Beispiel #1
0
 void UnregisterEvents()
 {
     OnPlayerConnectEvent.Unregister(HandlePlayerConnect);
     OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect);
     OnPlayerActionEvent.Unregister(HandlePlayerAction);
     UnhookEvents();
 }
Beispiel #2
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 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);
 }
Beispiel #3
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 void RegisterEvents()
 {
     OnPlayerConnectEvent.Register(HandlePlayerConnect, Priority.Low);
     OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.Low);
     OnPlayerActionEvent.Register(HandlePlayerAction, Priority.Low);
     HookEvents();
 }
Beispiel #4
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 protected override void OnStart()
 {
     base.OnStart();
     OnPlayerConnectEvent.Register(HandlePlayerConnect, Priority.Low);
     OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.Low);
     OnPlayerActionEvent.Register(HandlePlayerAction, Priority.Low);
 }
Beispiel #5
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 public override void Unload(bool shutdown)
 {
     OnPlayerMoveEvent.Unregister(HandlePlayerMove);
     OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect);
     OnLevelUnloadEvent.Unregister(HandleLevelUnload);
     OnPlayerSpawningEvent.Unregister(HandlePlayerSpawning);
 }
Beispiel #6
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 public override void Unload(bool shutdown)
 {
     OnPlayerConnectEvent.Unregister(HandleConnect);
     OnPlayerDisconnectEvent.Unregister(HandleDisconnect);
     OnPlayerChatEvent.Unregister(HandleChat);
     OnPlayerActionEvent.Unregister(HandlePlayerAction);
     OnModActionEvent.Unregister(HandleModerationAction);
 }
Beispiel #7
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 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);
        }
Beispiel #10
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 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);
 }
Beispiel #11
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 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);
 }
Beispiel #12
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 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);
 }
Beispiel #13
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        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);
        }
Beispiel #14
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        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);
        }
Beispiel #15
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        protected override void OnStop()
        {
            socket = null;
            if (api != null)
            {
                api.StopAsync();
                api = null;
            }
            base.OnStop();

            OnPlayerConnectEvent.Unregister(HandlePlayerConnect);
            OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect);
            OnPlayerActionEvent.Unregister(HandlePlayerAction);
        }
Beispiel #16
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        /// <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);
            }
        }
Beispiel #17
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        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);
        }
Beispiel #18
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        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);
        }
Beispiel #19
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 public override void Load(bool startup)
 {
     OnPlayerChatEvent.Register(InterceptChat, Priority.Low);
     OnPlayerConnectEvent.Register(HandlePlayerConnect, Priority.High);
     OnPlayerDisconnectEvent.Register(HandlePlayerDisconnect, Priority.High);
 }
Beispiel #20
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 public override void Unload(bool shutdown)
 {
     OnPlayerChatEvent.Unregister(InterceptChat);
     OnPlayerConnectEvent.Unregister(HandlePlayerConnect);
     OnPlayerDisconnectEvent.Unregister(HandlePlayerDisconnect);
 }