/*
TShock, a server mod for Terraria
Copyright (C) 2011-2017 Nyx Studios (fka. The TShock Team)
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
*/
using Microsoft.Xna.Framework;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Text;
using System.Threading;
using System.Timers;
using OTAPI.Tile;
using Terraria;
using Terraria.DataStructures;
using Terraria.ID;
using Terraria.Localization;
using TShockAPI.DB;
using TShockAPI.Hooks;
using TShockAPI.Net;
using Timer = System.Timers.Timer;
namespace TShockAPI
{
///
/// Bitflags used with the method
///
[Flags]
public enum DisableFlags
{
///
/// Disable the player and leave no messages
///
None,
///
/// Write the Disable message to the console
///
WriteToConsole,
///
/// Write the Disable message to the log
///
WriteToLog,
///
/// Equivalent to WriteToConsole | WriteToLog
///
WriteToLogAndConsole
}
public class TSPlayer
{
///
/// This represents the server as a player.
///
public static readonly TSServerPlayer Server = new TSServerPlayer();
///
/// This player represents all the players.
///
public static readonly TSPlayer All = new TSPlayer("All");
///
/// The amount of tiles that the player has killed in the last second.
///
public int TileKillThreshold { get; set; }
///
/// The amount of tiles the player has placed in the last second.
///
public int TilePlaceThreshold { get; set; }
///
/// The amount of liquid (in tiles) that the player has placed in the last second.
///
public int TileLiquidThreshold { get; set; }
///
/// The amount of tiles that the player has painted in the last second.
///
public int PaintThreshold { get; set; }
///
/// The number of projectiles created by the player in the last second.
///
public int ProjectileThreshold { get; set; }
///
/// The number of HealOtherPlayer packets sent by the player in the last second.
///
public int HealOtherThreshold { get; set; }
///
/// A timer to keep track of whether or not the player has recently thrown an explosive
///
public int RecentFuse = 0;
///
/// Whether to ignore packets that are SSC-relevant.
///
public bool IgnoreSSCPackets { get; set; }
///
/// A system to delay Remembered Position Teleports a few seconds
///
public int RPPending = 0;
public int sX = -1;
public int sY = -1;
///
/// A queue of tiles destroyed by the player for reverting.
///
public Dictionary TilesDestroyed { get; protected set; }
///
/// A queue of tiles placed by the player for reverting.
///
public Dictionary TilesCreated { get; protected set; }
///
/// The player's group.
///
public Group Group
{
get
{
if (tempGroup != null)
return tempGroup;
return group;
}
set { group = value; }
}
///
/// The player's temporary group. This overrides the user's actual group.
///
public Group tempGroup = null;
public Timer tempGroupTimer;
private Group group = null;
public bool ReceivedInfo { get; set; }
///
/// The players index in the player array( Main.players[] ).
///
public int Index { get; protected set; }
///
/// The last time the player changed their team or pvp status.
///
public DateTime LastPvPTeamChange;
///
/// Temp points for use in regions and other plugins.
///
public Point[] TempPoints = new Point[2];
///
/// Whether the player is waiting to place/break a tile to set as a temp point.
///
public int AwaitingTempPoint { get; set; }
///
/// A list of command callbacks indexed by the command they need to do.
///
public Dictionary> AwaitingResponse;
public bool AwaitingName { get; set; }
public string[] AwaitingNameParameters { get; set; }
///
/// The last time a player broke a grief check.
///
public DateTime LastThreat { get; set; }
public bool InitSpawn;
///
/// Whether the player should see logs.
///
public bool DisplayLogs = true;
///
/// The last player that the player whispered with (to or from).
///
public TSPlayer LastWhisper;
///
/// The number of unsuccessful login attempts.
///
public int LoginAttempts { get; set; }
///
/// Unused.
///
public Vector2 TeleportCoords = new Vector2(-1, -1);
///
/// The player's last known position from PlayerUpdate packet.
///
public Vector2 LastNetPosition = Vector2.Zero;
///
/// User object associated with the player.
/// Set when the player logs in.
///
public User User { get; set; }
///
/// Whether the player performed a valid login attempt (i.e. entered valid user name and password) but is still blocked
/// from logging in because of SSI.
///
public bool LoginFailsBySsi { get; set; }
///
/// Whether the player is logged in or not.
///
public bool IsLoggedIn;
///
/// Whether the player has sent their whole inventory to the server while connecting.
