public override void OnStart( ) { // YOU MUST ADD THIS IN THE ONSTART OF YOUR GAMEMODE, OBJECTSTREAMER WONT WORK WITHOUT IT! AltEntitySync.Init(1, 100, repository => new ServerEventNetworkLayer(repository), () => new LimitedGrid3(50_000, 50_000, 100, 10_000, 10_000, 600), new IdProvider( ) ); ////////////////////////// AltAsync.OnPlayerConnect += OnPlayerConnect; AltAsync.OnConsoleCommand += OnConsoleCommand; // Spawn markers CreateMarkers( ); // Display commands in console Console.ForegroundColor = ConsoleColor.Green; Console.WriteLine("|---------------------AVAILABLE CONSOLE COMMANDS:---------------------|"); Console.WriteLine("| dam -> Destroy all created markers."); Console.WriteLine("| cam -> Create all markers defined in the CreateMarkers method."); Console.WriteLine(" "); Console.WriteLine("| cp {id} -> Move a specified marker by 5 units on the Z axis(height)."); Console.WriteLine("| cr {id} -> Rotate a specified marker by 5 units on the Z axis(yaw)."); Console.WriteLine("| ct {id} -> Change type of the specified marker."); Console.WriteLine("| cd {id} -> Change direction of the specified marker."); Console.WriteLine(" "); Console.WriteLine("| do {id} -> Destroy a dynamic marker by ID(IDs start at 0)."); Console.WriteLine("| go {id} -> Get dynamic marker data of the specified marker ID."); Console.WriteLine(" "); Console.WriteLine("| countmarker -> Get the amount of created markers."); Console.WriteLine("|--------------------------------------------------------------------|"); Console.ResetColor( ); }
public override void OnStart() { AltEntitySync.Init(1, 100, false, (threadCount, repository) => new ServerEventNetworkLayer(threadCount, repository), (entity, threadCount) => (entity.Id % threadCount), (entityId, entityType, threadCount) => (entityId % threadCount), (threadId) => new LimitedGrid3(50_000, 50_000, 100, 10_000, 10_000, 300), new IdProvider()); StartDestroyedVehicleTimer(); StartGlobalMessageTimer(); StartLostPlayerTimer(); Database db = new Database(); db.LoadBattleRoyaleItem(); db.LoadBattleRoyaleMaps(); db.LoadBattleRoyaleItemSpawns(); db.LoadVehicleShop(); for (int i = 0; i < db.ColumnCount("SELECT * FROM `team`"); i++) { Team team = new Team(i + 1); Data.Teams.Add(i + 1, team); db.LoadTeamClothes(i + 1); db.LoadTeamProps(i + 1); } for (int i = 0; i < db.ColumnCount("SELECT * FROM `deathmatch`"); i++) { Deathmatch dmteam = new Deathmatch(i + 1); Data.DmTeams.Add(i + 1, dmteam); } db.LoadDuell(); }
public void Setup() { AltEntitySync.Init(1, 500, repository => new MockNetworkLayer(repository), () => new Grid(50_000, 50_000, 100, 10_000, 10_000), new IdProvider()); grid3 = new Grid3(50_000, 50_000, 100, 10_000, 10_000); }
public EntityScript() { AltEntitySync.Init(1, 100, false, (threadCount, repository) => new ServerEventNetworkLayer(threadCount, repository), (entity, threadCount) => (entity.Id % threadCount), (entityId, entityType, threadCount) => (entityId % threadCount), (threadId) => new LimitedGrid3(50_000, 50_000, 100, 10_000, 10_000, 300), new IdProvider()); }
public void Setup() { AltEntitySync.Init(1, 500, (threadCount, repository) => new MockNetworkLayer(threadCount, repository), (entity, threadCount) => (entity.Id % threadCount), (entityId, entityType, threadCount) => (entityId % threadCount), (id) => new Grid2(50_000, 50_000, 100, 10_000, 10_000), new IdProvider()); }
public void Setup() { AltEntitySync.Init(1, 500, _ => true, (threadCount, repository) => new MockNetworkLayer(threadCount, repository), (entity, threadCount) => (entity.Id % threadCount), (entityId, entityType, threadCount) => (entityId % threadCount), (id) => new LimitedGrid(50_000, 50_000, 100, 10_000, 10_000, 3), new IdProvider()); grid2 = new LimitedGrid3(50_000, 50_000, 100, 10_000, 10_000, 3); }
public override void OnStart() { AltEntitySync.Init(2, 100, (threadId) => false, (threadCount, repository) => new ServerEventNetworkLayer(threadCount, repository), (entity, threadCount) => (entity.Type % threadCount), (entityId, entityType, threadCount) => (entityType % threadCount), (threadId) => new LimitedGrid3(50_000, 50_000, 100, 10_000, 10_000, 300), new IdProvider()); }
public void Setup() { AltEntitySync.Init(1, 100, repository => { mockNetworkLayer = new MockNetworkLayer(repository); return(mockNetworkLayer); }, () => new Grid2(50_000, 50_000, 100, 10_000, 10_000), new IdProvider()); }
public void OnScriptsStarted(IScript[] scripts) { AltEntitySync.Init(5, 100, (repository, threadCount) => new ServerEventNetworkLayer(repository, threadCount), (entity, threadCount) => entity.Type, (entityId, entityType, threadCount) => entityType, (threadId) => { if (threadId == 0) // objects { return(new LimitedGrid3(50_000, 50_000, 100, 10_000, 10_000, 350)); }
