Codebreak.Service.World.Game.Entity.AbstractEntity.DispatchChatMessage C# (CSharp) Метод

DispatchChatMessage() публичный Метод

public DispatchChatMessage ( ChatChannelEnum channel, string message, CharacterEntity whispedCharacter = null ) : bool
channel ChatChannelEnum
message string
whispedCharacter CharacterEntity
Результат bool
        public virtual bool DispatchChatMessage(ChatChannelEnum channel, string message, CharacterEntity whispedCharacter = null)
        {
            var channelData = m_chatByChannel[channel];
            if (channelData == null)
                return false;

            if (channel != ChatChannelEnum.CHANNEL_PRIVATE_RECEIVE)
            {
                if (message.Equals(channelData.LastMessage, StringComparison.OrdinalIgnoreCase))
                {
                    Dispatch(WorldMessage.IM_ERROR_MESSAGE(InformationEnum.ERROR_CHAT_SAME_MESSAGE));
                    return false;
                }

                channelData.LastMessage = message;

                if (UpdateTime < channelData.NextTime)
                {
                    Dispatch(WorldMessage.IM_INFO_MESSAGE(InformationEnum.INFO_CHAT_SPAM_RESTRICTED, Math.Ceiling((channelData.NextTime - UpdateTime) * 0.001)));
                    return false;
                }

                var delay = WorldConfig.CHAT_RESTRICTED_DELAY.ContainsKey(channel) ? WorldConfig.CHAT_RESTRICTED_DELAY[channel] : 0;
                channelData.NextTime = UpdateTime + delay;
            }

            var dispatcher = channelData.Dispatcher();
            if (dispatcher != null)
            {
                switch (channel)
                {
                    case ChatChannelEnum.CHANNEL_PRIVATE_SEND:
                    case ChatChannelEnum.CHANNEL_PRIVATE_RECEIVE:
                        dispatcher(WorldMessage.CHAT_MESSAGE(channel, whispedCharacter.Id, whispedCharacter.Name, message));
                        break;

                    default:
                        dispatcher(WorldMessage.CHAT_MESSAGE(channel, Id, Name, message));
                        break;
                }
            }
            return true;
        }