chat no longer sets Order.Player (or Subject); clientId is used instead.
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@@ -47,7 +47,7 @@ namespace OpenRa
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var ret = new MemoryStream();
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var w = new BinaryWriter(ret);
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w.Write((byte)0xfe);
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w.Write((uint)Player.Index);
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w.Write(Subject == null ? uint.MaxValue : (uint)Player.Index);
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w.Write(OrderString);
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w.Write(TargetString);
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return ret.ToArray();
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@@ -113,7 +113,9 @@ namespace OpenRa
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var name = r.ReadString();
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var data = r.ReadString();
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return new Order( name, LookupPlayer( world, playerID ).PlayerActor, data ) { IsImmediate = true };
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var player = (playerID == uint.MaxValue) ? null : LookupPlayer( world, playerID ).PlayerActor;
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return new Order( name, player, data ) { IsImmediate = true };
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}
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default:
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@@ -148,9 +150,9 @@ namespace OpenRa
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// Named constructors for Orders.
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// Now that Orders are resolved by individual Actors, these are weird; you unpack orders manually, but not pack them.
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public static Order Chat(Player subject, string text)
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public static Order Chat(string text)
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{
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return new Order("Chat", subject.PlayerActor, text) { IsImmediate = true };
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return new Order("Chat", null, text) { IsImmediate = true };
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}
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public static Order StartProduction(Player subject, string item)
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@@ -79,7 +79,7 @@ namespace OpenRa.Network
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foreach( var p in immediatePackets )
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foreach( var o in p.Second.ToOrderList( world ) )
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UnitOrders.ProcessOrder( p.First, o );
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UnitOrders.ProcessOrder( world, p.First, o );
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}
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Dictionary<int, byte[]> syncForFrame = new Dictionary<int, byte[]>();
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@@ -126,7 +126,7 @@ namespace OpenRa.Network
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foreach( var order in frameData.OrderBy( p => p.Key ).SelectMany( o => o.Value.ToOrderList( world ).Select( a => new { Client = o.Key, Order = a } ) ) )
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{
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UnitOrders.ProcessOrder( order.Client, order.Order );
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UnitOrders.ProcessOrder( world, order.Client, order.Order );
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sync.Add( world.SyncHash() );
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}
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@@ -1,4 +1,5 @@
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using System.Drawing;
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using System.Linq;
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using OpenRa.FileFormats;
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using OpenRa.GameRules;
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using OpenRa.Graphics;
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@@ -8,13 +9,14 @@ namespace OpenRa.Network
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{
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static class UnitOrders
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{
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public static void ProcessOrder( int clientId, Order order )
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public static void ProcessOrder( World world, int clientId, Order order )
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{
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switch( order.OrderString )
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{
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case "Chat":
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{
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Game.chat.AddLine(order.Player, order.TargetString);
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var player = world.players.Values.Where( p => p.Index == clientId ).Single();
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Game.chat.AddLine(player, order.TargetString);
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break;
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}
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case "StartGame":
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