///
public bool HasSentInventory { get; set; }
///
/// Whether the player has been nagged about logging in.
///
public bool HasBeenNaggedAboutLoggingIn;
///
/// Whether other players can teleport to the player.
///
public bool TPAllow = true;
///
/// Whether the player is muted or not.
///
public bool mute;
private Player FakePlayer;
public bool RequestedSection;
///
/// The player's respawn timer.
///
public int RespawnTimer;
///
/// Whether the player is dead or not.
///
public bool Dead;
public string Country = "??";
///
/// The players difficulty( normal[softcore], mediumcore, hardcore ).
///
public int Difficulty;
private string CacheIP;
public string IgnoreActionsForInventory = "none";
public string IgnoreActionsForCheating = "none";
public string IgnoreActionsForDisabledArmor = "none";
public bool IgnoreActionsForClearingTrashCan;
///
/// The player's server side inventory data.
///
public PlayerData PlayerData;
///
/// Whether the player needs to specify a password upon connection( either server or user account ).
///
public bool RequiresPassword;
public bool SilentKickInProgress;
public bool SilentJoinInProgress;
///
/// A list of points where ice tiles have been placed.
///
public List IceTiles;
///
/// Unused, can be removed.
///
public long RPm = 1;
///
/// World protection message cool down.
///
public long WPm = 1;
///
/// Spawn protection message cool down.
///
public long SPm = 1;
///
/// Permission to build message cool down.
///
public long BPm = 1;
///
/// The time in ms when the player has logged in.
///
public long LoginMS;
///
/// Whether the player has been harrassed about logging in due to server side inventory or forced login.
///
public bool LoginHarassed = false;
///
/// Player cant die, unless onehit
///
public bool GodMode = false;
///
/// Players controls are inverted if using SSC
///
public bool Confused = false;
///
/// The last projectile type this player tried to kill.
///
public int LastKilledProjectile = 0;
///
/// The current region this player is in, or null if none.
///
public Region CurrentRegion = null;
///
/// Contains data stored by plugins
///
protected ConcurrentDictionary data = new ConcurrentDictionary();
///
/// Whether the player is a real, human, player on the server.
///
public bool RealPlayer
{
get { return Index >= 0 && Index < Main.maxNetPlayers && Main.player[Index] != null; }
}
///
/// Checks if the player is active and not pending termination.
///
public bool ConnectionAlive
{
get
{
return RealPlayer
&& (Netplay.Clients[Index] != null && Netplay.Clients[Index].IsActive && !Netplay.Clients[Index].PendingTermination);
}
}
///
/// Gets the item that the player is currently holding.
///
public Item SelectedItem
{
get { return TPlayer.inventory[TPlayer.selectedItem]; }
}
///
/// Gets the player's Client State.
///
public int State
{
get { return Netplay.Clients[Index].State; }
set { Netplay.Clients[Index].State = value; }
}
///
/// Gets the player's UUID.
///
public string UUID
{
get { return RealPlayer ? Netplay.Clients[Index].ClientUUID : ""; }
}
///
/// Gets the player's IP.
///
public string IP
{
get
{
if (string.IsNullOrEmpty(CacheIP))
return
CacheIP = RealPlayer ? (Netplay.Clients[Index].Socket.IsConnected()
? TShock.Utils.GetRealIP(Netplay.Clients[Index].Socket.GetRemoteAddress().ToString())
: "")
: "";
else
return CacheIP;
}
}
///
/// Gets the player's accessories.
///
public IEnumerable Accessories
{
get
{
for (int i = 3; i < 8; i++)
yield return TPlayer.armor[i];
}
}
///
/// Saves the player's inventory to SSC
///
/// bool - True/false if it saved successfully
public bool SaveServerCharacter()
{
if (!Main.ServerSideCharacter)
{
return false;
}
try
{
if (HasPermission(Permissions.bypassssc))
{
TShock.Log.ConsoleInfo("Skipping SSC Backup for " + User.Name); // Debug Code
return true;
}
PlayerData.CopyCharacter(this);
TShock.CharacterDB.InsertPlayerData(this);
return true;
}
catch (Exception e)
{
TShock.Log.Error(e.Message);
return false;
}
}
///
/// Sends the players server side character to client
///
/// bool - True/false if it saved successfully
public bool SendServerCharacter()
{
if (!Main.ServerSideCharacter)
{
return false;
}
try
{
PlayerData.RestoreCharacter(this);
return true;
}
catch (Exception e)
{
TShock.Log.Error(e.Message);
return false;
}
}
///
/// Gets the Terraria Player object associated with the player.
