RPCPlugin
This is a developer network tool to send messages over RPC via Photon
模組介紹 作者原文
RPC Plugin
This is a plugin for TaleSpire using BepInEx, it creates a consumer and service for sending data over RPC. This is designed to be light weight for small messages. If you want large messages then you should host the file externally and only message a pointer to it. This is to reduce the impact on the performance and server costs from sending large messages.
Install
Currently you need to either follow the build guide down below or use the R2ModMan.
Usage
Reference this dependency plugin in the parent plugin and then use the following syntax to add a chat
service:.AddHandler(serviceKey, handler)
Where the service key is a string that must appear at the beginning of the rpc message in order to trip the corresponding handler.
Where hander is a function that takes in two string, the message content and the sender, and a source which is a ChatSource enumeration indicating if the source if a GM message, player message or creature message. The handler returns a string for Interface compatibility.
An example of adding a inline handler for "/w" function would be:
`RPCManager.AddHandler("/w", (chatMessage, sender, source)=> { Debug.Log(sender+" whispered "+chatMessage); });`
An example of removing a inline handler for "/w" function would be:
`RPCManager.RemoveHandler("/w");`
Usage programatically
`RPCManager.SendMessage(message, sender);`
Where message is the content to be sent and should include the handling prefix.
Where sender is the NGuid of either a creature mini (CreatureId) or player (PlayerId).
For example, to use the above hander for "/doSomething" assuming it is a whisper message to the GM:
`RPCManager.SendMessage("/doSomething{\"I'm a\": \"json\"}", LocalPlayer.Id.Value)`
Usage Consumer and Messenger framework
RPC Manager now supports a Consumer and messenger workflow allowing a singleton
public class MyMessage: RpcMessage
{
// Example Data
internal int I { get; set; }
public MyMessage()
{
}
// Serialize to Binary
public override byte Value()
{
IEnumerable bytes = new List();
bytes = bytes.Concat(BitConverter.GetBytes(I));
return bytes.ToArray();
}
// Construct from Binary
public MyMessage(byte data)
{
I = BitConverter.ToInt32(data, 0);
}
}
[InitOnLoad]
public class MyConsumer: RpcConsumer
{
private static readonly MyConsumer instance = new MyConsumer();
static MyConsumer() { } // Make sure it's truly lazy
public static MyConsumer Instance { get { return instance; } }
// My constructor (If I wanted something to happen)
private MyConsumer(): base ()
{
}
public override void Handle(MyMessage message)
{
Debug.Log(message.I);
}
}
Compiling
Build the project using nuget.
Browse to the newly created /Debug or /Release folders and copy the.dll to \steamapps\common\TaleSpire\BepInEx\plugins
Changelog
- 2.5.0: Use updated HideVolumeManager for RPC, removed patch.
- 2.4.3: migrate to DependencyUnityPlugins to allow enable/disable the plugin without uninstalling it via chainloader
- 2.4.2: Moved Binary Serialization libraries into separate modpack so they don't have to get re-downloaded each update.
- 2.4.1: Bump SetInjectionFlag package version
- 2.4.0: DependencyUnityPlugins is now used and implements logic for unpatching
- 2.3.2: ZeroFormatter was missed, repacked into Deployment.
- 2.3.1: Update Project files and fix bepinex dependencies with SetInjectionFlag
- 2.3.0: Tidied up references, static typing, and fix github pipeline.
- 2.2.1: Fix threading issue
- 2.2.0: Fixed RPCManager and now it is a supported provider for ADP
- 2.1.2: Sample project now uploaded on the git repo using message and consumer
- 2.1.1: Message Id Optimization
- 2.1.0: Added Binary message and Consumer workflow for messaging.
- 2.0.1: Fix dependency in pipeline
- 2.0.0: NuGet and restarting the project
- 1.0.0: Slight Optimization, Official Release
- 0.9.5: Updated depended dll
- 0.9.4: Hide Volume Support and Parallelization
- 0.9.3: Refactor RPCManager to a static class
- 0.9.2
安裝與使用 安裝:按包內說明操作
- 解壓本站下載的壓縮包,先讀包內的 readme / 說明檔案。
- 多數模組依賴遊戲的模組載入器:常見做法是用社群模組管理器(如 r2modman)選中本遊戲安裝,由管理器自動處理載入器與依賴。
- 手動安裝時,把模組檔案放進遊戲目錄下對應的 Mod / plugins 資料夾。
- 啟動遊戲確認載入成功;帶「前置依賴」的模組需要把依賴一併安裝。
不同模組的安裝位置差異較大,包內說明是最可靠的依據。
下面這些內容需要先安裝,否則該模組不會生效: