private static void OnStartScenario(ref StartScenarioMsg msg, MyNetworkClient sender) { Debug.Assert(!Sync.IsServer); if (StartScenario != null) { StartScenario(msg.GameStartTime); } }
//internal static void StartScenarioRequest() //{ // Debug.Assert(Sync.IsServer); // if (!Sync.IsServer) // return; // var msg = new StartScenarioMsg(); // msg.ServerPlayerSteamId = Sync.MyId; // msg.ServerPlayerIdentityId = MySession.Static.LocalPlayerId; // Sync.Layer.SendMessageToAll(ref msg); //} internal static void StartScenarioRequest(ulong playerSteamId, long gameStartTime) { Debug.Assert(Sync.IsServer); var msg = new StartScenarioMsg(); msg.ServerPlayerSteamId = Sync.MyId; msg.ServerPlayerIdentityId = MySession.Static.LocalPlayerId; msg.GameStartTime = gameStartTime; Sync.Layer.SendMessage(ref msg, playerSteamId); }
private static void OnStartScenario(ref StartScenarioMsg msg, MyNetworkClient sender) { Debug.Assert(!Sync.IsServer); if (StartScenario != null) StartScenario(msg.GameStartTime); }