///
public Player TPlayer
{
get { return FakePlayer ?? Main.player[Index]; }
}
///
/// Gets the player's name.
///
public string Name
{
get { return TPlayer.name; }
}
///
/// Gets the player's active state.
///
public bool Active
{
get { return TPlayer != null && TPlayer.active; }
}
///
/// Gets the player's team.
///
public int Team
{
get { return TPlayer.team; }
}
///
/// Gets the player's X coordinate.
///
public float X
{
get { return RealPlayer ? TPlayer.position.X : Main.spawnTileX*16; }
}
///
/// Gets the player's Y coordinate.
///
public float Y
{
get { return RealPlayer ? TPlayer.position.Y : Main.spawnTileY*16; }
}
///
/// Player X coordinate divided by 16. Supposed X world coordinate.
///
public int TileX
{
get { return (int) (X/16); }
}
///
/// Player Y cooridnate divided by 16. Supposed Y world coordinate.
///
public int TileY
{
get { return (int) (Y/16); }
}
///
/// Unused.
///
public bool TpLock;
///
/// Checks if the player has any inventory slots available.
///
public bool InventorySlotAvailable
{
get
{
bool flag = false;
if (RealPlayer)
{
for (int i = 0; i < 50; i++) //51 is trash can, 52-55 is coins, 56-59 is ammo
{
if (TPlayer.inventory[i] == null || !TPlayer.inventory[i].active || TPlayer.inventory[i].Name == "")
{
flag = true;
break;
}
}
}
return flag;
}
}
///
/// This contains the character data a player has when they join the server.
///
public PlayerData DataWhenJoined { get; set; }
///
/// Determines whether the player's storage contains the given key.
///
/// Key to test.
///
public bool ContainsData(string key)
{
return data.ContainsKey(key);
}
///
/// Returns the stored object associated with the given key.
///
/// Type of the object being retrieved.
/// Key with which to access the object.
/// The stored object, or default(T) if not found.
public T GetData(string key)
{
object obj;
if (!data.TryGetValue(key, out obj))
{
return default(T);
}
return (T)obj;
}
///
/// Stores an object on this player, accessible with the given key.
///
/// Type of the object being stored.
/// Key with which to access the object.
/// Object to store.
public void SetData(string key, T value)
{
if (!data.TryAdd(key, value))
{
data.TryUpdate(key, value, data[key]);
}
}
///
/// Removes the stored object associated with the given key.
///
/// Key with which to access the object.
/// The removed object.
public object RemoveData(string key)
{
object rem;
if (data.TryRemove(key, out rem))
{
return rem;
}
return null;
}
///
/// Logs the player out of an account.
///
public void Logout()
{
PlayerHooks.OnPlayerLogout(this);
if (Main.ServerSideCharacter)
{
IgnoreActionsForInventory = $"Server side characters is enabled! Please {Commands.Specifier}register or {Commands.Specifier}login to play!";
if (!IgnoreActionsForClearingTrashCan && (!Dead || TPlayer.difficulty != 2))
{
PlayerData.CopyCharacter(this);
TShock.CharacterDB.InsertPlayerData(this);
}
}
PlayerData = new PlayerData(this);
Group = TShock.Groups.GetGroupByName(TShock.Config.DefaultGuestGroupName);
tempGroup = null;
if (tempGroupTimer != null)
{
tempGroupTimer.Stop();
}
User = null;
IsLoggedIn = false;
}
///
/// Initializes a new instance of the class.
///
/// The player's index in the.
public TSPlayer(int index)
{
TilesDestroyed = new Dictionary();
TilesCreated = new Dictionary();
Index = index;
Group = Group.DefaultGroup;
IceTiles = new List();
AwaitingResponse = new Dictionary>();
}
///
/// Initializes a new instance of the class.
///
/// The player's name.
protected TSPlayer(String playerName)
{
TilesDestroyed = new Dictionary();
TilesCreated = new Dictionary();
Index = -1;
FakePlayer = new Player {name = playerName, whoAmI = -1};
Group = Group.DefaultGroup;
AwaitingResponse = new Dictionary>();
}
///
/// Disconnects the player from the server.
///
/// The reason why the player was disconnected.
public virtual void Disconnect(string reason)
{
SendData(PacketTypes.Disconnect, reason);
}
///
/// Fired when the player's temporary group access expires.
