void UnregisterEvents() { OnPlayerConnectEvent.Unregister(HandlePlayerConnect); OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect); OnPlayerActionEvent.Unregister(HandlePlayerAction); UnhookEvents(); }
public override void Load(bool startup) { OnPlayerMoveEvent.Register(HandlePlayerMove, Priority.High); OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.High); OnLevelUnloadEvent.Register(HandleLevelUnload, Priority.High); OnPlayerSpawningEvent.Register(HandlePlayerSpawning, Priority.High); }
void RegisterEvents() { OnPlayerConnectEvent.Register(HandlePlayerConnect, Priority.Low); OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.Low); OnPlayerActionEvent.Register(HandlePlayerAction, Priority.Low); HookEvents(); }
protected override void OnStart() { base.OnStart(); OnPlayerConnectEvent.Register(HandlePlayerConnect, Priority.Low); OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.Low); OnPlayerActionEvent.Register(HandlePlayerAction, Priority.Low); }
public override void Unload(bool shutdown) { OnPlayerMoveEvent.Unregister(HandlePlayerMove); OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect); OnLevelUnloadEvent.Unregister(HandleLevelUnload); OnPlayerSpawningEvent.Unregister(HandlePlayerSpawning); }
public override void Unload(bool shutdown) { OnPlayerConnectEvent.Unregister(HandleConnect); OnPlayerDisconnectEvent.Unregister(HandleDisconnect); OnPlayerChatEvent.Unregister(HandleChat); OnPlayerActionEvent.Unregister(HandlePlayerAction); OnModActionEvent.Unregister(HandleModerationAction); }
public override void Load(bool startup) { OnPlayerConnectEvent.Register(HandleConnect, Priority.Low); OnPlayerDisconnectEvent.Register(HandleDisconnect, Priority.Low); OnPlayerChatEvent.Register(HandleChat, Priority.Low); OnPlayerActionEvent.Register(HandlePlayerAction, Priority.Low); OnModActionEvent.Register(HandleModerationAction, Priority.Low); }
protected virtual void HookEventHandlers() { OnLevelUnloadEvent.Register(HandleLevelUnload, Priority.High); OnSendingHeartbeatEvent.Register(HandleSendingHeartbeat, Priority.High); OnSQLSaveEvent.Register(SaveStats, Priority.High); OnPlayerActionEvent.Register(HandlePlayerAction, Priority.High); OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.High); }
protected virtual void UnhookEventHandlers() { OnLevelUnloadEvent.Unregister(HandleLevelUnload); OnSendingHeartbeatEvent.Unregister(HandleSendingHeartbeat); OnSQLSaveEvent.Unregister(SaveStats); OnPlayerActionEvent.Unregister(HandlePlayerAction); OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect); }
public static void InitHandlers() { OnPlayerConnectEvent.Register(OnConnect, Priority.High); OnPlayerDisconnectEvent.Register(OnLeave, Priority.High); OnPlayerMoveEvent.Register(OnMovement, Priority.High); OnPlayerClickEvent.Register(OnClick, Priority.High); OnPlayerChatEvent.Register(OnChat, Priority.High); OnTabListEntryAddedEvent.Register(HUD.GetTabName, Priority.High); OnPlayerActionEvent.Register(OnAFK, Priority.Normal); }
public override void Unload(bool shutdown) { OnEntitySpawnedEvent.Unregister(HandleEntitySpawned); OnTabListEntryAddedEvent.Unregister(HandleTabListEntryAdded); OnMoneyChangedEvent.Unregister(HandleMoneyChanged); OnPlayerConnectEvent.Unregister(HandlePlayerConnect); OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect); OnPlayerMoveEvent.Unregister(HandlePlayerMove); OnPlayerActionEvent.Unregister(HandlePlayerAction); OnPlayerSpawningEvent.Unregister(HandlePlayerSpawning); OnBlockChangeEvent.Unregister(HandleBlockChange); OnLevelUnloadEvent.Unregister(HandleLevelUnload); }
public override void Load(bool startup) { OnEntitySpawnedEvent.Register(HandleEntitySpawned, Priority.High); OnTabListEntryAddedEvent.Register(HandleTabListEntryAdded, Priority.High); OnMoneyChangedEvent.Register(HandleMoneyChanged, Priority.High); OnPlayerConnectEvent.Register(HandlePlayerConnect, Priority.High); OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.High); OnPlayerMoveEvent.Register(HandlePlayerMove, Priority.High); OnPlayerActionEvent.Register(HandlePlayerAction, Priority.High); OnPlayerSpawningEvent.Register(HandlePlayerSpawning, Priority.High); OnBlockChangeEvent.Register(HandleBlockChange, Priority.High); OnLevelUnloadEvent.Register(HandleLevelUnload, Priority.High); }
