remove Misc.cs; put its contents in sensible places.

This commit is contained in:
Chris Forbes
2010-11-01 20:15:32 +13:00
parent 1527e472b6
commit 526cf6059a
5 changed files with 108 additions and 178 deletions

View File

@@ -15,6 +15,7 @@ using System.IO;
using System.Windows.Forms;
using OpenRA.FileFormats;
using OpenRA.FileFormats.Graphics;
using OpenRA.Server;
namespace OpenRA.GameRules
{

View File

@@ -1,176 +0,0 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using OpenRA.Network;
using OpenRA.Server;
using OpenRA.Traits;
namespace OpenRA
{
public interface IServerExtension
{
/// <summary>
/// Return true to use the build-in handling
/// </summary>
bool OnReadyUp(Connection conn, Session.Client client);
void OnStartGame();
/// <summary>
/// Return true to use the build-in handling
/// </summary>
bool OnNickChange(Connection conn, Session.Client client, string newName);
/// <summary>
/// Return true to use the build-in handling
/// </summary>
bool OnRaceChange(Connection conn, Session.Client client, string newRace);
/// <summary>
/// Return true to use the build-in handling
/// </summary>
bool OnSlotChange(Connection conn, Session.Client client, Session.Slot slot, Map map);
/// <summary>
/// Return true to use the build-in handling
/// </summary>
bool OnTeamChange(Connection conn, Session.Client getClient, int team);
/// <summary>
/// Return true to use the build-in handling
/// </summary>
bool OnSpawnpointChange(Connection conn, Session.Client getClient, int spawnPoint);
/// <summary>
/// Return true to use the build-in handling
/// </summary>
bool OnColorChange(Connection conn, Session.Client getClient, Color fromArgb, Color color);
/// <summary>
/// Return true to use the build-in handling
/// </summary>
bool OnChat(Connection conn, string message, bool teamChat);
void OnServerStart();
void OnServerStop(bool forced);
void OnLoadMap(Map map);
/// <summary>
/// Return false to drop the connection
/// </summary>
bool OnValidateConnection(bool gameStarted, Connection newConn);
void OnLobbySync(Session lobbyInfo, bool gameStarted);
/// <summary>
/// Return true to use the build-in handling
/// </summary>
bool OnPingMasterServer(Session lobbyInfo, bool gameStarted);
/// <summary>
/// Return true to use the build-in handling
/// </summary>
bool OnIngameChat(Session.Client client, string message, bool teamChat);
void OnIngameSetStance(Player player, Player stanceForPlayer, Stance newStance);
void OnLobbyUp();
void OnRejoinLobby(World world);
}
public class NullServerExtension : IServerExtension
{
public virtual bool OnReadyUp(Connection conn, Session.Client client)
{
return true;
}
public virtual void OnStartGame()
{
}
public virtual bool OnNickChange(Connection conn, Session.Client client, string newName)
{
return true;
}
public virtual bool OnRaceChange(Connection conn, Session.Client client, string newRace)
{
return true;
}
public virtual bool OnSlotChange(Connection conn, Session.Client client, Session.Slot slot, Map map)
{
return true;
}
public virtual bool OnTeamChange(Connection conn, Session.Client getClient, int team)
{
return true;
}
public virtual bool OnSpawnpointChange(Connection conn, Session.Client getClient, int spawnPoint)
{
return true;
}
public virtual bool OnColorChange(Connection conn, Session.Client getClient, Color fromArgb, Color color)
{
return true;
}
public virtual bool OnChat(Connection conn, string message, bool teamChat)
{
return true;
}
public virtual void OnServerStart()
{
}
public virtual void OnServerStop(bool forced)
{
}
public virtual void OnLoadMap(Map map)
{
// Good spot to manipulate amount of spectators! ie set Server.MaxSpectators
}
public virtual bool OnValidateConnection(bool gameStarted, Connection newConn)
{
return true;
}
public virtual void OnLobbySync(Session lobbyInfo, bool gameStarted)
{
}
public virtual bool OnPingMasterServer(Session lobbyInfo, bool gameStarted)
{
return true;
}
public virtual bool OnIngameChat(Session.Client client, string message, bool teamChat)
{
return true;
}
public virtual void OnIngameSetStance(Player player, Player stanceForPlayer, Stance newStance)
{
}
public virtual void OnLobbyUp()
{
}
public virtual void OnRejoinLobby(World world)
{
}
}
}