///
///
///
public void TempGroupTimerElapsed(object sender, ElapsedEventArgs args)
{
SendWarningMessage("Your temporary group access has expired.");
tempGroup = null;
if (sender != null)
{
((Timer)sender).Stop();
}
}
///
/// Teleports the player to the given coordinates in the world.
///
/// The X coordinate.
/// The Y coordinate.
/// The teleportation style.
/// True or false.
public bool Teleport(float x, float y, byte style = 1)
{
if (x > Main.rightWorld - 992)
{
x = Main.rightWorld - 992;
}
if (x < 992)
{
x = 992;
}
if (y > Main.bottomWorld - 992)
{
y = Main.bottomWorld - 992;
}
if (y < 992)
{
y = 992;
}
SendTileSquare((int) (x/16), (int) (y/16), 15);
TPlayer.Teleport(new Vector2(x, y), style);
NetMessage.SendData((int)PacketTypes.Teleport, -1, -1, NetworkText.Empty, 0, TPlayer.whoAmI, x, y, style);
return true;
}
///
/// Heals the player.
///
/// Heal health amount.
public void Heal(int health = 600)
{
NetMessage.SendData((int)PacketTypes.PlayerHealOther, -1, -1, NetworkText.Empty, this.TPlayer.whoAmI, health);
}
///
/// Spawns the player at his spawn point.
///
public void Spawn()
{
if (this.sX > 0 && this.sY > 0)
{
Spawn(this.sX, this.sY);
}
else
{
Spawn(TPlayer.SpawnX, TPlayer.SpawnY);
}
}
///
/// Spawns the player at the given coordinates.
///
/// The X coordinate.
/// The Y coordinate.
public void Spawn(int tilex, int tiley)
{
using (var ms = new MemoryStream())
{
var msg = new SpawnMsg
{
PlayerIndex = (byte) Index,
TileX = (short)tilex,
TileY = (short)tiley
};
msg.PackFull(ms);
SendRawData(ms.ToArray());
}
}
///
/// Removes the projectile with the given index and owner.
///
/// The projectile's index.
/// The projectile's owner.
public void RemoveProjectile(int index, int owner)
{
using (var ms = new MemoryStream())
{
var msg = new ProjectileRemoveMsg
{
Index = (short) index,
Owner = (byte) owner
};
msg.PackFull(ms);
SendRawData(ms.ToArray());
}
}
public virtual bool SendTileSquare(int x, int y, int size = 10)
{
try
{
int num = (size - 1)/2;
int m_x = 0;
int m_y = 0;
if (x - num < 0)
{
m_x = 0;
}
else
{
m_x = x - num;
}
if (y - num < 0)
{
m_y = 0;
}
else
{
m_y = y - num;
}
if (m_x + size > Main.maxTilesX)
{
m_x = Main.maxTilesX - size;
}
if (m_y + size > Main.maxTilesY)
{
m_y = Main.maxTilesY - size;
}
SendData(PacketTypes.TileSendSquare, "", size, m_x, m_y);
return true;
}
catch (IndexOutOfRangeException)
{
// This is expected if square exceeds array.
}
catch (Exception ex)
{
TShock.Log.Error(ex.ToString());
}
return false;
}
///
/// Gives an item to the player. Includes banned item spawn prevention to check if the player can spawn the item.
///
///
///
///
///
///
///
/// True or false, depending if the item passed the check or not.
public bool GiveItemCheck(int type, string name, int width, int height, int stack, int prefix = 0)
{
if ((TShock.Itembans.ItemIsBanned(name) && TShock.Config.PreventBannedItemSpawn) &&
(TShock.Itembans.ItemIsBanned(name, this) || !TShock.Config.AllowAllowedGroupsToSpawnBannedItems))
return false;
GiveItem(type,name,width,height,stack,prefix);
return true;
}
///
/// Gives an item to the player.
///
/// The item's netID.
/// The tiem's name.
/// The item's width.
/// The item's height.
/// The item's stack.
