using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
namespace CoopClient
{
///
/// ?
///
public static class COOPAPI
{
#region DELEGATES
///
/// ?
///
public delegate void ConnectEvent(bool connected, long fromId, string reason = null);
///
/// ?
///
public delegate void ChatMessage(string from, string message, CancelEventArgs args);
///
/// ?
///
public delegate void ModEvent(long from, string mod, byte customID, byte[] bytes);
#endregion
#region EVENTS
///
/// ?
///
public static event ConnectEvent OnConnection;
///
/// ?
///
public static event ChatMessage OnChatMessage;
///
/// ?
///
public static event ModEvent OnModPacketReceived;
internal static void Connected()
{
OnConnection?.Invoke(true, GetLocalID());
}
internal static void Disconnected(string reason)
{
OnConnection?.Invoke(false, GetLocalID(), reason);
}
internal static void Connected(long userId)
{
OnConnection?.Invoke(true, userId);
}
internal static void Disconnected(long userId)
{
OnConnection?.Invoke(false, userId);
}
internal static void ModPacketReceived(long from, string mod, byte customID, byte[] bytes)
{
OnModPacketReceived?.Invoke(from, mod, customID, bytes);
}
internal static bool ChatMessageReceived(string from, string message)
{
CancelEventArgs args = new CancelEventArgs(false);
OnChatMessage?.Invoke(from, message, args);
return args.Cancel;
}
#endregion
///
/// Send a local chat message to this player
///
/// Username of the player who sent this message
/// The player's message
public static void LocalChatMessage(string from, string message)
{
Main.MainChat.AddMessage(from, message);
}
///
/// ?
///
public static void Connect(string serverAddress)
{
Main.MainNetworking.DisConnectFromServer(serverAddress);
}
///
/// ?
///
public static void Disconnect()
{
Main.MainNetworking.DisConnectFromServer(null);
}
///
/// ?
///
public static bool IsOnServer()
{
return Main.MainNetworking.IsOnServer();
}
///
/// Get the local net handle from this Lidgren network client when connected to a server
///
/// long
public static long GetLocalID()
{
return Main.LocalNetHandle;
}
///
/// Get all connected player's as a Dictionary.
/// Key = Lidgren-Network net handle
/// Value = Character handle or null
///
/// Dictionary(long, int)
public static Dictionary GetAllPlayers()
{
Dictionary result = new Dictionary();
lock (Main.Players)
{
foreach (KeyValuePair player in Main.Players.Where(x => x.Key != Main.LocalNetHandle))
{
result.Add(player.Key, player.Value.Character?.Handle);
}
}
return result;
}
///
/// Get a player using their Lidgren Network net handle
///
/// Lidgren-Network net handle
/// Entities.EntitiesPlayer
public static Entities.EntitiesPlayer GetPlayer(long handle)
{
lock (Main.Players)
{
return Main.Players.ContainsKey(handle) ? Main.Players[handle] : null;
}
}
///
/// ?
///
public static bool IsMenuVisible()
{
#if NON_INTERACTIVE
return false;
#else
return Main.MainMenu.MenuPool.AreAnyVisible;
#endif
}
///
/// Check the chat is visible
///
public static bool IsChatFocused()
{
return Main.MainChat.Focused;
}
///
/// Check the list of players is visible
///
/// bool
public static bool IsPlayerListVisible()
{
return Util.GetTickCount64() - PlayerList.Pressed < 5000;
}
///
/// Get the version of GTACOOP:R
///
/// string
public static string GetCurrentVersion()
{
return Main.CurrentVersion;
}
///
/// Send any data (bytes) to the server
///
/// The name of this modification (script)
/// The ID to know what the data is
/// Your class, structure or whatever in bytes
public static void SendDataToServer(string mod, byte customID, byte[] bytes)
{
Main.MainNetworking.SendModData(-1, mod, customID, bytes);
}
///
/// Send any data (bytes) to the all player
///
/// The name of this modification (script)
/// The ID to know what the data is
/// Your class, structure or whatever in bytes
public static void SendDataToAll(string mod, byte customID, byte[] bytes)
{
Main.MainNetworking.SendModData(0, mod, customID, bytes);
}
///
/// Send any data (bytes) to a player
///
/// The Lidgren Network Client ID that receives the data
/// The name of this modification (script)
/// The ID to know what the data is
/// Your class, structure or whatever in bytes
public static void SendDataToPlayer(long lnID, string mod, byte customID, byte[] bytes)
{
Main.MainNetworking.SendModData(lnID, mod, customID, bytes);
}
///
/// Get that player's local username
///
/// string
public static string GetUsername()
{
return Main.MainSettings.Username;
}
///
/// Set a new username for this player
///
/// The new username
/// false if the player already joined a server or the username is null or empty otherwise true
public static bool SetUsername(string username)
{
if (IsOnServer() || string.IsNullOrEmpty(username))
{
return false;
}
Main.MainSettings.Username = username;
return true;
}
///
/// Enable or disable sharing of NPCs with other players
///
///
public static void SetShareNPCs(bool share)
{
Main.ShareNPCsWithPlayers = share;
}
///
/// Enable or disable the local traffic for this player
///
///
public static void SetLocalTraffic(bool stop)
{
Main.DisableTraffic = stop;
}
#if DEBUG
///
/// ?
///
///
public static void SetDebug(bool value)
{
Main.UseDebug = value;
}
#endif
}
}