public override void Unload(bool shutdown) { OnPlayerDeathEvent.Unregister(HandlePlayerDeath); OnPlayerChatEvent.Unregister(HandlePlayerChat); OnPlayerCommandEvent.Unregister(HandlePlayerCommand); OnBlockChangeEvent.Unregister(HandleBlockChange); OnPlayerDisconnectEvent.Unregister(HandleDisconnect); OnLevelUnloadEvent.Unregister(HandleLevelUnload); OnPlayerSpawningEvent.Unregister(HandlePlayerSpawning); OnTabListEntryAddedEvent.Unregister(HandleTabListEntryAdded); OnJoinedLevelEvent.Unregister(HandleOnJoinedLevel); }
public override void Load(bool startup) { OnPlayerDeathEvent.Register(HandlePlayerDeath, Priority.High); OnPlayerChatEvent.Register(HandlePlayerChat, Priority.High); OnPlayerCommandEvent.Register(HandlePlayerCommand, Priority.High); OnBlockChangeEvent.Register(HandleBlockChange, Priority.High); OnPlayerDisconnectEvent.Register(HandleDisconnect, Priority.High); OnLevelUnloadEvent.Register(HandleLevelUnload, Priority.High); OnPlayerSpawningEvent.Register(HandlePlayerSpawning, Priority.High); OnTabListEntryAddedEvent.Register(HandleTabListEntryAdded, Priority.High); OnJoinedLevelEvent.Register(HandleOnJoinedLevel, Priority.High); }
protected override void OnStop() { socket = null; if (api != null) { api.StopAsync(); api = null; } base.OnStop(); OnPlayerConnectEvent.Unregister(HandlePlayerConnect); OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect); OnPlayerActionEvent.Unregister(HandlePlayerAction); }
/// <summary> /// Handles player disconnect event /// </summary> /// <param name="client">Player who disconnect</param> /// <param name="reason">Disconnect reason</param> public void HandlePlayerDisconnect(Client client, String reason) { if (OnPlayerDisconnectEvent != null && IsClientUsingCharacter(client)) { OnPlayerDisconnectEvent.Invoke(GetActiveCharacterForClient(client)); } Player player = GetPlayerByClient(client); if (player != null) { this.players.Remove(player); } }
void InitServerTask(SchedulerTask task) { Server.Start(); // The first check for updates is run after 10 seconds, subsequent ones every two hours Server.Background.QueueRepeat(Updater.UpdaterTask, null, TimeSpan.FromSeconds(10)); OnPlayerConnectEvent.Register(Player_PlayerConnect, Priority.Low); OnPlayerDisconnectEvent.Register(Player_PlayerDisconnect, Priority.Low); OnJoinedLevelEvent.Register(Player_OnJoinedLevel, Priority.Low); OnLevelLoadedEvent.Register(Level_LevelLoaded, Priority.Low); OnLevelUnloadEvent.Register(Level_LevelUnload, Priority.Low); RunOnUiThread(() => main_btnProps.Enabled = true); }
void InitServerTask(SchedulerTask task) { Server.Start(); // The first check for updates is run after 10 seconds, subsequent ones every two hours Server.Background.QueueRepeat(Updater.UpdaterTask, null, TimeSpan.FromSeconds(10)); OnPlayerConnectEvent.Register(Player_PlayerConnect, Priority.Low); OnPlayerDisconnectEvent.Register(Player_PlayerDisconnect, Priority.Low); OnSentMapEvent.Register(Player_OnJoinedLevel, Priority.Low); OnModActionEvent.Register(Player_OnModAction, Priority.Low); OnLevelAddedEvent.Register(Level_LevelAdded, Priority.Low); OnLevelRemovedEvent.Register(Level_LevelRemoved, Priority.Low); OnPhysicsLevelChangedEvent.Register(Level_PhysicsLevelChanged, Priority.Low); RunOnUI_Async(() => main_btnProps.Enabled = true); }
public override void Load(bool startup) { OnPlayerChatEvent.Register(InterceptChat, Priority.Low); OnPlayerConnectEvent.Register(HandlePlayerConnect, Priority.High); OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.High); }
public override void Unload(bool shutdown) { OnPlayerChatEvent.Unregister(InterceptChat); OnPlayerConnectEvent.Unregister(HandlePlayerConnect); OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect); }