/// <summary> /// Unload or kills the vessels in the queue /// </summary> private void RemoveQueuedVessels() { while (VesselsToRemove.TryDequeue(out var vesselRemoveEntry)) { KillVessel(vesselRemoveEntry.VesselId, vesselRemoveEntry.Reason); //Always add to the killed list even if it exists that vessel or not. RemovedVessels.TryAdd(vesselRemoveEntry.VesselId, LunaNetworkTime.UtcNow); } }
/// <summary> /// Unload or kills the vessels in the queue /// </summary> private void RemoveQueuedVessels() { while (VesselsToRemove.TryDequeue(out var vesselId)) { KillVessel(vesselId); //Always add to the killed list even if it exists that vessel or not. RemovedVessels.TryAdd(vesselId, LunaTime.Now); } }
/// <summary> /// Kills a vessel. /// </summary> public void KillVessel(Guid vesselId, bool addToKilledList, string reason) { VesselCommon.RemoveVesselFromSystems(vesselId); if (addToKilledList) { //Always add to the killed list even if it exists that vessel or not. RemovedVessels.TryAdd(vesselId, LunaNetworkTime.UtcNow); } KillVessel(FlightGlobals.fetch.LmpFindVessel(vesselId), reason); }
/// <summary> /// Unload or kills the vessels in the queue /// </summary> private void RemoveQueuedVessels() { if (HighLogic.LoadedScene < GameScenes.SPACECENTER) { return; } while (VesselsToRemove.TryDequeue(out var vesselRemoveEntry)) { //Always add to the killed list even if it exists that vessel or not. RemovedVessels.TryAdd(vesselRemoveEntry.Vessel.id, LunaNetworkTime.UtcNow); KillVessel(vesselRemoveEntry.Vessel, vesselRemoveEntry.Reason); } }