--- **Wrapper** - DCS net functions. -- -- Encapsules **multiplayer** environment scripting functions from [net](https://wiki.hoggitworld.com/view/DCS_singleton_net) -- -- === -- -- ### Author: **applevangelist** -- -- === -- -- @module Wrapper.Net -- @image Utils_Profiler.jpg do --- The NET class -- @type NET -- @field #string ClassName -- @field #string Version -- @extends Core.Base#BASE --- Encapsules multiplayer environment scripting functions from [net](https://wiki.hoggitworld.com/view/DCS_singleton_net) -- -- @field #NET NET = { ClassName = "NET", Version = "0.0.2" } --- Instantiate a new NET object. -- @param #NET self -- @return #NET self function NET:New() -- Inherit base. local self = BASE:Inherit(self, BASE:New()) -- #NET return self end --- Send chat message. -- @param #NET self -- @param #string Message Message to send -- @param #boolean ToAll (Optional) -- @return #NET self function NET:SendChat(Message,ToAll) if Message then net.send_chat(Message, ToAll) end return self end --- Find the PlayerID by name -- @param #NET self -- @param #string Name The player name whose ID to find -- @return #number PlayerID or nil function NET:GetPlayerIdByName(Name) local playerList = self:GetPlayerList() for i=1,#playerList do local playerName = net.get_name(i) if playerName == Name then return playerList[i] end end return nil end --- Find the PlayerID from a CLIENT object. -- @param #NET self -- @param Wrapper.Client#CLIENT Client The client -- @return #number PlayerID or nil function NET:GetPlayerIDFromClient(Client) local name = Client:GetPlayerName() local id = self:GetPlayerIdByName(name) return id end --- Send chat message to a specific player. -- @param #NET self -- @param #string Message The text message -- @param Wrapper.Client#CLIENT ToClient Client receiving the message -- @param Wrapper.Client#CLIENT FromClient (Optional) Client sending the message -- @return #NET self function NET:SendChatToPlayer(Message, ToClient, FromClient) local PlayerId = self:GetPlayerIDFromClient(ToClient) local FromId = self:GetPlayerIDFromClient(FromClient) if Message and PlayerId and FromId then net.send_chat_to(Message, tonumber(PlayerId) , tonumber(FromId)) elseif Message and PlayerId then net.send_chat_to(Message, tonumber(PlayerId)) end return self end --- Load a specific mission. -- @param #NET self -- @param #string Path and Mission -- @return #boolean success -- @usage -- mynet:LoadMission(lfs.writeDir() .. 'Missions\\' .. 'MyTotallyAwesomeMission.miz') function NET:LoadMission(Path) local outcome = false if Path then outcome = net.load_mission(Path) end return outcome end --- Load next mission. Returns false if at the end of list. -- @param #NET self -- @return #boolean success function NET:LoadNextMission() local outcome = false outcome = net.load_next_mission() return outcome end --- Return a table of players currently connected to the server. -- @param #NET self -- @return #table PlayerList function NET:GetPlayerList() local plist = nil plist = net.get_player_list() return plist end --- Returns the playerID of the local player. Always returns 1 for server. -- @param #NET self -- @return #number ID function NET:GetMyPlayerID() return net.get_my_player_id() end --- Returns the playerID of the server. Currently always returns 1. -- @param #NET self -- @return #number ID function NET:GetServerID() return net.get_server_id() end --- Return a table of attributes for a given client. If optional attribute is present, only that value is returned. -- @param #NET self -- @param Wrapper.Client#CLIENT Client The client. -- @param #string Attribute (Optional) The attribute to obtain. List see below. -- @return #table PlayerInfo or nil if it cannot be found -- @usage -- Table holds these attributes: -- -- 'id' : playerID -- 'name' : player name -- 'side' : 0 - spectators, 1 - red, 2 - blue -- 'slot' : slotID of the player or -- 'ping' : ping of the player in ms -- 'ipaddr': IP address of the player, SERVER ONLY -- 'ucid' : Unique Client Identifier, SERVER ONLY -- function NET:GetPlayerInfo(Client,Attribute) local PlayerID = self:GetPlayerIDFromClient(Client) if PlayerID then return