Re-implement chat in content. (#198)
* OOC is a word. * Re-implement chat in content.
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Content.Server/Chat/ChatManager.cs
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68
Content.Server/Chat/ChatManager.cs
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using System.Linq;
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using Content.Server.Interfaces.Chat;
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using Content.Shared.Chat;
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using SS14.Server.Interfaces.Player;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Network;
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using SS14.Shared.Interfaces.Resources;
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using SS14.Shared.IoC;
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namespace Content.Server.Chat
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{
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/// <summary>
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/// Dispatches chat messages to clients.
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/// </summary>
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internal sealed class ChatManager : IChatManager
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{
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private const int VoiceRange = 7; // how far voice goes in world units
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#pragma warning disable 649
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[Dependency] private readonly IServerNetManager _netManager;
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[Dependency] private readonly IPlayerManager _playerManager;
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#pragma warning restore 649
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public void Initialize()
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{
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_netManager.RegisterNetMessage<MsgChatMessage>(MsgChatMessage.NAME);
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}
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public void DispatchServerAnnouncement(string message)
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{
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var msg = _netManager.CreateNetMessage<MsgChatMessage>();
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msg.Channel = ChatChannel.Server;
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msg.Message = message;
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msg.MessageWrap = "SERVER: {0}";
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_netManager.ServerSendToAll(msg);
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}
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public void DispatchServerMessage(IPlayerSession player, string message)
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{
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var msg = _netManager.CreateNetMessage<MsgChatMessage>();
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msg.Channel = ChatChannel.Server;
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msg.Message = message;
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msg.MessageWrap = "SERVER: {0}";
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_netManager.ServerSendMessage(msg, player.ConnectedClient);
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}
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public void EntitySay(IEntity source, string message)
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{
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var pos = source.Transform.GridPosition;
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var clients = _playerManager.GetPlayersInRange(pos, VoiceRange).Select(p => p.ConnectedClient);
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var msg = _netManager.CreateNetMessage<MsgChatMessage>();
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msg.Channel = ChatChannel.Local;
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msg.Message = message;
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msg.MessageWrap = $"{source.Name} says, \"{{0}}\"";
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_netManager.ServerSendToMany(msg, clients.ToList());
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}
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public void SendOOC(IPlayerSession player, string message)
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{
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var msg = _netManager.CreateNetMessage<MsgChatMessage>();
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msg.Channel = ChatChannel.OOC;
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msg.Message = message;
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msg.MessageWrap = $"OOC: {player.SessionId}: {{0}}";
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_netManager.ServerSendToAll(msg);
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}
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}
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}
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