Server responses to clients using console commands ("granted permissions to client", error messages, etc) are displayed in the client's debug console instead of the chat box. Client command usage is included in server logs.

This commit is contained in:
Joonas Rikkonen
2017-12-20 19:18:32 +02:00
parent 91699b26a6
commit b3c3970209
5 changed files with 47 additions and 30 deletions
@@ -157,12 +157,12 @@ namespace Barotrauma
}, null,
(Client client, Vector2 cursorWorldPos, string[] args) =>
{
GameMain.Server.SendChatMessage("***************", client);
GameMain.Server.SendConsoleMessage("***************", client);
foreach (Client c in GameMain.Server.ConnectedClients)
{
GameMain.Server.SendChatMessage("- " + c.ID.ToString() + ": " + c.Name + ", " + c.Connection.RemoteEndPoint.Address.ToString(), client);
GameMain.Server.SendConsoleMessage("- " + c.ID.ToString() + ": " + c.Name + ", " + c.Connection.RemoteEndPoint.Address.ToString(), client);
}
GameMain.Server.SendChatMessage("***************", client);
GameMain.Server.SendConsoleMessage("***************", client);
}));
@@ -222,7 +222,7 @@ namespace Barotrauma
{
HumanAIController.DisableCrewAI = true;
NewMessage("Crew AI disabled by \"" + client.Name + "\"", Color.White);
GameMain.Server.SendChatMessage("Crew AI disabled", client);
GameMain.Server.SendConsoleMessage("Crew AI disabled", client);
}));
commands.Add(new Command("enablecrewai", "enablecrewai: Enable the AI of the NPCs in the crew.", (string[] args) =>
@@ -235,7 +235,7 @@ namespace Barotrauma
{
HumanAIController.DisableCrewAI = false;
NewMessage("Crew AI enabled by \"" + client.Name + "\"", Color.White);
GameMain.Server.SendChatMessage("Crew AI enabled", client);
GameMain.Server.SendConsoleMessage("Crew AI enabled", client);
}));
commands.Add(new Command("autorestart", "autorestart [true/false]: Enable or disable round auto-restart.", (string[] args) =>
@@ -384,7 +384,7 @@ namespace Barotrauma
var client = GameMain.Server.ConnectedClients.Find(c => c.ID == id);
if (client == null)
{
GameMain.Server.SendChatMessage("Client id \"" + id + "\" not found.", senderClient);
GameMain.Server.SendConsoleMessage("Client id \"" + id + "\" not found.", senderClient);
return;
}
@@ -400,13 +400,13 @@ namespace Barotrauma
{
if (!Enum.TryParse(perm, true, out permission))
{
GameMain.Server.SendChatMessage(perm + " is not a valid permission!", senderClient);
GameMain.Server.SendConsoleMessage(perm + " is not a valid permission!", senderClient);
return;
}
}
client.GivePermission(permission);
GameMain.Server.UpdateClientPermissions(client);
GameMain.Server.SendChatMessage("Granted " + perm + " permissions to " + client.Name + ".", senderClient);
GameMain.Server.SendConsoleMessage("Granted " + perm + " permissions to " + client.Name + ".", senderClient);
NewMessage(senderClient.Name + " granted " + perm + " permissions to " + client.Name + ".", Color.White);
}));
@@ -472,7 +472,7 @@ namespace Barotrauma
var client = GameMain.Server.ConnectedClients.Find(c => c.ID == id);
if (client == null)
{
GameMain.Server.SendChatMessage("Client id \"" + id + "\" not found.", senderClient);
GameMain.Server.SendConsoleMessage("Client id \"" + id + "\" not found.", senderClient);
return;
}
@@ -488,13 +488,13 @@ namespace Barotrauma
{
if (!Enum.TryParse(perm, true, out permission))
{
GameMain.Server.SendChatMessage(perm + " is not a valid permission!", senderClient);
GameMain.Server.SendConsoleMessage(perm + " is not a valid permission!", senderClient);
return;
}
}
client.RemovePermission(permission);
GameMain.Server.UpdateClientPermissions(client);
GameMain.Server.SendChatMessage("Revoked " + perm + " permissions from " + client.Name + ".", senderClient);
GameMain.Server.SendConsoleMessage("Revoked " + perm + " permissions from " + client.Name + ".", senderClient);
NewMessage(senderClient.Name + " revoked " + perm + " permissions from " + client.Name + ".", Color.White);
}));
@@ -682,7 +682,7 @@ namespace Barotrauma
Submarine.MainSub.GodMode = !Submarine.MainSub.GodMode;
NewMessage((Submarine.MainSub.GodMode ? "Godmode turned on by \"" : "Godmode off by \"") + client.Name+"\"", Color.White);
