public static void ReleaseAndSendLockReleaseMessage(LockDefinition lockDefinition) { var lockResult = LockSystem.ReleaseLock(lockDefinition); if (lockResult) { var newMessageData = new LockReleaseMsgData { Lock = lockDefinition, LockResult = true }; MessageQueuer.SendToAllClients <LockSrvMsg>(newMessageData); LunaLog.Debug($"{lockDefinition.PlayerName} released lock {lockDefinition}"); } else { LunaLog.Debug($"{lockDefinition.PlayerName} failed to release lock {lockDefinition}"); } }
public static void SendLockReleaseMessage(string lockName, string playerName) { var lockResult = LockSystem.ReleaseLock(lockName, playerName); if (lockResult) { var newMessageData = new LockReleaseMsgData { PlayerName = playerName, LockName = lockName, LockResult = true }; MessageQueuer.SendToAllClients <LockSrvMsg>(newMessageData); LunaLog.Debug(playerName + " released lock " + lockName); } else { LunaLog.Debug(playerName + " failed to release lock " + lockName); } }