReleaseAndSendLockReleaseMessage(LockDefinition lockDefinition)
        {
            var lockResult = LockSystem.ReleaseLock(lockDefinition);

            if (lockResult)
            {
                var newMessageData = new LockReleaseMsgData
                {
                    Lock       = lockDefinition,
                    LockResult = true
                };
                MessageQueuer.SendToAllClients <LockSrvMsg>(newMessageData);
                LunaLog.Debug($"{lockDefinition.PlayerName} released lock {lockDefinition}");
            }
            else
            {
                LunaLog.Debug($"{lockDefinition.PlayerName} failed to release lock {lockDefinition}");
            }
        }
Пример #4
0
        public static void SendLockReleaseMessage(string lockName, string playerName)
        {
            var lockResult = LockSystem.ReleaseLock(lockName, playerName);

            if (lockResult)
            {
                var newMessageData = new LockReleaseMsgData
                {
                    PlayerName = playerName,
                    LockName   = lockName,
                    LockResult = true
                };
                MessageQueuer.SendToAllClients <LockSrvMsg>(newMessageData);
                LunaLog.Debug(playerName + " released lock " + lockName);
            }
            else
            {
                LunaLog.Debug(playerName + " failed to release lock " + lockName);
            }
        }
Пример #5
0
 public static void SendAllLocks(ClientStructure client)
 {
     MessageQueuer.SendToClient <LockSrvMsg>(client, new LockListReplyMsgData {
         Locks = LockSystem.GetLockList().ToArray()
     });
 }