- lobbyInfo.Slots is now a dictionary, keyed by the name of the PlayerReference that the slot is tied to. - LockRace/Color/Team is now specified on the slot, avoiding map lookups in the lobby - Observers are no longer tied to slots -> players will join as observers instead of crashing the game if there are no available slots - Observers are able to change their name and color
111 lines
2.9 KiB
C#
111 lines
2.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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. For more information,
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* see COPYING.
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*/
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#endregion
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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 OpenRA.Network;
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using OpenRA.Server;
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using S = OpenRA.Server.Server;
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using OpenRA.FileFormats;
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namespace OpenRA.Mods.RA.Server
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{
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public class PlayerCommands : ServerTrait, IInterpretCommand
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{
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public bool InterpretCommand( S server, Connection conn, Session.Client client, string cmd)
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{
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if (server.GameStarted)
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{
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server.SendChatTo(conn, "Cannot change state when game started. ({0})".F(cmd));
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return false;
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}
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else if (client.State == Session.ClientState.Ready && !(cmd == "ready" || cmd == "startgame"))
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{
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server.SendChatTo(conn, "Cannot change state when marked as ready.");
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return false;
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}
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var dict = new Dictionary<string, Func<string, bool>>
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{
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{ "name",
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s =>
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{
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Log.Write("server", "Player@{0} is now known as {1}", conn.socket.RemoteEndPoint, s);
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client.Name = s;
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server.SyncLobbyInfo();
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return true;
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}},
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{ "race",
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s =>
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{
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client.Country = s;
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server.SyncLobbyInfo();
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return true;
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}},
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{ "team",
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s =>
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{
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int team;
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if (!int.TryParse(s, out team)) { Log.Write("server", "Invalid team: {0}", s ); return false; }
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client.Team = team;
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server.SyncLobbyInfo();
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return true;
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}},
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{ "spawn",
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s =>
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{
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int spawnPoint;
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if (!int.TryParse(s, out spawnPoint) || spawnPoint < 0 || spawnPoint > server.Map.SpawnPoints.Count())
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{
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Log.Write("server", "Invalid spawn point: {0}", s);
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return false;
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}
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if (client.Slot == null)
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{
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server.SendChatTo( conn, "Can't select a spawnpoint as a spectator" );
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return false;
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}
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if (server.lobbyInfo.Clients.Where( c => c != client ).Any( c => (c.SpawnPoint == spawnPoint) && (c.SpawnPoint != 0) ))
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{
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server.SendChatTo( conn, "You can't be at the same spawn point as another player" );
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return true;
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}
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client.SpawnPoint = spawnPoint;
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server.SyncLobbyInfo();
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return true;
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}},
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{ "color",
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s =>
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{
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var c = s.Split(',').Select(cc => int.Parse(cc)).ToArray();
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client.ColorRamp = new ColorRamp((byte)c[0], (byte)c[1], (byte)c[2], (byte)c[3]);
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server.SyncLobbyInfo();
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return true;
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}}
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};
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var cmdName = cmd.Split(' ').First();
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var cmdValue = string.Join(" ", cmd.Split(' ').Skip(1).ToArray());
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Func<string,bool> a;
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if (!dict.TryGetValue(cmdName, out a))
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return false;
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return a(cmdValue);
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}
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}
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}
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