Remove global chat integration.
This commit is contained in:
committed by
Matthias Mailänder
parent
488cec64b8
commit
502c3e2bf5
@@ -21,7 +21,6 @@ using System.Net;
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using System.Reflection;
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using System.Threading;
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using System.Threading.Tasks;
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using OpenRA.Chat;
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using OpenRA.Graphics;
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using OpenRA.Network;
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using OpenRA.Primitives;
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@@ -55,8 +54,6 @@ namespace OpenRA
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public static bool BenchmarkMode = false;
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public static GlobalChat GlobalChat;
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public static string EngineVersion { get; private set; }
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static Task discoverNat;
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@@ -338,8 +335,6 @@ namespace OpenRA
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Settings.Server.AllowPortForward = true;
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}
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GlobalChat = new GlobalChat();
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var modSearchArg = args.GetValue("Engine.ModSearchPaths", null);
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var modSearchPaths = modSearchArg != null ?
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FieldLoader.GetValue<string[]>("Engine.ModsPath", modSearchArg) :
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@@ -821,7 +816,6 @@ namespace OpenRA
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ModData.Dispose();
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ChromeProvider.Deinitialize();
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GlobalChat.Dispose();
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Sound.Dispose();
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Renderer.Dispose();
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@@ -1,387 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections;
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using System.Linq;
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using System.Threading;
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using Meebey.SmartIrc4net;
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using OpenRA.Primitives;
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namespace OpenRA.Chat
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{
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public enum ChatConnectionStatus { Disconnected, Connecting, Connected, Disconnecting, Joined, Error }
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public enum ChatMessageType { Message, Notification }
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public sealed class ChatUser
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{
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public readonly string Name;
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public bool IsOp;
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public bool IsVoiced;
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public ChatUser(string name, bool isOp, bool isVoice)
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{
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Name = name;
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IsOp = isOp;
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IsVoiced = isVoice;
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}
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}
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public sealed class ChatMessage
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{
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static long nextUID;
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public readonly DateTime Time;
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public readonly ChatMessageType Type;
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public readonly string Nick;
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public readonly string Message;
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public readonly string UID;
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public ChatMessage(DateTime time, ChatMessageType type, string nick, string message)
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{
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Time = time;
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Type = type;
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Nick = nick;
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Message = message;
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UID = Interlocked.Increment(ref nextUID).ToString();
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}
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public override string ToString()
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{
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var time = Time.ToString(Game.Settings.Chat.TimestampFormat);
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if (Type == ChatMessageType.Notification)
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return "{0} {1}".F(time, Message);
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return "{0} {1}: {2}".F(time, Nick, Message);
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}
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}
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public sealed class GlobalChat : IDisposable
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{
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readonly IrcClient client = new IrcClient();
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volatile Channel channel;
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public readonly ObservableSortedDictionary<string, ChatUser> Users = new ObservableSortedDictionary<string, ChatUser>(StringComparer.InvariantCultureIgnoreCase);
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public readonly ObservableList<ChatMessage> History = new ObservableList<ChatMessage>();
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volatile string topic;
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public string Topic { get { return topic; } }
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volatile ChatConnectionStatus connectionStatus = ChatConnectionStatus.Disconnected;
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public ChatConnectionStatus ConnectionStatus { get { return connectionStatus; } }
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string nickname;
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public GlobalChat()
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{
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client.Encoding = System.Text.Encoding.UTF8;
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client.SendDelay = 100;
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client.ActiveChannelSyncing = true;
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client.OnConnecting += OnConnecting;
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client.OnConnected += OnConnected;
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client.OnDisconnecting += OnDisconnecting;
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client.OnDisconnected += OnDisconnected;
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client.OnError += OnError;
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client.OnKick += OnKick;
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client.OnRawMessage += (_, e) => Game.RunAfterTick(() => Log.Write("irc", e.Data.RawMessage));
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client.OnJoin += OnJoin;
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client.OnChannelActiveSynced += OnChannelActiveSynced;
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client.OnTopic += (_, e) => topic = e.Topic;
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client.OnTopicChange += (_, e) => topic = e.NewTopic;
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client.OnNickChange += OnNickChange;
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client.OnChannelMessage += (_, e) => AddMessage(e.Data.Nick, e.Data.Message);
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client.OnOp += (_, e) => SetUserOp(e.Whom, true);
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client.OnDeop += (_, e) => SetUserOp(e.Whom, false);
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client.OnVoice += (_, e) => SetUserVoiced(e.Whom, true);
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client.OnDevoice += (_, e) => SetUserVoiced(e.Whom, false);
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client.OnPart += OnPart;
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client.OnQuit += OnQuit;
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}
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void SetUserOp(string whom, bool isOp)
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{
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Game.RunAfterTick(() =>
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{
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ChatUser user;
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if (Users.TryGetValue(whom, out user))
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user.IsOp = isOp;
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});
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}
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void SetUserVoiced(string whom, bool isVoiced)
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{
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Game.RunAfterTick(() =>
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{
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ChatUser user;
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if (Users.TryGetValue(whom, out user))
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user.IsVoiced = isVoiced;
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});
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}
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public void Connect(string nickname)
