public MessageReceiver(IMyMultiplayer multiplayer, IMyUtilities utilities) { this.multiplayer = multiplayer; this.utilities = utilities; this.messageLogger = new MessageLogger(); this.spawnToolsReplacer = new SpawnToolsReplacer(); }
public static void SendMessageTo(this IMyMultiplayer Multiplayer, byte[] message, ulong recipient, bool reliable = true) { if (!Multiplayer.SendMessageTo(MessageHandler.ModId, message, recipient, reliable)) { throw new MessageTooLongException(message.Length); } }
public static bool IsClient(this IMyMultiplayer multiplayer) { if (!multiplayer.MultiplayerActive) { return(false); } return(!multiplayer.IsServer); }
public static void Clean() { Session = null; Entities = null; Players = null; CubeBuilder = null; TerminalActionsHelper = null; Utilities = null; Parallel = null; Multiplayer = null; PrefabManager = null; }
public static void Clean() { Session = null; Entities = null; Players = null; CubeBuilder = null; if (IngameScripting != null) { IngameScripting.Clean(); } IngameScripting = null; TerminalActionsHelper = null; Utilities = null; Parallel = null; Physics = null; Multiplayer = null; PrefabManager = null; Input = null; TerminalControls = null; }
public static void Clean() { Session = null; Entities = null; Players = null; CubeBuilder = null; TerminalActionsHelper = null; Utilities = null; Parallel = null; Multiplayer = null; PrefabManager = null; Input = null; }
public static void Clean() { Session = null; Entities = null; Players = null; CubeBuilder = null; if (IngameScripting != null) { IngameScripting.Clean(); } IngameScripting = null; TerminalActionsHelper = null; Utilities = null; Parallel = null; Physics = null; Multiplayer = null; PrefabManager = null; Input = null; TerminalControls = null; }
public MessageSender(IMyMultiplayer multiplayer, IMyUtilities utilities) { this.multiplayer = multiplayer; this.utilities = utilities; }
public static bool TrySendMessageToServer(this IMyMultiplayer Multiplayer, byte[] message, bool reliable = true) { return(Multiplayer.SendMessageToServer(MessageHandler.ModId, message, reliable)); }
public static bool TrySendMessageTo(this IMyMultiplayer Multiplayer, byte[] message, ulong recipient, bool reliable = true) { return(Multiplayer.SendMessageTo(MessageHandler.ModId, message, recipient, reliable)); }