/// The item's prefix.
public virtual void GiveItem(int type, string name, int width, int height, int stack, int prefix = 0)
{
int itemid = Item.NewItem((int) X, (int) Y, width, height, type, stack, true, prefix, true);
// This is for special pickaxe/hammers/swords etc
Main.item[itemid].netDefaults(type);
// The set default overrides the wet and stack set by NewItem
Main.item[itemid].wet = Collision.WetCollision(Main.item[itemid].position, Main.item[itemid].width,
Main.item[itemid].height);
Main.item[itemid].stack = stack;
Main.item[itemid].owner = Index;
Main.item[itemid].prefix = (byte) prefix;
Main.item[itemid].noGrabDelay = 1;
Main.item[itemid].velocity = Main.player[this.Index].velocity;
NetMessage.SendData((int)PacketTypes.ItemDrop, -1, -1, NetworkText.Empty, itemid, 0f, 0f, 0f);
NetMessage.SendData((int)PacketTypes.ItemOwner, -1, -1, NetworkText.Empty, itemid, 0f, 0f, 0f);
}
///
/// Sends an information message to the player.
///
/// The message.
public virtual void SendInfoMessage(string msg)
{
SendMessage(msg, Color.Yellow);
}
///
/// Sends an information message to the player.
/// Replaces format items in the message with the string representation of a specified object.
///
/// The message.
/// An array of objects to format.
public void SendInfoMessage(string format, params object[] args)
{
SendInfoMessage(string.Format(format, args));
}
///
/// Sends a success message to the player.
///
/// The message.
public virtual void SendSuccessMessage(string msg)
{
SendMessage(msg, Color.Green);
}
///
/// Sends a success message to the player.
/// Replaces format items in the message with the string representation of a specified object.
///
/// The message.
/// An array of objects to format.
public void SendSuccessMessage(string format, params object[] args)
{
SendSuccessMessage(string.Format(format, args));
}
///
/// Sends a warning message to the player.
///
/// The message.
public virtual void SendWarningMessage(string msg)
{
SendMessage(msg, Color.OrangeRed);
}
///
/// Sends a warning message to the player.
/// Replaces format items in the message with the string representation of a specified object.
///
/// The message.
/// An array of objects to format.
public void SendWarningMessage(string format, params object[] args)
{
SendWarningMessage(string.Format(format, args));
}
///
/// Sends an error message to the player.
///
/// The message.
public virtual void SendErrorMessage(string msg)
{
SendMessage(msg, Color.Red);
}
///
/// Sends an error message to the player.
/// Replaces format items in the message with the string representation of a specified object
///
/// The message.
/// An array of objects to format.
public void SendErrorMessage(string format, params object[] args)
{
SendErrorMessage(string.Format(format, args));
}
///
/// Sends a message with the specified color.
///
/// The message.
/// The message color.
public virtual void SendMessage(string msg, Color color)
{
SendMessage(msg, color.R, color.G, color.B);
}
///
/// Sends a message with the specified RGB color.
///
/// The message.
/// The amount of red color to factor in. Max: 255.
/// The amount of green color to factor in. Max: 255
/// The amount of blue color to factor in. Max: 255
public virtual void SendMessage(string msg, byte red, byte green, byte blue)
{
if (msg.Contains("\n"))
{
string[] msgs = msg.Split('\n');
foreach (string message in msgs)
{
SendMessage(message, red, green, blue);
}
return;
}
SendData(PacketTypes.SmartTextMessage, msg, 255, red, green, blue, -1);
}
///
/// Sends a message to the player with the specified RGB color.
///
/// The message.
/// The amount of red color to factor in. Max: 255.
/// The amount of green color to factor in. Max: 255.
/// The amount of blue color to factor in. Max: 255.
/// The player who receives the message.
public virtual void SendMessageFromPlayer(string msg, byte red, byte green, byte blue, int ply)
{
if (msg.Contains("\n"))
{
string[] msgs = msg.Split('\n');
foreach (string message in msgs)
{
SendMessageFromPlayer(message, red, green, blue, ply);
}
return;
}
SendDataFromPlayer(PacketTypes.SmartTextMessage, ply, msg, red, green, blue, -1);
}
///
/// Wounds the player with the given damage.
///
/// The amount of damage the player will take.
public virtual void DamagePlayer(int damage)
{
NetMessage.SendPlayerHurt(Index, PlayerDeathReason.LegacyDefault(), damage, (new Random()).Next(-1, 1), false, false, 0, -1, -1);
}
///
/// Kills the player.
///
public virtual void KillPlayer()
{
NetMessage.SendPlayerDeath(Index, PlayerDeathReason.LegacyDefault(), 99999, (new Random()).Next(-1, 1), false, -1, -1);
}
///
/// Sets the player's team.