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{
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if (client.IsConnected || !IsValidNickname(nickname))
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return;
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this.nickname = nickname;
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new Thread(() =>
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{
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try
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{
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client.Connect(Game.Settings.Chat.Hostname, Game.Settings.Chat.Port);
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}
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catch (Exception e)
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{
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connectionStatus = ChatConnectionStatus.Error;
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AddNotification(e.Message);
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Game.RunAfterTick(() => Log.Write("irc", e.ToString()));
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return;
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}
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client.Listen();
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}) { Name = "IrcListenThread", IsBackground = true }.Start();
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}
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void AddNotification(string text)
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{
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var message = new ChatMessage(DateTime.Now, ChatMessageType.Notification, null, text);
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Game.RunAfterTick(() =>
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{
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History.Add(message);
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Log.Write("irc", text);
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});
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}
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void AddMessage(string nick, string text)
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{
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var message = new ChatMessage(DateTime.Now, ChatMessageType.Message, nick, text);
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Game.RunAfterTick(() =>
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{
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History.Add(message);
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Log.Write("irc", text);
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});
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}
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void OnConnecting(object sender, EventArgs e)
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{
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AddNotification("Connecting to {0}:{1}...".F(Game.Settings.Chat.Hostname, Game.Settings.Chat.Port));
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connectionStatus = ChatConnectionStatus.Connecting;
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}
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void OnConnected(object sender, EventArgs e)
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{
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AddNotification("Connected.");
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connectionStatus = ChatConnectionStatus.Connected;
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client.Login(nickname, "in-game IRC client", 0, "OpenRA");
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client.RfcJoin("#" + Game.Settings.Chat.Channel);
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}
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void OnDisconnecting(object sender, EventArgs e)
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{
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if (connectionStatus != ChatConnectionStatus.Error)
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connectionStatus = ChatConnectionStatus.Disconnecting;
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}
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void OnDisconnected(object sender, EventArgs e)
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{
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Game.RunAfterTick(Users.Clear);
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// Keep the chat window open if there is an error
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// It will be cleared by the Disconnect button
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if (connectionStatus != ChatConnectionStatus.Error)
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{
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Game.RunAfterTick(History.Clear);
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topic = null;
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connectionStatus = ChatConnectionStatus.Disconnected;
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}
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}
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void OnError(object sender, ErrorEventArgs e)
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{
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// Ignore any errors that happen during disconnect
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if (connectionStatus != ChatConnectionStatus.Disconnecting)
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{
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connectionStatus = ChatConnectionStatus.Error;
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AddNotification("Error: " + e.ErrorMessage);
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}
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}
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void OnKick(object sender, KickEventArgs e)
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{
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if (e.Whom == client.Nickname)
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{
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Disconnect();
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connectionStatus = ChatConnectionStatus.Error;
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AddNotification("You were kicked from the chat by {0}. ({1})".F(e.Who, e.KickReason));
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}
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else
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{
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Users.Remove(e.Whom);
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AddNotification("{0} was kicked from the chat by {1}. ({2})".F(e.Whom, e.Who, e.KickReason));
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}
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}
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void OnJoin(object sender, JoinEventArgs e)
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{
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if (e.Who == client.Nickname || channel == null || e.Channel != channel.Name)
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return;
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AddNotification("{0} joined the chat.".F(e.Who));
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Game.RunAfterTick(() => Users.Add(e.Who, new ChatUser(e.Who, false, false)));
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}
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void OnChannelActiveSynced(object sender, IrcEventArgs e)
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{
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channel = client.GetChannel(e.Data.Channel);
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AddNotification("{0} users online".F(channel.Users.Count));
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connectionStatus = ChatConnectionStatus.Joined;
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foreach (DictionaryEntry user in channel.Users)
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{
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var u = (ChannelUser)user.Value;
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Game.RunAfterTick(() => Users.Add(u.Nick, new ChatUser(u.Nick, u.IsOp, u.IsVoice)));
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}
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}
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void OnNickChange(object sender, NickChangeEventArgs e)
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{
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AddNotification("{0} is now known as {1}.".F(e.OldNickname, e.NewNickname));
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Game.RunAfterTick(() =>
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{
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ChatUser user;
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if (!Users.TryGetValue(e.OldNickname, out user))
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return;
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Users.Remove(e.OldNickname);
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Users.Add(e.NewNickname, new ChatUser(e.NewNickname, user.IsOp, user.IsVoiced));
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});
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}
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void OnQuit(object sender, QuitEventArgs e)
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{
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AddNotification("{0} left the chat.".F(e.Who));
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Game.RunAfterTick(() => Users.Remove(e.Who));
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}
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void OnPart(object sender, PartEventArgs e)
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{
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if (channel == null || e.Data.Channel != channel.Name)
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return;
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AddNotification("{0} left the chat.".F(e.Who));
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Game.RunAfterTick(() => Users.Remove(e.Who));