GameMain.Server.SendChatMessage(Submarine.MainSub.GodMode ? "Godmode on" : "Godmode off", client);
GameMain.Server.SendConsoleMessage(Submarine.MainSub.GodMode ? "Godmode on" : "Godmode off", client);
}));
commands.Add(new Command("lockx", "lockx: Lock horizontal movement of the main submarine.", (string[] args) =>
@@ -953,7 +953,7 @@ namespace Barotrauma
int separatorIndex = Array.IndexOf(args, ";");
if (separatorIndex == -1 || args.Length < 3)
{
GameMain.Server.SendChatMessage("Invalid parameters. The command should be formatted as \"setclientcharacter [client] ; [character]\"", senderClient);
GameMain.Server.SendConsoleMessage("Invalid parameters. The command should be formatted as \"setclientcharacter [client] ; [character]\"", senderClient);
return;
}
@@ -964,7 +964,7 @@ namespace Barotrauma
var client = GameMain.Server.ConnectedClients.Find(c => c.Name == clientName);
if (client == null)
{
GameMain.Server.SendChatMessage("Client \"" + clientName + "\" not found.", senderClient);
GameMain.Server.SendConsoleMessage("Client \"" + clientName + "\" not found.", senderClient);
}
var character = FindMatchingCharacter(argsRight, false);
@@ -1076,7 +1076,7 @@ namespace Barotrauma
var campaign = GameMain.GameSession?.GameMode as CampaignMode;
if (campaign == null)
{
GameMain.Server.SendChatMessage("No campaign active!", senderClient);
GameMain.Server.SendConsoleMessage("No campaign active!", senderClient);
return;
}
@@ -1084,12 +1084,12 @@ namespace Barotrauma
if (args.Length < 1 || !int.TryParse(args[0], out destinationIndex)) return;
if (destinationIndex < 0 || destinationIndex >= campaign.Map.CurrentLocation.Connections.Count)
{
GameMain.Server.SendChatMessage("Index out of bounds!", senderClient);
GameMain.Server.SendConsoleMessage("Index out of bounds!", senderClient);
return;
}
Location location = campaign.Map.CurrentLocation.Connections[destinationIndex].OtherLocation(campaign.Map.CurrentLocation);
campaign.Map.SelectLocation(location);
GameMain.Server.SendChatMessage(location.Name + " selected.", senderClient);
GameMain.Server.SendConsoleMessage(location.Name + " selected.", senderClient);
}));
#if DEBUG
@@ -1289,7 +1289,8 @@ namespace Barotrauma
if (string.IsNullOrWhiteSpace(command)) return;
if (!client.HasPermission(ClientPermissions.ConsoleCommands))
{
GameMain.Server.SendChatMessage("You are not permitted to use console commands!", client);
GameMain.Server.SendConsoleMessage("You are not permitted to use console commands!", client);
GameServer.Log(client.Name + " attempted to execute the console command \"" + command + "\" without a permission to use console commands.", ServerLog.MessageType.ConsoleUsage);
return;
}
@@ -1297,22 +1298,24 @@ namespace Barotrauma
Command matchingCommand = commands.Find(c => c.names.Contains(splitCommand[0].ToLowerInvariant()));
if (matchingCommand != null && !client.PermittedConsoleCommands.Contains(matchingCommand))
{
GameMain.Server.SendChatMessage("You are not permitted to use the command\"" + matchingCommand.names[0] + "\"!", client);
GameMain.Server.SendConsoleMessage("You are not permitted to use the command\"" + matchingCommand.names[0] + "\"!", client);
GameServer.Log(client.Name + " attempted to execute the console command \"" + command + "\" without a permission to use the command.", ServerLog.MessageType.ConsoleUsage);
return;
}
else if (matchingCommand == null)
{
GameMain.Server.SendChatMessage("Command \"" + splitCommand[0] + "\" not found.", client);
GameMain.Server.SendConsoleMessage("Command \"" + splitCommand[0] + "\" not found.", client);
return;
}
try
{
matchingCommand.ServerExecuteOnClientRequest(client, cursorWorldPos, splitCommand.Skip(1).ToArray());
GameServer.Log("Console command \"" + command + "\" executed by " + client.Name + ".", ServerLog.MessageType.ConsoleUsage);
}
catch (Exception e)
{
ThrowError("Executing the command \"" + matchingCommand.names[0]+"\" by request from \""+client.Name+"\" failed.", e);
ThrowError("Executing the command \"" + matchingCommand.names[0] + "\" by request from \"" + client.Name + "\" failed.", e);
}
}