Exemple #1
0
        public static void SendMessageToAllPlayers(PushMessageBase message)
        {
            // https://forum.keenswh.com/threads/7398158/
            // "Fix IMyMultiplayer.SendMessageToOthers"
            // TODO: Retest SendMessageToOthers to see if this does what is required further below.
            // What does "Others" mean?
            //MyAPIGateway.Multiplayer.SendMessageToOthers(MainChatCommandLogic.Instance.ClientConnectionId, MyAPIGateway.Utilities.SerializeToBinary(message)); // <- does not work as expected ... so it doesn't work at all?

            List <IMyPlayer> players = new List <IMyPlayer>();

            MyAPIGateway.Players.GetPlayers(players, p => p != null && !p.IsBot);
            foreach (IMyPlayer player in players)
            {
                SendMessageToPlayer(player.SteamUserId, message);
            }
        }
Exemple #2
0
        ///// <summary>
        ///// Creates and sends an entity with the given information for the server and all players.
        ///// </summary>
        ///// <param name="message"></param>
        ///// <param name="syncAll">This sends the message to server and clients, to allow for an event to be synced manually on all of them.</param>
        //public static void SendMessageToAll(ModMessageBase message, bool syncAll = true)
        //{
        //    if (MyAPIGateway.Multiplayer.IsServer)
        //        message.SenderSteamId = MyAPIGateway.Multiplayer.ServerId;
        //    if (MyAPIGateway.Session.Player != null)
        //    {
        //        message.SenderSteamId = MyAPIGateway.Session.Player.SteamUserId;
        //        message.SenderDisplayName = MyAPIGateway.Session.Player.DisplayName;
        //    }
        //    message.SenderLanguage = (int)MyAPIGateway.Session.Config.Language;

        //    // TODO: This method should only be called on the server, so the IsServer check shouldn't be required.
        //    // Perhaps throw an exception and let the mod developer fix their communication channel.
        //    if (syncAll || !MyAPIGateway.Multiplayer.IsServer)
        //        SendMessageToServer(message);
        //    SendMessageToAllPlayers(message);
        //}

        #endregion

        #region connections to clients

        public static void SendMessageToPlayer(ulong steamId, PushMessageBase message)
        {
            // TODO: This method should only be called on the server. P2P shouldn't be allowed.
            // Perhaps throw an exception and let the mod developer fix their communication channel.

            if (MyAPIGateway.Multiplayer.IsServer)
            {
                message.SenderSteamId = MyAPIGateway.Multiplayer.ServerId;
            }
            MainChatCommandLogic.Instance.ServerLogger.WriteVerbose($"Sending -> {message.GetType().Name} {steamId} {message.Side}.");
            message.Side = MessageSide.ClientSide;
            try
            {
                MyAPIGateway.Multiplayer.SendMessageTo(MainChatCommandLogic.Instance.ClientConnectionId, MyAPIGateway.Utilities.SerializeToBinary(message), steamId);
            }
            catch (Exception ex)
            {
                MainChatCommandLogic.Instance.ServerLogger.WriteException(ex);
                MainChatCommandLogic.Instance.ClientLogger.WriteException(ex);
                //TODO: send exception detail to Server if on Client.
            }
        }