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ProxySession Class

This stuff is still in the planning stages. Any questions or Comments are welcome.

[This is preliminary documentation and is subject to change.]

This Instance handles the current Furcadia Session.

Part1: Manage MonkeySpeak Engine Start,Stop,Restart. System Variables, MonkeySpeak Execution Triggers

Part2: Furcadia Proxy Controls, In/Out Ports, Host, Character Ini file. Connect, Disconnect, Reconnect

Part2a: Proxy Functions do link to Monkey Speak trigger execution

Part3: This Class Links loosely to the GUI

Inheritance Hierarchy
SystemObject
  Furcadia.Net.ProxyProxySession

Namespace:  Furcadia.Net.Proxy
Assembly:  FurcadiaLib (in FurcadiaLib.dll) Version: 2.19.PreAlpha 59
Syntax
public class ProxySession : IDisposable

The ProxySession type exposes the following members.

Constructors
  NameDescription
Public methodProxySession
Initializes a new instance of the ProxySession class
Public methodProxySession(ProxyOptions)
Initializes a new instance of the ProxySession class
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Properties
  NameDescription
Public propertyBanishList
Gets the banish list.
Public propertyBanishName
Current Name for Banish Operations

We mirror Furcadia's Banish system for efficiency

Public propertyClientConnectPhase
Current Connection Phase
Public propertyClientStatus
Client Connection status
Public propertyConnectedFurre
Connected Furre (Who we are)
Public propertyConnectedFurreId
Gets or sets the connected furre identifier.
Public propertyConnectedFurreName
Gets or sets the name of the connected furre.
Public propertyDream
Current Dream Information with Furre List
Public propertyFurcadiaClientIsRunning
Gets a value indicating whether [furcadia client is running].
Public propertyFurres
Gets the furres.
Public propertyHasShare
We have Dream Share or We are Dream owner
Public propertyInDream
Public propertyIsClientSocketConnected
Gets a value indicating whether this instance is client socket connected.
Public propertyIsServerSocketConnected
Gets a value indicating whether the Proxy socket is connected to the game server
Public propertyOptions
Gets or sets the options.
Public propertyPlayer
Current Triggering player
Public propertyProxy
Gets the proxy.
Public propertyServerConnectPhase
Current server connection phase
Public propertyServerStatus
Server Connection status
Public propertyStandAlone
Allows the Furcadia Client to Disconnect from the session, allowing the session to remain connected to the game server
Public propertyThroatTired
ServerQueue Throat Tired Mode

When set, a Timer is created to make us wait till the time is clear to resume.

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Methods
  NameDescription
Public methodCloseFurcadiaClient
Closes the furcadia client.
Public methodConnect
Connect the Proxy to the Furcadia Game server
Public methodDisconnect
Disconnects this instance.
Public methodDispose
implementation of Dispose pattern callable by consumers.
Public methodEquals
Determines whether the specified object is equal to the current object.
(Inherited from Object.)
Protected methodFinalize
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object.)
Public methodFormatTextToServer
Text Channel Prefixes (shout,whisper emote, Raw Server command)

default to say or "normal spoken command"

Public methodGetEnumIntT
Public methodGetHashCode
Serves as the default hash function.
(Inherited from Object.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Public methodIsConnectedCharacter
Are we the current executing character?
Public methodIsConnectedCharacter(IFurre)
Is the target furre the connected characyer?
Protected methodMemberwiseClone
Creates a shallow copy of the current Object.
(Inherited from Object.)
Public methodOnThroatTiredTrigger
Called when [throat tired trigger].
Public methodParseServerChannel
Parse Channel Data
Public methodParseServerData
Parse Server Data
Public methodSendError
send errors to the error handler
Public methodSendFormattedTextToServer
Format basic furcadia commands and send to server

We also mirror the client to server banish system.

This maybe a good place to place Proxy/Bot commands for controls

default to say or "normal spoken command"

Public methodSendToClient
Send a raw instruction to the client
Public methodSendToServer
Send a raw instruction to Server through the Load Balancer
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
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Events
  NameDescription
Public eventClientData2
This is triggered when the Client sends data to the server. Expects a return value.
Public eventClientDisconnected
This is triggered when the Server Disconnects
Public eventClientStatusChanged
Track the Furcadia Client status
Public eventError
This is triggered when a handled Exception is thrown.
Public eventProcessServerChannelData
Process Display chanObject.ChannelText and Channels
Public eventProcessServerInstruction
Public eventServerConnected
Occurs when [server connected].
Public eventServerData2
Occurs when [server data2].
Public eventServerDisconnected
This is triggered when the Server Disconnects
Public eventServerStatusChanged
Track the Server Status
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Fields
  NameDescription
Public fieldRepq
Public fieldTroatTiredEventHandler
The troat tired event handler
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Extension Methods
  NameDescription
Public Extension MethodAsDouble
Ases the double.
(Defined by ObjectExtensions.)
Public Extension MethodAsInt16
converts an object to 16 bit integer
(Defined by ObjectExtensions.)
Public Extension MethodAsInt32
Ases the int32.
(Defined by ObjectExtensions.)
Public Extension MethodAsInt64
Ases the int64.
(Defined by ObjectExtensions.)
Public Extension MethodAsString
Ases the string.
(Defined by ObjectExtensions.)
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See Also