internal virtual void OnPlayerJoining(RoomPlayerEventArgs e) { if (Disposed) { return; } PlayerJoining?.Invoke(this, e); RoomManager.Channel.BroadcastCencored(new RoomChangeRoomInfoAck2Message(GetRoomInfo())); }
internal virtual void OnPlayerJoining(RoomPlayerEventArgs e) { PlayerJoining?.Invoke(this, e); RoomDto roomDto = new RoomDto(); roomDto.RoomId = (byte)this.Id; roomDto.PlayerCount = (byte)this.Players.Count; roomDto.PlayerLimit = this.Options.PlayerLimit; roomDto.State = (byte)this.GameRuleManager.GameRule.StateMachine.State; roomDto.State2 = (byte)this.GameRuleManager.GameRule.StateMachine.State; roomDto.GameRule = (int)this.Options.GameRule; roomDto.Map = (byte)this.Options.MapID; roomDto.WeaponLimit = this.Options.ItemLimit; roomDto.Name = this.Options.Name; roomDto.Password = this.Options.Password; roomDto.FMBURNMode = GetFMBurnModeInfo(); RoomManager.Channel.Broadcast(new RoomChangeRoomInfoAck2Message(roomDto)); //RoomManager.Channel.Broadcast(new RoomChangeRoomInfoAckMessage(this.Map<Room, RoomDto>())); //RoomManager.Channel.Broadcast(new SUserDataAckMessage(e.Player.Map<Player, UserDataDto>())); }
protected virtual void OnPlayerJoining(RoomPlayerEventArgs e) { PlayerJoining?.Invoke(this, e); RoomManager.Channel.Broadcast(new SChangeGameRoomAckMessage(this.Map <Room, RoomDto>())); RoomManager.Channel.Broadcast(new SUserDataAckMessage(e.Player.Map <Player, UserDataDto>())); }