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Assets/Photon/PhotonChat/Code/ChatChannel.cs
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Assets/Photon/PhotonChat/Code/ChatChannel.cs
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// ----------------------------------------------------------------------------------------------------------------------
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// <summary>The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.</summary>
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// <remarks>ChatClient is the main class of this api.</remarks>
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// <copyright company="Exit Games GmbH">Photon Chat Api - Copyright (C) 2014 Exit Games GmbH</copyright>
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// ----------------------------------------------------------------------------------------------------------------------
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#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
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#define SUPPORTED_UNITY
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#endif
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namespace Photon.Chat
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{
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using System.Collections.Generic;
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using System.Text;
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#if SUPPORTED_UNITY || NETFX_CORE
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using Hashtable = ExitGames.Client.Photon.Hashtable;
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using SupportClass = ExitGames.Client.Photon.SupportClass;
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#endif
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/// <summary>
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/// A channel of communication in Photon Chat, updated by ChatClient and provided as READ ONLY.
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/// </summary>
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/// <remarks>
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/// Contains messages and senders to use (read!) and display by your GUI.
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/// Access these by:
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/// ChatClient.PublicChannels
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/// ChatClient.PrivateChannels
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/// </remarks>
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public class ChatChannel
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{
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/// <summary>Name of the channel (used to subscribe and unsubscribe).</summary>
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public readonly string Name;
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/// <summary>Senders of messages in chronological order. Senders and Messages refer to each other by index. Senders[x] is the sender of Messages[x].</summary>
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public readonly List<string> Senders = new List<string>();
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/// <summary>Messages in chronological order. Senders and Messages refer to each other by index. Senders[x] is the sender of Messages[x].</summary>
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public readonly List<object> Messages = new List<object>();
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/// <summary>If greater than 0, this channel will limit the number of messages, that it caches locally.</summary>
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public int MessageLimit;
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/// <summary>Unique channel ID.</summary>
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public int ChannelID;
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/// <summary>Is this a private 1:1 channel?</summary>
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public bool IsPrivate { get; protected internal set; }
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/// <summary>Count of messages this client still buffers/knows for this channel.</summary>
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public int MessageCount { get { return this.Messages.Count; } }
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/// <summary>
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/// ID of the last message received.
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/// </summary>
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public int LastMsgId { get; protected set; }
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private Dictionary<object, object> properties;
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/// <summary>Whether or not this channel keeps track of the list of its subscribers.</summary>
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public bool PublishSubscribers { get; protected set; }
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/// <summary>Maximum number of channel subscribers. 0 means infinite.</summary>
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public int MaxSubscribers { get; protected set; }
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/// <summary>Subscribed users.</summary>
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public readonly HashSet<string> Subscribers = new HashSet<string>();
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/// <summary> Properties of subscribers </summary>
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private Dictionary<string, Dictionary<object, object>> usersProperties;
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/// <summary>Used internally to create new channels. This does NOT create a channel on the server! Use ChatClient.Subscribe.</summary>
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public ChatChannel(string name)
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{
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this.Name = name;
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}
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/// <summary>Used internally to add messages to this channel.</summary>
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public void Add(string sender, object message, int msgId)
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{
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this.Senders.Add(sender);
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this.Messages.Add(message);
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this.LastMsgId = msgId;
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this.TruncateMessages();
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}
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/// <summary>Used internally to add messages to this channel.</summary>
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public void Add(string[] senders, object[] messages, int lastMsgId)
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{
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this.Senders.AddRange(senders);
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this.Messages.AddRange(messages);
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this.LastMsgId = lastMsgId;
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this.TruncateMessages();
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}
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/// <summary>Reduces the number of locally cached messages in this channel to the MessageLimit (if set).</summary>
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public void TruncateMessages()
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{
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if (this.MessageLimit <= 0 || this.Messages.Count <= this.MessageLimit)
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{
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return;
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}
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int excessCount = this.Messages.Count - this.MessageLimit;
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this.Senders.RemoveRange(0, excessCount);
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this.Messages.RemoveRange(0, excessCount);
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}
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/// <summary>Clear the local cache of messages currently stored. This frees memory but doesn't affect the server.</summary>
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public void ClearMessages()
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{
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this.Senders.Clear();
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this.Messages.Clear();
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}
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/// <summary>Provides a string-representation of all messages in this channel.</summary>
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/// <returns>All known messages in format "Sender: Message", line by line.</returns>
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public string ToStringMessages()
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{
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StringBuilder txt = new StringBuilder();