///
/// The team color index.
public virtual void SetTeam(int team)
{
Main.player[Index].team = team;
NetMessage.SendData((int)PacketTypes.PlayerTeam, -1, -1, NetworkText.Empty, Index);
NetMessage.SendData((int)PacketTypes.PlayerTeam, -1, Index, NetworkText.Empty, Index);
}
private DateTime LastDisableNotification = DateTime.UtcNow;
///
/// Represents the ID of the chest that the player is viewing.
///
public int ActiveChest = -1;
///
/// Represents the current item the player is holding.
///
public Item ItemInHand = new Item();
///
/// Disables the player for the given
///
/// The reason why the player was disabled.
/// Flags to dictate where this event is logged to.
public virtual void Disable(string reason = "", DisableFlags flags = DisableFlags.WriteToLog)
{
LastThreat = DateTime.UtcNow;
SetBuff(BuffID.Frozen, 330, true);
SetBuff(BuffID.Stoned, 330, true);
SetBuff(BuffID.Webbed, 330, true);
if (ActiveChest != -1)
{
ActiveChest = -1;
SendData(PacketTypes.ChestOpen, "", -1);
}
if (!string.IsNullOrEmpty(reason))
{
if ((DateTime.UtcNow - LastDisableNotification).TotalMilliseconds > 5000)
{
if (flags.HasFlag(DisableFlags.WriteToConsole))
{
if (flags.HasFlag(DisableFlags.WriteToLog))
{
TShock.Log.ConsoleInfo("Player {0} has been disabled for {1}.", Name, reason);
}
else
{
Server.SendInfoMessage("Player {0} has been disabled for {1}.", Name, reason);
}
}
LastDisableNotification = DateTime.UtcNow;
}
}
/*
* Calling new StackTrace() is incredibly expensive, and must be disabled
* in release builds. Use a conditional call instead.
*/
LogStackFrame();
}
[Conditional("DEBUG")]
private void LogStackFrame()
{
var trace = new StackTrace();
StackFrame frame = null;
frame = trace.GetFrame(1);
if (frame != null && frame.GetMethod().DeclaringType != null)
TShock.Log.Debug(frame.GetMethod().DeclaringType.Name + " called Disable().");
}
///
/// Annoys the player for a specified amount of time.
///
/// The
public virtual void Whoopie(object time)
{
var time2 = (int) time;
var launch = DateTime.UtcNow;
var startname = Name;
SendInfoMessage("You are now being annoyed.");
while ((DateTime.UtcNow - launch).TotalSeconds < time2 && startname == Name)
{
SendData(PacketTypes.NpcSpecial, number: Index, number2: 2f);
Thread.Sleep(50);
}
}
///
/// Applies a buff to the player.
///
/// The buff type.
/// The buff duration.
///
public virtual void SetBuff(int type, int time = 3600, bool bypass = false)
{
if ((DateTime.UtcNow - LastThreat).TotalMilliseconds < 5000 && !bypass)
return;
SendData(PacketTypes.PlayerAddBuff, number: Index, number2: type, number3: time);
}
//Todo: Separate this into a few functions. SendTo, SendToAll, etc
///
/// Sends data to the player.
///
/// The sent packet
/// The packet text.
///
///
///
///
///
public virtual void SendData(PacketTypes msgType, string text = "", int number = 0, float number2 = 0f,
float number3 = 0f, float number4 = 0f, int number5 = 0)
{
if (RealPlayer && !ConnectionAlive)
return;
NetMessage.SendData((int) msgType, Index, -1, NetworkText.FromLiteral(text), number, number2, number3, number4, number5);
}
///
/// Sends data from the given player.
///
/// The sent packet.
/// The packet sender.
/// The packet text.
///
///
///
///
public virtual void SendDataFromPlayer(PacketTypes msgType, int ply, string text = "", float number2 = 0f,
float number3 = 0f, float number4 = 0f, int number5 = 0)
{
if (RealPlayer && !ConnectionAlive)
return;
NetMessage.SendData((int) msgType, Index, -1, NetworkText.FromFormattable(text), ply, number2, number3, number4, number5);
}
///
/// Sends raw data to the player's socket object.
///
/// The data to send.
public virtual void SendRawData(byte[] data)
{
if (!RealPlayer || !ConnectionAlive)
return;
Netplay.Clients[Index].Socket.AsyncSend(data, 0, data.Length, Netplay.Clients[Index].ServerWriteCallBack);
}
///
/// Adds a command callback to a specified command string.
///
/// The string representing the command i.e "yes" == /yes
/// The method that will be executed on confirmation ie user accepts
public void AddResponse( string name, Action