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Feature Send Chat Bubble to all players
1 parent ed34321 commit 0ad0ca0

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7 files changed

+173
-9
lines changed

7 files changed

+173
-9
lines changed

Framework/Intersect.Framework.Core/GameObjects/Events/Commands/EventCommands.cs

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Original file line numberDiff line numberDiff line change
@@ -180,6 +180,10 @@ public partial class AddChatboxTextCommand : EventCommand
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public ChatboxChannel Channel { get; set; } = ChatboxChannel.Player;
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public bool ShowChatBubble { get; set; }
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//Control wheter the bubble is sent to all players
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public bool SendToAllPlayers { get; set; }
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}
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public partial class SetVariableCommand : EventCommand

Intersect.Editor/Forms/Editors/Events/Event Commands/EventCommand_ChatboxText.Designer.cs

Lines changed: 12 additions & 1 deletion
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Intersect.Editor/Forms/Editors/Events/Event Commands/EventCommand_ChatboxText.cs

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@@ -35,6 +35,8 @@ public EventCommandChatboxText(AddChatboxTextCommand refCommand, FrmEvent editor
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cmbChannel.SelectedIndex = (int) mMyCommand.Channel;
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chkShowChatBubble.Checked = mMyCommand.ShowChatBubble;
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chkSendToAllPlayers.Checked = mMyCommand.SendToAllPlayers;
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}
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private void InitLocalization()
@@ -50,6 +52,7 @@ private void InitLocalization()
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cmbChannel.Items.Add(Strings.EventChatboxText.channels[i]);
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}
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chkShowChatBubble.Text = Strings.EventChatboxText.ShowChatBubble;
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chkSendToAllPlayers.Text = Strings.EventChatboxText.SendToAllPlayers;
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btnSave.Text = Strings.EventChatboxText.okay;
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btnCancel.Text = Strings.EventChatboxText.cancel;
@@ -61,6 +64,7 @@ private void btnSave_Click(object sender, EventArgs e)
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mMyCommand.Color = cmbColor.Text;
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mMyCommand.Channel = (ChatboxChannel) cmbChannel.SelectedIndex;
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mMyCommand.ShowChatBubble = chkShowChatBubble.Checked;
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mMyCommand.SendToAllPlayers = chkSendToAllPlayers.Checked;
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mEventEditor.FinishCommandEdit();
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}
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@@ -0,0 +1,120 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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</root>

Intersect.Editor/Localization/Strings.cs

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Original file line numberDiff line numberDiff line change
@@ -1864,6 +1864,8 @@ public partial struct EventChatboxText
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public static LocalizedString ShowChatBubble = @"Show Chat Bubble";
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public static LocalizedString SendToAllPlayers = @"Send to All Players";
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}
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public partial struct EventCommandList

Intersect.Server.Core/Entities/Events/CommandProcessing.cs

Lines changed: 22 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -162,13 +162,28 @@ Stack<CommandInstance> callStack
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if (command.ShowChatBubble)
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{
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PacketSender.SendChatBubbleToPlayer(
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player,
167-
instance.PageInstance.Id,
168-
instance.PageInstance.GetEntityType(),
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txt,
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instance.PageInstance.MapId
171-
);
165+
if (command.SendToAllPlayers) // If "Send to All" is enabled
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{
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// Send the chat bubble to all players in the map instance
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PacketSender.SendChatBubbleToAllPlayers(
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player,
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instance.PageInstance.Id,
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instance.PageInstance.GetEntityType(),
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txt,
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instance.PageInstance.MapId
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);
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}
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else
177+
{
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// Send the chat bubble to only the triggering player
179+
PacketSender.SendChatBubbleToPlayer(
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player,
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instance.PageInstance.Id,
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instance.PageInstance.GetEntityType(),
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txt,
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instance.PageInstance.MapId
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);
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}
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}
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}
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Intersect.Server.Core/Networking/PacketSender.cs

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Original file line numberDiff line numberDiff line change
@@ -19,6 +19,8 @@
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using Intersect.Server.Maps;
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using Intersect.Utilities;
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using Newtonsoft.Json;
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using System.Diagnostics;
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namespace Intersect.Server.Networking;
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@@ -2044,9 +2046,15 @@ public static void SendChatBubble(Guid entityId, Guid mapInstanceId, EntityType
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//ChatBubblePacket
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public static void SendChatBubbleToPlayer(Player player, Guid entityId, EntityType type, string text, Guid mapId)
20462048
{
2047-
SendDataToProximityOnMapInstance(mapId, player.MapInstanceId, new ChatBubblePacket(entityId, type, mapId, text), null, TransmissionMode.Any);
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player.SendPacket(new ChatBubblePacket(entityId, type, mapId, text));
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}
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2052+
public static void SendChatBubbleToAllPlayers(Player player, Guid entityId, EntityType type, string text, Guid mapId)
2053+
{
2054+
{
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SendDataToProximityOnMapInstance(mapId, player.MapInstanceId, new ChatBubblePacket(entityId, type, mapId, text), null, TransmissionMode.Any);
2056+
}
2057+
}
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//QuestOfferPacket
20512059
public static void SendQuestOffer(Player player, Guid questId)
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{

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