public static void Main(string[] args) { AltEntitySync.Init(1, 100, repository => { mockNetworkLayer = new MockNetworkLayer(repository); return(mockNetworkLayer); }, () => new Grid2(50_000, 50_000, 10, 10_000, 10_000), new IdProvider()); Entities(); }
public void Setup() { AltEntitySync.Init(2, 500, _ => true, (threadCount, repository) => { mockNetworkLayer = new MockNetworkLayer(threadCount, repository); return(mockNetworkLayer); }, (entity, threadCount) => (entity.Id % threadCount), (entityId, entityType, threadCount) => (entityId % threadCount), (id) => new Grid(50_000, 50_000, 100, 10_000, 10_000), new IdProvider()); }
public static void Main(string[] args) { AltEntitySync.Init(1, (id) => 100, _ => false, (threadCount, repository) => { mockNetworkLayer = new MockNetworkLayer(threadCount, repository); return(mockNetworkLayer); }, (entity, threadCount) => (entity.Id % threadCount), (entityId, entityType, threadCount) => (entityId % threadCount), (id) => new Grid3(50_000, 50_000, 10, 10_000, 10_000), new IdProvider()); Entities(); }
public override void OnStart() { AltEntitySync.Init(1, 100, (threadCount, repository) => new ServerEventNetworkLayer(threadCount, repository), (entity, threadCount) => (entity.Id % threadCount), (entityId, entityType, threadCount) => (entityId % threadCount), (threadId) => new LimitedGrid3(50_000, 50_000, 100, 10_000, 10_000, 600), new IdProvider()); // Ładowanie zasobów serwera Task.Run(async() => { await EntityHelper.LoadServerEntity(); }); }
private void InitEntitySync() { //Prepare the EntitySync - Ped Limit is 256 AltEntitySync.Init( 4, 100, true, (threadCount, repository) => new PedSyncerNetworkLayer(threadCount, repository), (entity, threadCount) => (entity.Id % threadCount), (entityId, entityType, threadCount) => (entityId % threadCount), (threadId) => new LimitedGrid3(50_000, 50_000, 100, 10_000, 10_000, 128), new IdProvider() ); Console.WriteLine("[INFO] GameEntityResource InitEntitySync startet"); }
public async Task OnStartup() { // initialize EntitySync // docs: http://csharp.altv.mp/articles/entity-sync.html AltEntitySync.Init(2, 100, (threadId) => false, (threadCount, repository) => new ServerEventNetworkLayer(threadCount, repository), (entity, threadCount) => (entity.Type % threadCount), (entityId, entityType, threadCount) => (entityType % threadCount), (threadId) => new LimitedGrid3(50_000, 50_000, 100, 10_000, 10_000, 300), new IdProvider()); Logger.LogInformation("EntitySync initialized"); await Task.CompletedTask; }
public override void OnStart( ) { // YOU MUST ADD THIS IN THE ONSTART OF YOUR GAMEMODE, OBJECTSTREAMER WONT WORK WITHOUT IT! AltEntitySync.Init(1, 100, repository => new ServerEventNetworkLayer(repository), () => new LimitedGrid3(50_000, 50_000, 100, 10_000, 10_000, 600), new IdProvider( ) ); ////////////////////////// AltAsync.OnPlayerConnect += OnPlayerConnect; AltAsync.OnConsoleCommand += OnConsoleCommand; // Spawn objects CreateObjects( ); // Display commands in console Console.ForegroundColor = ConsoleColor.Green; Console.WriteLine("|---------------------AVAILABLE CONSOLE COMMANDS:---------------------|"); Console.WriteLine("| dao -> Destroy all created objects."); Console.WriteLine("| cao -> Create all objects defined in the CreateObjects method."); Console.WriteLine(" "); Console.WriteLine("| cp {id} -> Move a specified object by 5 units on the Z axis(height)."); Console.WriteLine("| cr {id} -> Rotate a specified object by 5 units on the Z axis(yaw)."); Console.WriteLine("| cm {id} -> Change model of the specified object."); Console.WriteLine("| cld {id} -> Change LOD Distance of the specified object."); Console.WriteLine("| ctv {id} -> Change texture variation of the specified object."); Console.WriteLine("| cd {id} -> Change dynamic of the specified object."); Console.WriteLine("| cv {id} -> Change visibility of the specified object."); Console.WriteLine("| cof {id} -> Change on fire of the specified object."); Console.WriteLine("| cf {id} -> Change frozen of the specified object."); Console.WriteLine("| clc {id} -> Change light color of the specified object."); Console.WriteLine(" "); Console.WriteLine("| do {id} -> Destroy a dynamic object by ID(IDs start at 0)."); Console.WriteLine("| go {id} -> Get dynamic object data of the specified object ID."); Console.WriteLine("| gc -> Get the dynamic object closest to player 1."); Console.WriteLine(" "); Console.WriteLine("| countobj -> Get the amount of created objects."); Console.WriteLine("|--------------------------------------------------------------------|"); Console.ResetColor( ); }