Added proper slave mode - additional clients after the first connection. Fixed a few issues. Updated to version 4.8.2.
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@ -14,12 +14,12 @@ namespace TwitchChatTTS.Twitch.Socket.Handlers
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public string Name => "channel.chat.message";
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private readonly IChatMessageReader _reader;
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private readonly User _user;
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private readonly ICommandManager _commands;
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private readonly IGroupPermissionManager _permissionManager;
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private readonly IUsagePolicy<long> _permissionPolicy;
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private readonly IChatterGroupManager _chatterGroupManager;
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private readonly ServiceBusCentral _bus;
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private readonly User _user;
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private readonly ILogger _logger;
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@ -35,12 +35,12 @@ namespace TwitchChatTTS.Twitch.Socket.Handlers
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)
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{
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_reader = reader;
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_user = user;
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_commands = commands;
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_permissionManager = permissionManager;
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_permissionPolicy = permissionPolicy;
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_chatterGroupManager = chatterGroupManager;
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_bus = bus;
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_user = user;
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_logger = logger;
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}
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@ -58,13 +58,13 @@ namespace TwitchChatTTS.Twitch.Socket.Handlers
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var groups = GetGroups(message.Badges, chatterId);
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var bits = GetTotalBits(fragments);
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if (message.ChannelPointsCustomRewardId == null)
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if (message.ChannelPointsCustomRewardId == null && !_user.Slave)
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{
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var commandResult = await CheckForChatCommand(message.Message.Text, message, groups);
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if (commandResult != ChatCommandResult.Unknown)
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return;
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}
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else
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else if (message.ChannelPointsCustomRewardId != null)
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{
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_bus.Send(this, "chat_message_redemption", message);
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}
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