net.get_player_info(tonumber(PlayerID), Attribute) else return nil end end --- Kicks a player from the server. Can display a message to the user. -- @param #NET self -- @param Wrapper.Client#CLIENT Client The client -- @param #string Message (Optional) The message to send. -- @return #boolean success function NET:Kick(Client,Message) local PlayerID = self:GetPlayerIDFromClient(Client) if PlayerID and tonumber(PlayerID) ~= 1 then return net.kick(tonumber(PlayerID), Message) else return false end end --- Return a statistic for a given client. -- @param #NET self -- @param Wrapper.Client#CLIENT Client The client -- @param #number StatisticID The statistic to obtain -- @return #number Statistic or nil -- @usage -- StatisticIDs are: -- -- net.PS_PING (0) - ping (in ms) -- net.PS_CRASH (1) - number of crashes -- net.PS_CAR (2) - number of destroyed vehicles -- net.PS_PLANE (3) - ... planes/helicopters -- net.PS_SHIP (4) - ... ships -- net.PS_SCORE (5) - total score -- net.PS_LAND (6) - number of landings -- net.PS_EJECT (7) - of ejects -- -- mynet:GetPlayerStatistic(Client,7) -- return number of ejects function NET:GetPlayerStatistic(Client,StatisticID) local PlayerID = self:GetPlayerIDFromClient(Client) local stats = StatisticID or 0 if stats > 7 or stats < 0 then stats = 0 end if PlayerID then return net.get_stat(tonumber(PlayerID),stats) else return nil end end --- Return the name of a given client. Same a CLIENT:GetPlayerName(). -- @param #NET self -- @param Wrapper.Client#CLIENT Client The client -- @return #string Name or nil if not obtainable function NET:GetName(Client) local PlayerID = self:GetPlayerIDFromClient(Client) if PlayerID then return net.get_name(tonumber(PlayerID)) else return nil end end --- Returns the SideId and SlotId of a given client. -- @param #NET self -- @param Wrapper.Client#CLIENT Client The client -- @return #number SideID i.e. 0 : spectators, 1 : Red, 2 : Blue -- @return #number SlotID function NET:GetSlot(Client) local PlayerID = self:GetPlayerIDFromClient(Client) if PlayerID then local side,slot = net.get_slot(tonumber(PlayerID)) return side,slot else return nil,nil end end --- Force the slot for a specific client. -- @param #NET self -- @param Wrapper.Client#CLIENT Client The client -- @param #number SideID i.e. 0 : spectators, 1 : Red, 2 : Blue -- @param #number SlotID Slot number -- @return #boolean Success function NET:ForceSlot(Client,SideID,SlotID) local PlayerID = self:GetPlayerIDFromClient(Client) if PlayerID then return net.force_player_slot(tonumber(PlayerID), SideID, SlotID ) else return false end end --- Force a client back to spectators. -- @param #NET self -- @param Wrapper.Client#CLIENT Client The client -- @return #boolean Succes function NET:ReturnToSpectators(Client) local outcome = self:ForceSlot(Client,0) return outcome end --- Converts a lua value to a JSON string. -- @param #string Lua Anything lua -- @return #table Json function NET.Lua2Json(Lua) return net.lua2json(Lua) end --- Converts a JSON string to a lua value. -- @param #string Json Anything JSON -- @return #table Lua function NET.Lua2Json(Json) return net.json2lua(Json) end --- Executes a lua string in a given lua environment in the game. -- @param #NET self -- @param #string State The state in which to execute - see below. -- @param #string DoString The lua string to be executed. -- @return #string Output -- @usage -- States are: -- 'config': the state in which $INSTALL_DIR/Config/main.cfg is executed, as well as $WRITE_DIR/Config/autoexec.cfg - used for configuration settings -- 'mission': holds current mission -- 'export': runs $WRITE_DIR/Scripts/Export.lua and the relevant export API function NET:DoStringIn(State,DoString) return net.dostring_in(State,DoString) end --- Write an "INFO" entry to the DCS log file, with the message Message. -- @param #NET self -- @param #string Message The message to be logged. -- @return #NET self function NET:Log(Message) net.log(Message) return self end ------------------------------------------------------------------------------- -- End of NET ------------------------------------------------------------------------------- end