remove Misc.cs; put its contents in sensible places.
This commit is contained in:
@@ -15,6 +15,7 @@ using System.IO;
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using System.Windows.Forms;
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using OpenRA.FileFormats;
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using OpenRA.FileFormats.Graphics;
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using OpenRA.Server;
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namespace OpenRA.GameRules
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{
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@@ -1,176 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using OpenRA.Network;
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using OpenRA.Server;
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using OpenRA.Traits;
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namespace OpenRA
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{
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public interface IServerExtension
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{
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/// <summary>
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/// Return true to use the build-in handling
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/// </summary>
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bool OnReadyUp(Connection conn, Session.Client client);
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void OnStartGame();
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/// <summary>
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/// Return true to use the build-in handling
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/// </summary>
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bool OnNickChange(Connection conn, Session.Client client, string newName);
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/// <summary>
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/// Return true to use the build-in handling
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/// </summary>
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bool OnRaceChange(Connection conn, Session.Client client, string newRace);
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/// <summary>
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/// Return true to use the build-in handling
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/// </summary>
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bool OnSlotChange(Connection conn, Session.Client client, Session.Slot slot, Map map);
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/// <summary>
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/// Return true to use the build-in handling
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/// </summary>
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bool OnTeamChange(Connection conn, Session.Client getClient, int team);
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/// <summary>
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/// Return true to use the build-in handling
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/// </summary>
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bool OnSpawnpointChange(Connection conn, Session.Client getClient, int spawnPoint);
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/// <summary>
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/// Return true to use the build-in handling
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/// </summary>
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bool OnColorChange(Connection conn, Session.Client getClient, Color fromArgb, Color color);
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/// <summary>
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/// Return true to use the build-in handling
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/// </summary>
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bool OnChat(Connection conn, string message, bool teamChat);
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void OnServerStart();
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void OnServerStop(bool forced);
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void OnLoadMap(Map map);
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/// <summary>
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/// Return false to drop the connection
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/// </summary>
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bool OnValidateConnection(bool gameStarted, Connection newConn);
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void OnLobbySync(Session lobbyInfo, bool gameStarted);
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/// <summary>
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/// Return true to use the build-in handling
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/// </summary>
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bool OnPingMasterServer(Session lobbyInfo, bool gameStarted);
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/// <summary>
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/// Return true to use the build-in handling
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/// </summary>
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bool OnIngameChat(Session.Client client, string message, bool teamChat);
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void OnIngameSetStance(Player player, Player stanceForPlayer, Stance newStance);
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void OnLobbyUp();
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void OnRejoinLobby(World world);
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}
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public class NullServerExtension : IServerExtension
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{
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public virtual bool OnReadyUp(Connection conn, Session.Client client)
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{
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return true;
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}
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public virtual void OnStartGame()
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{
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}
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public virtual bool OnNickChange(Connection conn, Session.Client client, string newName)
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{
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return true;
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}
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public virtual bool OnRaceChange(Connection conn, Session.Client client, string newRace)
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{
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return true;
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}
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public virtual bool OnSlotChange(Connection conn, Session.Client client, Session.Slot slot, Map map)
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{
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return true;
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}
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public virtual bool OnTeamChange(Connection conn, Session.Client getClient, int team)
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{
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return true;
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}
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public virtual bool OnSpawnpointChange(Connection conn, Session.Client getClient, int spawnPoint)
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{
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return true;
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}
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public virtual bool OnColorChange(Connection conn, Session.Client getClient, Color fromArgb, Color color)
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{
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return true;
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}
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public virtual bool OnChat(Connection conn, string message, bool teamChat)
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{
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return true;
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}
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public virtual void OnServerStart()
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{
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}
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public virtual void OnServerStop(bool forced)
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{
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}
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public virtual void OnLoadMap(Map map)
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{
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// Good spot to manipulate amount of spectators! ie set Server.MaxSpectators
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}
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public virtual bool OnValidateConnection(bool gameStarted, Connection newConn)
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{
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return true;
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}
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public virtual void OnLobbySync(Session lobbyInfo, bool gameStarted)
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{
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}
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public virtual bool OnPingMasterServer(Session lobbyInfo, bool gameStarted)
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{
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return true;
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}
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public virtual bool OnIngameChat(Session.Client client, string message, bool teamChat)
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{
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return true;
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}
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public virtual void OnIngameSetStance(Player player, Player stanceForPlayer, Stance newStance)
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{
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}
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public virtual void OnLobbyUp()
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{
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}
