Beispiel #1
0
 public override void Load(bool startup) {
     OnPlayerConnectEvent.Register(ConnectHandler.HandleConnect, Priority.Critical);
     OnPlayerCommandEvent.Register(ChatHandler.HandleCommand, Priority.Critical);
     OnChatEvent.Register(ChatHandler.HandleOnChat, Priority.Critical);
     OnPlayerStartConnectingEvent.Register(ConnectingHandler.HandleConnecting, Priority.Critical);
     
     OnSentMapEvent.Register(MiscHandlers.HandleOnMapSent, Priority.Critical);
     OnPlayerMoveEvent.Register(MiscHandlers.HandlePlayerMove, Priority.Critical);
     OnPlayerClickEvent.Register(MiscHandlers.HandlePlayerClick, Priority.Critical);
     
     OnEcoTransactionEvent.Register(EcoHandlers.HandleEcoTransaction, Priority.Critical);
     OnModActionEvent.Register(ModActionHandler.HandleModAction, Priority.Critical);
     clearTask = Server.Background.QueueRepeat(IPThrottler.CleanupTask, null, 
                                               TimeSpan.FromMinutes(10));
 }
Beispiel #2
0
        public override void Load(bool startup)
        {
            OnPlayerConnectEvent.Register(ConnectHandler.HandleConnect, Priority.Critical);
            OnPlayerCommandEvent.Register(ChatHandler.HandleCommand, Priority.Critical);
            OnChatEvent.Register(ChatHandler.HandleOnChat, Priority.Critical);
            OnPlayerStartConnectingEvent.Register(ConnectingHandler.HandleConnecting, Priority.Critical);

            OnSentMapEvent.Register(MiscHandlers.HandleSentMap, Priority.Critical);
            OnPlayerMoveEvent.Register(MiscHandlers.HandlePlayerMove, Priority.Critical);
            OnPlayerClickEvent.Register(MiscHandlers.HandlePlayerClick, Priority.Critical);
            OnChangedZoneEvent.Register(MiscHandlers.HandleChangedZone, Priority.Critical);

            OnEcoTransactionEvent.Register(EcoHandlers.HandleEcoTransaction, Priority.Critical);
            OnModActionEvent.Register(ModActionHandler.HandleModAction, Priority.Critical);
        }
        public static void Lock()
        {
            Upgrading = true;
            Logger.Log(LogType.SystemActivity, "Kicking players and unloading levels..");
            OnPlayerStartConnectingEvent.Register(ConnectingHandler, Priority.System_Level);

            Player[] players = PlayerInfo.Online.Items;
            foreach (Player p in players)
            {
                p.Leave("Upgrading BlockDB. Check back later!");
            }

            Level[] levels = LevelInfo.Loaded.Items;
            foreach (Level lvl in levels)
            {
                lvl.Unload();
            }
            Logger.Log(LogType.SystemActivity, "Kicked all players and unloaded levels.");
        }
Beispiel #4
0
 public override void Load(bool startup)
 {
     OnPlayerStartConnectingEvent.Register(HandleConnecting, Priority.System_Level);
     OnConnectionReceivedEvent.Register(HandleConnectionReceived, Priority.System_Level);
     clearTask = Server.Background.QueueRepeat(CleanupTask, null, TimeSpan.FromMinutes(10));
 }