View File

@@ -211,7 +211,6 @@
</ProjectReference>
<Compile Include="ActorInitializer.cs" />
<Compile Include="ActorReference.cs" />
<Compile Include="Misc.cs" />
<Compile Include="InputHandler.cs" />
<Compile Include="ModData.cs" />
<Compile Include="Map.cs" />
@@ -220,6 +219,8 @@
<Compile Include="Network\Session.cs" />
<Compile Include="ObjectCreator.cs" />
<Compile Include="Network\SyncReport.cs" />
<Compile Include="Server\IServerExtension.cs" />
<Compile Include="Server\NullServerExtension.cs" />
<Compile Include="TraitDictionary.cs" />
<Compile Include="Traits\Activities\CancelableActivity.cs" />
<Compile Include="Traits\SharesCell.cs" />
@@ -256,4 +257,4 @@
<Target Name="AfterBuild">
</Target>
-->
</Project>
</Project>

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@@ -0,0 +1,74 @@
using System.Drawing;
using OpenRA.Network;
using OpenRA.Traits;
namespace OpenRA.Server
{
public interface IServerExtension
{
/// <summary>
/// Return true to use the built-in handling
/// </summary>
bool OnReadyUp(Connection conn, Session.Client client);
void OnStartGame();
/// <summary>
/// Return true to use the built-in handling
/// </summary>
bool OnNickChange(Connection conn, Session.Client client, string newName);
/// <summary>
/// Return true to use the built-in handling
/// </summary>
bool OnRaceChange(Connection conn, Session.Client client, string newRace);
/// <summary>
/// Return true to use the built-in handling
/// </summary>
bool OnSlotChange(Connection conn, Session.Client client, Session.Slot slot, Map map);
/// <summary>
/// Return true to use the built-in handling
/// </summary>
bool OnTeamChange(Connection conn, Session.Client getClient, int team);
/// <summary>
/// Return true to use the built-in handling
/// </summary>
bool OnSpawnpointChange(Connection conn, Session.Client getClient, int spawnPoint);
/// <summary>
/// Return true to use the built-in handling
/// </summary>
bool OnColorChange(Connection conn, Session.Client getClient, Color fromArgb, Color color);
/// <summary>
/// Return true to use the built-in handling
/// </summary>
bool OnChat(Connection conn, string message, bool teamChat);
void OnServerStart();
void OnServerStop(bool forced);
void OnLoadMap(Map map);
/// <summary>
/// Return false to drop the connection
/// </summary>
bool OnValidateConnection(bool gameStarted, Connection newConn);
void OnLobbySync(Session lobbyInfo, bool gameStarted);
/// <summary>
/// Return true to use the built-in handling
/// </summary>
bool OnPingMasterServer(Session lobbyInfo, bool gameStarted);
/// <summary>
/// Return true to use the built-in handling
/// </summary>
bool OnIngameChat(Session.Client client, string message, bool teamChat);
void OnIngameSetStance(Player player, Player stanceForPlayer, Stance newStance);
void OnLobbyUp();
void OnRejoinLobby(World world);
}
}

View File

@@ -0,0 +1,30 @@
using System.Drawing;
using OpenRA.Network;
using OpenRA.Traits;
namespace OpenRA.Server
{
public class NullServerExtension : IServerExtension
{
public virtual bool OnReadyUp(Connection conn, Session.Client client) { return true; }
public virtual void OnStartGame() { }
public virtual bool OnNickChange(Connection conn, Session.Client client, string newName) { return true; }
public virtual bool OnRaceChange(Connection conn, Session.Client client, string newRace) { return true; }
public virtual bool OnSlotChange(Connection conn, Session.Client client, Session.Slot slot, Map map) { return true; }
public virtual bool OnTeamChange(Connection conn, Session.Client getClient, int team) { return true; }
public virtual bool OnSpawnpointChange(Connection conn, Session.Client getClient, int spawnPoint) { return true; }
public virtual bool OnColorChange(Connection conn, Session.Client getClient, Color fromArgb, Color color) { return true; }
public virtual bool OnChat(Connection conn, string message, bool teamChat) { return true; }
public virtual void OnServerStart() { }
public virtual void OnServerStop(bool forced) { }
// Good spot to manipulate number of spectators! ie set Server.MaxSpectators
public virtual void OnLoadMap(Map map) { }
public virtual bool OnValidateConnection(bool gameStarted, Connection newConn) { return true; }
public virtual void OnLobbySync(Session lobbyInfo, bool gameStarted) { }
public virtual bool OnPingMasterServer(Session lobbyInfo, bool gameStarted) { return true; }
public virtual bool OnIngameChat(Session.Client client, string message, bool teamChat) { return true; }
public virtual void OnIngameSetStance(Player player, Player stanceForPlayer, Stance newStance) { }
public virtual void OnLobbyUp() { }
public virtual void OnRejoinLobby(World world) { }
}
}