Example #1
0
        private void OnWorldData(MyPacket packet)
        {
            ServerDataMsg msg = base.ReplicationLayer.OnWorldData(packet);

            this.OnServerData(ref msg);
            packet.Return();
        }
Example #2
0
 void OnServerData(ref ServerDataMsg msg)
 {
     m_worldName           = msg.WorldName;
     m_gameMode            = msg.GameMode;
     m_inventoryMultiplier = msg.InventoryMultiplier;
     m_assemblerMultiplier = msg.AssemblerMultiplier;
     m_refineryMultiplier  = msg.RefineryMultiplier;
     m_welderMultiplier    = msg.WelderMultiplier;
     m_grinderMultiplier   = msg.GrinderMultiplier;
     m_hostName            = msg.HostName;
     m_worldSize           = msg.WorldSize;
     m_appVersion          = msg.AppVersion;
     m_membersLimit        = msg.MembersLimit;
     m_dataHash            = msg.DataHash;
 }
Example #3
0
 private void OnServerData(ref ServerDataMsg msg)
 {
     this.m_worldName                 = msg.WorldName;
     this.m_gameMode                  = msg.GameMode;
     this.m_inventoryMultiplier       = msg.InventoryMultiplier;
     this.m_blocksInventoryMultiplier = msg.BlocksInventoryMultiplier;
     this.m_assemblerMultiplier       = msg.AssemblerMultiplier;
     this.m_refineryMultiplier        = msg.RefineryMultiplier;
     this.m_welderMultiplier          = msg.WelderMultiplier;
     this.m_grinderMultiplier         = msg.GrinderMultiplier;
     this.m_hostName                  = msg.HostName;
     this.m_worldSize                 = msg.WorldSize;
     this.m_appVersion                = msg.AppVersion;
     this.m_membersLimit              = msg.MembersLimit;
     this.m_dataHash                  = msg.DataHash;
     this.m_serverPasswordSalt        = msg.ServerPasswordSalt;
 }
        public void SendServerData()
        {
            ServerDataMsg msg = new ServerDataMsg();

            msg.WorldName           = m_worldName;
            msg.GameMode            = m_gameMode;
            msg.InventoryMultiplier = m_inventoryMultiplier;
            msg.AssemblerMultiplier = m_assemblerMultiplier;
            msg.RefineryMultiplier  = m_refineryMultiplier;
            msg.WelderMultiplier    = m_welderMultiplier;
            msg.GrinderMultiplier   = m_grinderMultiplier;
            msg.HostName            = m_hostName;
            msg.WorldSize           = m_worldSize;
            msg.AppVersion          = m_appVersion;
            msg.MembersLimit        = m_membersLimit;
            msg.DataHash            = m_dataHash;

            SendControlMessageToAll(ref msg);
        }
        protected override void SendServerData()
        {
            ServerDataMsg msg = new ServerDataMsg();

            msg.WorldName           = m_worldName;
            msg.GameMode            = m_gameMode;
            msg.InventoryMultiplier = m_inventoryMultiplier;
            msg.AssemblerMultiplier = m_assemblerMultiplier;
            msg.RefineryMultiplier  = m_refineryMultiplier;
            msg.WelderMultiplier    = m_welderMultiplier;
            msg.GrinderMultiplier   = m_grinderMultiplier;
            msg.HostName            = m_hostName;
            msg.WorldSize           = m_worldSize;
            msg.AppVersion          = m_appVersion;
            msg.MembersLimit        = m_membersLimit;
            msg.DataHash            = m_dataHash;

            ReplicationLayer.SendWorldData(ref msg);
        }
Example #6
0
        protected override void SendServerData()
        {
            ServerDataMsg msg = new ServerDataMsg {
                WorldName                 = base.m_worldName,
                GameMode                  = base.m_gameMode,
                InventoryMultiplier       = this.m_inventoryMultiplier,
                BlocksInventoryMultiplier = this.m_blocksInventoryMultiplier,
                AssemblerMultiplier       = this.m_assemblerMultiplier,
                RefineryMultiplier        = this.m_refineryMultiplier,
                WelderMultiplier          = this.m_welderMultiplier,
                GrinderMultiplier         = this.m_grinderMultiplier,
                HostName                  = base.m_hostName,
                WorldSize                 = base.m_worldSize,
                AppVersion                = base.m_appVersion,
                MembersLimit              = base.m_membersLimit,
                DataHash                  = base.m_dataHash,
                ServerPasswordSalt        = MySandboxGame.ConfigDedicated.ServerPasswordSalt
            };

            base.ReplicationLayer.SendWorldData(ref msg);
        }
Example #7
0
        void OnWorldData(MyPacket packet)
        {
            ServerDataMsg msg = ReplicationLayer.OnWorldData(packet);

            OnServerData(ref msg);
        }
 void OnServerData(ref ServerDataMsg msg, ulong sender)
 {
     m_worldName = msg.WorldName;
     m_gameMode = msg.GameMode;
     m_inventoryMultiplier = msg.InventoryMultiplier;
     m_assemblerMultiplier = msg.AssemblerMultiplier;
     m_refineryMultiplier = msg.RefineryMultiplier;
     m_welderMultiplier = msg.WelderMultiplier;
     m_grinderMultiplier = msg.GrinderMultiplier;
     m_hostName = msg.HostName;
     m_worldSize = msg.WorldSize;
     m_appVersion = msg.AppVersion;
     m_membersLimit = msg.MembersLimit;
     m_dataHash = msg.DataHash;
 }
 void OnServerData(ref ServerDataMsg msg, ulong sender)
 {
     System.Diagnostics.Debug.Fail("None can send server data to server");
 }
 void OnServerData(ref ServerDataMsg msg, ulong sender)
 {
     System.Diagnostics.Debug.Fail("Noone can send server data to server");
 }
        protected override void SendServerData()
        {
            ServerDataMsg msg = new ServerDataMsg();
            msg.WorldName = m_worldName;
            msg.GameMode = m_gameMode;
            msg.InventoryMultiplier = m_inventoryMultiplier;
            msg.AssemblerMultiplier = m_assemblerMultiplier;
            msg.RefineryMultiplier = m_refineryMultiplier;
            msg.WelderMultiplier = m_welderMultiplier;
            msg.GrinderMultiplier = m_grinderMultiplier;
            msg.HostName = m_hostName;
            msg.WorldSize = m_worldSize;
            msg.AppVersion = m_appVersion;
            msg.MembersLimit = m_membersLimit;
            msg.DataHash = m_dataHash;

            SendControlMessageToAll(ref msg);
        }