Various updates to allow a system where a user's visible name is not the same
as their authentication name (which we leave in BodyObject.username). This turns out to be simpler than the system we adopted for Yohoho wherein we replace the player's user object after they select a character, but converting to this sort of system is way more work than would be worth it. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3758 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -143,7 +143,7 @@ public class SpeakProvider
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} else {
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// issue the speak message on our speak object
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sendSpeak(_speakObj, source.username, null, message, mode);
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sendSpeak(_speakObj, source.getVisibleName(), null, message, mode);
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}
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}
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@@ -312,9 +312,8 @@ public class SpeakProvider
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}
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/**
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* Notes that the specified user was privy to the specified
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* message. If {@link ChatMessage#timestamp} is not already filled in,
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* it will be.
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* Notes that the specified user was privy to the specified message. If
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* {@link ChatMessage#timestamp} is not already filled in, it will be.
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*/
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protected static void noteMessage (Name username, UserMessage msg)
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{
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@@ -375,7 +374,7 @@ public class SpeakProvider
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public void apply (int bodyOid) {
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DObject dobj = CrowdServer.omgr.getObject(bodyOid);
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if (dobj != null && dobj instanceof BodyObject) {
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noteMessage(((BodyObject)dobj).username, message);
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noteMessage(((BodyObject)dobj).getVisibleName(), message);
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}
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}
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