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public virtual void OnRejoinLobby(World world)
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{
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}
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}
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}
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@@ -211,7 +211,6 @@
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</ProjectReference>
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<Compile Include="ActorInitializer.cs" />
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<Compile Include="ActorReference.cs" />
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<Compile Include="Misc.cs" />
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<Compile Include="InputHandler.cs" />
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<Compile Include="ModData.cs" />
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<Compile Include="Map.cs" />
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@@ -220,6 +219,8 @@
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<Compile Include="Network\Session.cs" />
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<Compile Include="ObjectCreator.cs" />
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<Compile Include="Network\SyncReport.cs" />
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<Compile Include="Server\IServerExtension.cs" />
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<Compile Include="Server\NullServerExtension.cs" />
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<Compile Include="TraitDictionary.cs" />
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<Compile Include="Traits\Activities\CancelableActivity.cs" />
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<Compile Include="Traits\SharesCell.cs" />
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@@ -256,4 +257,4 @@
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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</Project>
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74
OpenRA.Game/Server/IServerExtension.cs
Normal file
74
OpenRA.Game/Server/IServerExtension.cs
Normal file
@@ -0,0 +1,74 @@
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using System.Drawing;
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using OpenRA.Network;
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using OpenRA.Traits;
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namespace OpenRA.Server
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{
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public interface IServerExtension
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{
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/// <summary>
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/// Return true to use the built-in handling
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/// </summary>
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bool OnReadyUp(Connection conn, Session.Client client);
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void OnStartGame();
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/// <summary>
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/// Return true to use the built-in handling
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/// </summary>
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bool OnNickChange(Connection conn, Session.Client client, string newName);
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/// <summary>
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/// Return true to use the built-in handling
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/// </summary>
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bool OnRaceChange(Connection conn, Session.Client client, string newRace);
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/// <summary>
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/// Return true to use the built-in handling
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/// </summary>
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bool OnSlotChange(Connection conn, Session.Client client, Session.Slot slot, Map map);
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/// <summary>
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/// Return true to use the built-in handling
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/// </summary>
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bool OnTeamChange(Connection conn, Session.Client getClient, int team);
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/// <summary>
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/// Return true to use the built-in handling
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/// </summary>
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bool OnSpawnpointChange(Connection conn, Session.Client getClient, int spawnPoint);
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/// <summary>
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/// Return true to use the built-in handling
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/// </summary>
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bool OnColorChange(Connection conn, Session.Client getClient, Color fromArgb, Color color);
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/// <summary>
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/// Return true to use the built-in handling
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/// </summary>
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bool OnChat(Connection conn, string message, bool teamChat);
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void OnServerStart();
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void OnServerStop(bool forced);
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void OnLoadMap(Map map);
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/// <summary>
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/// Return false to drop the connection
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/// </summary>
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bool OnValidateConnection(bool gameStarted, Connection newConn);
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void OnLobbySync(Session lobbyInfo, bool gameStarted);
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/// <summary>
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/// Return true to use the built-in handling
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/// </summary>
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bool OnPingMasterServer(Session lobbyInfo, bool gameStarted);
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/// <summary>
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/// Return true to use the built-in handling
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/// </summary>
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bool OnIngameChat(Session.Client client, string message, bool teamChat);
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void OnIngameSetStance(Player player, Player stanceForPlayer, Stance newStance);
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void OnLobbyUp();
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void OnRejoinLobby(World world);
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}
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}
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30
OpenRA.Game/Server/NullServerExtension.cs
Normal file
30
OpenRA.Game/Server/NullServerExtension.cs
Normal file
@@ -0,0 +1,30 @@
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using System.Drawing;
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using OpenRA.Network;
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using OpenRA.Traits;
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namespace OpenRA.Server
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{
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public class NullServerExtension : IServerExtension
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{
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public virtual bool OnReadyUp(Connection conn, Session.Client client) { return true; }
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public virtual void OnStartGame() { }
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public virtual bool OnNickChange(Connection conn, Session.Client client, string newName) { return true; }
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public virtual bool OnRaceChange(Connection conn, Session.Client client, string newRace) { return true; }
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public virtual bool OnSlotChange(Connection conn, Session.Client client, Session.Slot slot, Map map) { return true; }
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public virtual bool OnTeamChange(Connection conn, Session.Client getClient, int team) { return true; }
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public virtual bool OnSpawnpointChange(Connection conn, Session.Client getClient, int spawnPoint) { return true; }
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public virtual bool OnColorChange(Connection conn, Session.Client getClient, Color fromArgb, Color color) { return true; }
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public virtual bool OnChat(Connection conn, string message, bool teamChat) { return true; }
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public virtual void OnServerStart() { }
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public virtual void OnServerStop(bool forced) { }
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// Good spot to manipulate number of spectators! ie set Server.MaxSpectators
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public virtual void OnLoadMap(Map map) { }
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public virtual bool OnValidateConnection(bool gameStarted, Connection newConn) { return true; }
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public virtual void OnLobbySync(Session lobbyInfo, bool gameStarted) { }
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public virtual bool OnPingMasterServer(Session lobbyInfo, bool gameStarted) { return true; }
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public virtual bool OnIngameChat(Session.Client client, string message, bool teamChat) { return true; }
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public virtual void OnIngameSetStance(Player player, Player stanceForPlayer, Stance newStance) { }
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public virtual void OnLobbyUp() { }
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public virtual void OnRejoinLobby(World world) { }
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}
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}
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