Example #1
0
        public static void Init()
        {
            MyAPIGateway.Multiplayer.RegisterSecureMessageHandler(QuantumHangarNexusModID, ReceivePacket);
            ThisServerID = NexusAPI.GetThisServer().ServerID;
            Log.Info("QuantumHangar -> Nexus integration has been initilized with serverID " + ThisServerID);


            if (!NexusAPI.IsRunningNexus())
            {
                return;
            }

            Log.Error("Running Nexus!");

            RunningNexus = true;
            NexusAPI.Server ThisServer = NexusAPI.GetAllServers().FirstOrDefault(x => x.ServerID == ThisServerID);

            if (ThisServer.ServerType >= 1)
            {
                RequireTransfer = true;
                Log.Info("QuantumHangar -> This server is Non-Sectored!");
            }
        }
Example #2
0
        // RelayLoadIfNecessary relays the load grid command to another server if necessary.
        //
        // The conditions are:
        // - this server runs with the Nexus plugin and connected to a controller
        // - the spawn position belongs to another server linked with Nexus
        //
        // Relaying the command allows the load to run locally on the target server, and running
        // all the checks and extra work (e.g. digging voxels) that would otherwise not happen,
        // as the grid would simply be transferred to the other sector after being loaded.
        //
        // Returns true if the load grid command was relayed and there is nothing else to do,
        // false otherwise, meaning the load must happen locally.
        //
        // If the target server is offline, it will refuse to load the grid and the player
        // must try again later when the target server is online.
        public static bool RelayLoadIfNecessary(Vector3D spawnPos, int ID, bool loadNearPlayer, Chat Chat, ulong SteamID, long IdentityID, Vector3D PlayerPosition)
        {
            //Dont contiue if we arent running nexus, or we dont require transfer due to non-Sectored instances
            if (!RunningNexus || !RequireTransfer)
            {
                return(false);
            }

            var target = NexusAPI.GetServerIDFromPosition(spawnPos);

            if (target == ThisServerID)
            {
                return(false);
            }

            if (!NexusAPI.IsServerOnline(target))
            {
                Chat?.Respond("Sorry, this grid belongs to another server that is currently offline. Please try again later.");
                return(true);
            }

            Chat?.Respond("Sending hangar load command to the corresponding server, please wait...");
            NexusHangarMessage msg = new NexusHangarMessage
            {
                Type           = NexusHangarMessageType.LoadGrid,
                SteamID        = SteamID,
                LoadGridID     = ID,
                LoadNearPlayer = loadNearPlayer,
                IdentityID     = IdentityID,
                PlayerPosition = PlayerPosition,
                ServerID       = ThisServerID
            };

            API.SendMessageToServer(target, MyAPIGateway.Utilities.SerializeToBinary <NexusHangarMessage>(msg));
            return(true);
        }