Implemented the actual tab completion for commands and playernames.
Each command is reported only if the player has the permission to use it.
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e9f18f8b4f
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@ -1239,7 +1239,7 @@ void cClientHandle::HandleTabCompletion(const AString & a_Text)
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{
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AStringVector Results;
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m_Player->GetWorld()->TabCompleteUserName(a_Text, Results);
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cRoot::Get()->GetPluginManager()->TabCompleteCommand(a_Text, Results);
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cRoot::Get()->GetPluginManager()->TabCompleteCommand(a_Text, Results, m_Player);
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if (Results.empty())
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{
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return;
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@ -1335,14 +1335,22 @@ bool cPluginManager::ExecuteConsoleCommand(const AStringVector & a_Split, cComma
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void cPluginManager::TabCompleteCommand(const AString & a_Text, AStringVector & a_Results)
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void cPluginManager::TabCompleteCommand(const AString & a_Text, AStringVector & a_Results, cPlayer * a_Player)
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{
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// TODO
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// DEBUG:
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LOGWARNING("%s: Not implemented yet!", __FUNCTION__);
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a_Results.push_back(a_Text + "_plgmgr1");
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a_Results.push_back(a_Text + "_plgmgr3");
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a_Results.push_back(a_Text + "_plgmgr2");
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for (CommandMap::iterator itr = m_Commands.begin(), end = m_Commands.end(); itr != end; ++itr)
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{
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if (NoCaseCompare(itr->first.substr(0, a_Text.length()), a_Text) != 0)
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{
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// Command name doesn't match
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continue;
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}
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if ((a_Player != NULL) && !a_Player->HasPermission(itr->second.m_Permission))
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{
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// Player doesn't have permission for the command
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continue;
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}
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a_Results.push_back(itr->first);
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}
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}
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@ -197,8 +197,10 @@ public: // tolua_export
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/// Executes the command split into a_Split, as if it was given on the console. Returns true if executed. Output is sent to the a_Output callback
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bool ExecuteConsoleCommand(const AStringVector & a_Split, cCommandOutputCallback & a_Output);
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/// Appends all commands beginning with a_Text (case-insensitive) into a_Results
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void TabCompleteCommand(const AString & a_Text, AStringVector & a_Results);
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/** Appends all commands beginning with a_Text (case-insensitive) into a_Results.
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If a_Player is not NULL, only commands for which the player has permissions are added.
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*/
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void TabCompleteCommand(const AString & a_Text, AStringVector & a_Results, cPlayer * a_Player);
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private:
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friend class cRoot;
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@ -2366,12 +2366,16 @@ int cWorld::SpawnMob(double a_PosX, double a_PosY, double a_PosZ, int a_EntityTy
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void cWorld::TabCompleteUserName(const AString & a_Text, AStringVector & a_Results)
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{
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// TODO
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// DEBUG:
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LOGWARNING("%s: Not implemented yet!", __FUNCTION__);
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a_Results.push_back(a_Text + "_world1");
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a_Results.push_back(a_Text + "_world3");
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a_Results.push_back(a_Text + "_world2");
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cCSLock Lock(m_CSPlayers);
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for (cPlayerList::iterator itr = m_Players.begin(), end = m_Players.end(); itr != end; ++itr)
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{
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if (NoCaseCompare((*itr)->GetName().substr(0, a_Text.length()), a_Text) != 0)
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{
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// Player name doesn't match
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continue;
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}
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a_Results.push_back((*itr)->GetName());
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}
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}
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