mirror of
https://github.com/space-wizards/RobustToolbox.git
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* Extracted the logic from DebugConsole into a new ClientConsole class. * ClientConsole moved to IoC system. Verb system replaced with concmds. * Shared Cleanup * ClientChatConsole skeleton. * DebugConsole and LobbyChat are now both subscribed to ClientChatConsole. * Removed server chat commands. * cleaned up server command sysyem. * More chat handling, and aliasing. * Nightly work on Say command. * Fixes a bug in Maths.Angle. * Chat channel colors moved to ClientChatConsole. * Now Server commands are sent without opening DebugConsole. * Emotes work. Clientside chat formatting works. * Fixed angle unit test.
56 lines
2.7 KiB
C#
56 lines
2.7 KiB
C#
using System.Collections.Generic;
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using SS14.Server.Interfaces.Player;
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using SS14.Shared.Console;
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using SS14.Shared.Interfaces.Network;
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using SS14.Shared.Players;
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namespace SS14.Server.Interfaces.Chat
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{
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public interface IChatManager
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{
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/// <summary>
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/// Sets up the ChatManager into a usable state.
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/// </summary>
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void Initialize();
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/// <summary>
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/// Sends a chat message to a single client.
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/// </summary>
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/// <param name="client">Clients to send the message to.</param>
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/// <param name="channel">Channel that the chat is broadcast on.</param>
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/// <param name="text">Text to broadcast.</param>
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/// <param name="index">Optional PlayerIndex of the client that the message is bound to.</param>
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/// <param name="entityUid">Optional entity Uid that the message is bound to.</param>
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void DispatchMessage(INetChannel client, ChatChannel channel, string text, PlayerIndex? index = null, int? entityUid = null);
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/// <summary>
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/// Sends a chat message to multiple clients.
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/// </summary>
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/// <param name="clients"></param>
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/// <param name="channel">Channel that the chat is broadcast on.</param>
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/// <param name="text">Text to broadcast.</param>
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/// <param name="index">Optional PlayerIndex of the client that the message is bound to.</param>
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/// <param name="entityUid">Optional entity Uid that the message is bound to.</param>
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void DispatchMessage(List<INetChannel> clients, ChatChannel channel, string text, PlayerIndex? index = null, int? entityUid = null);
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/// <summary>
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/// Sends a chat message to all connected clients.
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/// </summary>
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/// <param name="channel">Channel that the chat is broadcast on.</param>
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/// <param name="text">Text to broadcast.</param>
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/// <param name="index">Optional PlayerIndex of the client that the message is bound to.</param>
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/// <param name="entityUid">Optional entity Uid that the message is bound to.</param>
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void DispatchMessage(ChatChannel channel, string text, PlayerIndex? index = null, int? entityUid = null);
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/// <summary>
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/// Checks a string to see if it is an emote, and expands it to self/other chat.
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/// </summary>
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/// <param name="input">String to check.</param>
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/// <param name="session">Player that the emote is acting on.</param>
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/// <param name="self">First person emote text.</param>
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/// <param name="other">Third person emote text.</param>
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/// <returns>If the string was a valid emote.</returns>
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bool ExpandEmote(string input, IPlayerSession session, out string self, out string other);
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}
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}
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