private async void HandleWelcomeMessageReq(MsgServerInfoReq message) { var channel = message.MsgChannel; var netMsg = channel.CreateNetMessage <MsgServerInfo>(); netMsg.ServerName = _baseServer.ServerName; netMsg.ServerMaxPlayers = _baseServer.MaxPlayers; netMsg.TickRate = _timing.TickRate; IPlayerSession?session; while (!TryGetSessionByChannel(channel, out session)) { await Task.Delay(10); if (!channel.IsConnected) { return; } } netMsg.PlayerSessionId = session.SessionId; channel.SendMessage(netMsg); }
private void HandleWelcomeMessageReq(MsgServerInfoReq message) { var channel = message.MsgChannel; var netMsg = channel.CreateNetMessage <MsgServerInfo>(); netMsg.ServerName = _baseServer.ServerName; netMsg.ServerMaxPlayers = _baseServer.MaxPlayers; netMsg.TickRate = _timing.TickRate; channel.SendMessage(netMsg); }
private void HandleWelcomeMessageReq(MsgServerInfoReq message) { var session = GetSessionByChannel(message.MsgChannel); var netMsg = message.MsgChannel.CreateNetMessage <MsgServerInfo>(); netMsg.ServerName = _baseServer.ServerName; netMsg.ServerMaxPlayers = _baseServer.MaxPlayers; netMsg.PlayerSessionId = session.SessionId; message.MsgChannel.SendMessage(netMsg); }
private void HandleWelcomeMessageReq(MsgServerInfoReq message) { var session = GetSessionByChannel(message.MsgChannel); var netMsg = message.MsgChannel.CreateNetMessage <MsgServerInfo>(); netMsg.ServerName = _baseServer.ServerName; netMsg.ServerPort = _network.Port; netMsg.ServerWelcomeMessage = _baseServer.Motd; netMsg.ServerMaxPlayers = _baseServer.MaxPlayers; netMsg.ServerMapName = _baseServer.MapName; netMsg.GameMode = _baseServer.GameModeName; netMsg.ServerPlayerCount = PlayerCount; netMsg.PlayerSessionId = session.SessionId; message.MsgChannel.SendMessage(netMsg); }