StyleCop clean OpenRA.Game

This commit is contained in:
Matthias Mailänder
2015-01-02 15:11:36 +01:00
parent 9dd607c846
commit 44cd174a8d
61 changed files with 628 additions and 581 deletions

View File

@@ -90,7 +90,7 @@ namespace OpenRA.Mods.Common.Server
client.State = state;
Log.Write("server", "Player @{0} is {1}",
conn.socket.RemoteEndPoint, client.State);
conn.Socket.RemoteEndPoint, client.State);
server.SyncLobbyClients();
@@ -714,7 +714,7 @@ namespace OpenRA.Mods.Common.Server
{ "name",
s =>
{
Log.Write("server", "Player@{0} is now known as {1}.", conn.socket.RemoteEndPoint, s);
Log.Write("server", "Player@{0} is now known as {1}.", conn.Socket.RemoteEndPoint, s);
server.SendMessage("{0} is now known as {1}.".F(client.Name, s));
client.Name = s;
server.SyncLobbyClients();

View File

@@ -43,18 +43,17 @@ namespace OpenRA.Mods.Common.Server
{
foreach (var c in server.Conns.ToList())
{
if (c == null || c.socket == null)
if (c == null || c.Socket == null)
continue;
var client = server.GetClient(c);
if (client == null)
{
server.DropClient(c, -1);
server.SendMessage("A player has been dropped after timing out.");
continue;
}
if (c.TimeSinceLastResponse < ConnTimeout)
{
server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
@@ -81,11 +80,10 @@ namespace OpenRA.Mods.Common.Server
foreach (var c in timeouts)
{
if (c == null || c.socket == null)
if (c == null || c.Socket == null)
continue;
var client = server.GetClient(c);
if (client != null)
server.SendMessage("{0} will be dropped in {1} seconds.".F(client.Name, (ConnTimeout - c.TimeSinceLastResponse) / 1000));
}

View File

@@ -58,7 +58,7 @@ namespace OpenRA.Mods.Common.Traits
public ReadOnlyList<MissionObjective> Objectives;
[Sync]
public int ObjectivesHash { get { return Objectives.Aggregate(0, (code, objective) => code ^ Sync.hash(objective.State)); } }
public int ObjectivesHash { get { return Objectives.Aggregate(0, (code, objective) => code ^ Sync.Hash(objective.State)); } }
// This property is used as a flag in 'Cooperative' games to mark that the player has completed all his objectives.
// The player's WinState is only updated when his allies have all completed their objective as well.