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}
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public string SanitizedName(string dirty)
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{
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if (string.IsNullOrEmpty(dirty))
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return null;
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// There is no need to mangle the nick if it is already valid
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if (Rfc2812.IsValidNickname(dirty))
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return dirty;
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// TODO: some special chars are allowed as well, but not at every position
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var clean = new string(dirty.Where(c => char.IsLetterOrDigit(c)).ToArray());
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if (string.IsNullOrEmpty(clean))
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return null;
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if (char.IsDigit(clean[0]))
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return SanitizedName(clean.Substring(1));
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// Source: https://tools.ietf.org/html/rfc2812#section-1.2.1
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if (clean.Length > 9)
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clean = clean.Substring(0, 9);
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return clean;
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}
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public bool IsValidNickname(string name)
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{
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return Rfc2812.IsValidNickname(name);
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}
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public void SendMessage(string text)
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{
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if (connectionStatus != ChatConnectionStatus.Joined)
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return;
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// Guard against a last-moment disconnection
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try
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{
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client.SendMessage(SendType.Message, channel.Name, text);
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AddMessage(client.Nickname, text);
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}
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catch (NotConnectedException) { }
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}
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public bool TrySetNickname(string nick)
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{
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// TODO: This is inconsistent with the other check
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if (Rfc2812.IsValidNickname(nick))
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{
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client.RfcNick(nick);
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return true;
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}
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return false;
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}
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public void Disconnect()
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{
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// Error is an alias for disconnect, but keeps the panel open
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// so that clients can see the error
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if (connectionStatus == ChatConnectionStatus.Error)
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{
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Game.RunAfterTick(History.Clear);
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topic = null;
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connectionStatus = ChatConnectionStatus.Disconnected;
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}
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else
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connectionStatus = ChatConnectionStatus.Disconnecting;
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if (!client.IsConnected)
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return;
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client.RfcQuit(Game.Settings.Chat.QuitMessage);
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AddNotification("Disconnecting from {0}...".F(client.Address));
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Game.RunAfterTick(() => { Game.Settings.Chat.ConnectAutomatically = false; Game.Settings.Save(); });
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}
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public void Dispose()
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{
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// HACK: The IRC library we are using has terrible thread-handling code that relies on Thread.Abort.
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// There is a thread reading from the network socket which is aborted, however on Windows this is inside
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// native code so this abort call hangs until the network socket reads something and returns to managed
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// code where it can then be aborted.
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//
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// This means we may hang for several seconds during shutdown (until we receive something over IRC!) before
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// closing.
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//
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// Since our IRC client currently lives forever, the only time we call this Dispose method is during the
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// shutdown of our process. Therefore, we can work around the problem by just not bothering to disconnect
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// properly. Since our process is about to die anyway, it's not like anyone will care.
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////if (client.IsConnected)
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//// client.Disconnect();
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}
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}
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}
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@@ -98,10 +98,6 @@
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<HintPath>..\thirdparty\download\MaxMind.Db.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="SmarIrc4net">
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<HintPath>..\thirdparty\download\SmarIrc4net.dll</HintPath>
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<Private>False</Private>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Activities\Activity.cs" />
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@@ -247,7 +243,6 @@
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<Compile Include="Renderer.cs" />
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<Compile Include="Platform.cs" />
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<Compile Include="GameSpeed.cs" />
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<Compile Include="GlobalChat.cs" />
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<Compile Include="Primitives\ObservableList.cs" />
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<Compile Include="Graphics\RgbaColorRenderer.cs" />
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<Compile Include="Traits\Player\IndexedPlayerPalette.cs" />
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@@ -194,16 +194,6 @@ namespace OpenRA
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public MPGameFilters MPGameFilters = MPGameFilters.Waiting | MPGameFilters.Empty | MPGameFilters.Protected | MPGameFilters.Started;
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}
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public class ChatSettings
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{
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public string Hostname = "irc.openra.net";
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public int Port = 6667;
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public string Channel = "lobby";
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public string QuitMessage = "Battle control terminated!";
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public string TimestampFormat = "HH:mm";
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public bool ConnectAutomatically = false;
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}
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public class Settings
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{
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readonly string settingsFile;
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@@ -215,7 +205,6 @@ namespace OpenRA
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public readonly ServerSettings Server = new ServerSettings();
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public readonly DebugSettings Debug = new DebugSettings();
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internal Dictionary<string, Hotkey> Keys = new Dictionary<string, Hotkey>();
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public readonly ChatSettings Chat = new ChatSettings();
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public readonly Dictionary<string, object> Sections;
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@@ -235,7 +224,6 @@ namespace OpenRA
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{ "Graphics", Graphics },
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{ "Server", Server },
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{ "Debug", Debug },
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{ "Chat", Chat }
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};
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// Override fieldloader to ignore invalid entries
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