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for (int i = 0; i < this.Messages.Count; i++)
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{
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txt.AppendLine(string.Format("{0}: {1}", this.Senders[i], this.Messages[i]));
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}
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return txt.ToString();
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}
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internal void ReadChannelProperties(Dictionary<object, object> newProperties)
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{
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if (newProperties != null && newProperties.Count > 0)
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{
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if (this.properties == null)
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{
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this.properties = new Dictionary<object, object>(newProperties.Count);
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}
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foreach (var pair in newProperties)
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{
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if (pair.Value == null)
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{
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this.properties.Remove(pair.Key);
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}
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else
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{
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this.properties[pair.Key] = pair.Value;
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}
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}
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object temp;
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if (this.properties.TryGetValue(ChannelWellKnownProperties.PublishSubscribers, out temp))
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{
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this.PublishSubscribers = (bool)temp;
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}
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if (this.properties.TryGetValue(ChannelWellKnownProperties.MaxSubscribers, out temp))
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{
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this.MaxSubscribers = (int)temp;
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}
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}
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}
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internal bool AddSubscribers(string[] users)
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{
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if (users == null)
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{
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return false;
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}
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bool result = true;
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for (int i = 0; i < users.Length; i++)
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{
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if (!this.Subscribers.Add(users[i]))
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{
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result = false;
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}
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}
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return result;
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}
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internal bool AddSubscriber(string userId)
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{
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return this.Subscribers.Add(userId);
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}
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internal bool RemoveSubscriber(string userId)
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{
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if (this.usersProperties != null)
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{
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this.usersProperties.Remove(userId);
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}
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return this.Subscribers.Remove(userId);
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}
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#if CHAT_EXTENDED
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internal void ReadUserProperties(string userId, Dictionary<object, object> changedProperties)
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{
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if (this.usersProperties == null)
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{
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this.usersProperties = new Dictionary<string, Dictionary<object, object>>();
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}
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Dictionary<object, object> userProperties;
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if (!this.usersProperties.TryGetValue(userId, out userProperties))
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{
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userProperties = new Dictionary<object, object>();
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this.usersProperties.Add(userId, userProperties);
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}
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foreach (var property in changedProperties)
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{
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//UnityEngine.Debug.LogFormat("User {0} property {1} = {2}", userId, property.Key, property.Value);
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if (property.Value == null)
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{
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userProperties.Remove(property.Key);
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}
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else
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{
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userProperties[property.Key] = property.Value;
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}
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}
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}
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internal bool TryGetChannelProperty<T>(object propertyKey, out T propertyValue)
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{
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propertyValue = default;
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object temp;
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if (properties != null && properties.TryGetValue(propertyKey, out temp) && temp is T)
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{
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propertyValue = (T)temp;
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return true;
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}
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return false;
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}
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internal bool TryGetUserProperty<T>(string userId, object propertyKey, out T propertyValue)
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{
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propertyValue = default;
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object temp;
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Dictionary<object, object> userProperties;
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if (this.usersProperties != null && usersProperties.TryGetValue(userId, out userProperties) && userProperties.TryGetValue(propertyKey, out temp) && temp is T)
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{
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propertyValue = (T)temp;
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return true;
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}
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return false;
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}
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public bool TryGetCustomChannelProperty<T>(string propertyKey, out T propertyValue)
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{
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return this.TryGetChannelProperty(propertyKey, out propertyValue);
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}
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public bool TryGetCustomUserProperty<T>(string userId, string propertyKey, out T propertyValue)
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{
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return this.TryGetUserProperty(userId, propertyKey, out propertyValue);
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}
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#endif
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}
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}
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