private void OnPlayerStatusChanged(object?sender, SessionStatusEventArgs e) { EntityEventArgs?args = null; switch (e.NewStatus) { case SessionStatus.InGame: case SessionStatus.Connected: args = GetChangedEvent(e.Session); break; case SessionStatus.Disconnected: args = new PlayerInfoRemovalMessage { NetUserId = e.Session.UserId }; break; } if (args == null) { return; } foreach (var admin in _adminManager.AllAdmins) { RaiseNetworkEvent(args, admin.ConnectedClient); } }
private void OnSessionStatusChanged(object sender, SessionStatusEventArgs e) { var status = ConvertersInternal.GetSessionStatus(e.SessionStatus); this.SessionStatus = status; switch (status) { case FxConnectProxy.SessionStatus.Connected: this.PopulateProviders(); if (this.UsingTableManager) { this.PopulateTableManager(); } break; case FxConnectProxy.SessionStatus.Disconnected: case FxConnectProxy.SessionStatus.SessionLost: this.DeinitSession(); this.InitSession(); break; } if (this.SessionStatusChanged != null) { this.SessionStatusChanged(this, new EventArgs <SessionStatusChanged>(new SessionStatusChanged() { Status = status, })); } }
private void OnPlayerStatusChanged(object?_, SessionStatusEventArgs e) { if (e.NewStatus == SessionStatus.Disconnected) { RunDelayedCheck(); } }
private void PlayerStatusChanged(object?sender, SessionStatusEventArgs args) { if (args.NewStatus == SessionStatus.Disconnected) { _seesThroughContainers.Remove(args.Session); } }
private void PlayerManagerOnPlayerStatusChanged(object sender, SessionStatusEventArgs e) { if (e.NewStatus == SessionStatus.Disconnected) { _runDelayedCheck(); } }
public void HandlePlayerSessionChangeEvent(object obj, SessionStatusEventArgs SSEA) { if (SSEA.NewStatus != SessionStatus.InGame) { UnsubscribeSession(SSEA.Session); } }
private void OnSessionOnPlayerStatusChanged(object?sender, SessionStatusEventArgs args) { if (args.NewStatus == SessionStatus.Disconnected) { CloseShared(args.Session); } }
private void OnPlayerStatusChanged(object?sender, SessionStatusEventArgs e) { if (e.NewStatus != SessionStatus.InGame) { RemoveObserver(e.Session); } }
public void HandlePlayerSessionChangeEvent(object obj, SessionStatusEventArgs SSEA) { Logger.DebugS("Storage", "Storage (UID {0}) handled a status change in player session (UID {1}).", Owner.Uid, SSEA.Session.AttachedEntityUid); if (SSEA.NewStatus != SessionStatus.InGame) { UnsubscribeSession(SSEA.Session); } }
private void HandlePlayerSessionChangeEvent(object?obj, SessionStatusEventArgs sessionStatus) { Logger.DebugS(LoggerName, $"Storage (UID {Owner.Uid}) handled a status change in player session (UID {sessionStatus.Session.AttachedEntityUid})."); if (sessionStatus.NewStatus != SessionStatus.InGame) { UnsubscribeSession(sessionStatus.Session); } }
private void OnPlayerStatusChanged(object?sender, SessionStatusEventArgs e) { if (e.NewStatus != SessionStatus.Disconnected) { return; } _pointers.Remove(e.Session); }
private void HandleSessionStatus(object sender, SessionStatusEventArgs args) { if (args.SessionStatus != SessionStatus.Active) { return; } this.eaxIndex = this.regs.GetIndexByName("eax"); }
private void OnPlayerStatusChanged(object sender, SessionStatusEventArgs e) { if (e.NewStatus != SessionStatus.InGame) { return; } RaiseNetworkEvent(new GasTileOverlayMessage(GetData(), true), e.Session.ConnectedClient); }
private void Session_SessionStatusChanged(object sender, SessionStatusEventArgs e) { var sse = convertO2GSessionStatusCodeToSessionStatusEnum(e.SessionStatus); SessionStatusChanged?.Invoke(this, new SessionStatusChangedEventArgs() { SessionStatus = sse }); }
private void PlayerStatusChanged(object?sender, SessionStatusEventArgs args) { var session = args.Session; switch (args.NewStatus) { case SessionStatus.Connecting: // Cancel shutdown update timer in progress. _updateShutdownCts?.Cancel(); break; case SessionStatus.Connected: { AddPlayerToDb(args.Session.UserId.UserId); // Always make sure the client has player data. Mind gets assigned on spawn. if (session.Data.ContentDataUncast == null) { session.Data.ContentDataUncast = new PlayerData(session.UserId, args.Session.Name); } // Make the player actually join the game. // timer time must be > tick length Timer.Spawn(0, args.Session.JoinGame); _chatManager.SendAdminAnnouncement(Loc.GetString("player-join-message", ("name", args.Session.Name))); if (LobbyEnabled && _roundStartCountdownHasNotStartedYetDueToNoPlayers) { _roundStartCountdownHasNotStartedYetDueToNoPlayers = false; _roundStartTime = _gameTiming.CurTime + LobbyDuration; } break; } case SessionStatus.InGame: { _prefsManager.OnClientConnected(session); var data = session.ContentData(); DebugTools.AssertNotNull(data); if (data !.Mind == null) { if (LobbyEnabled) { PlayerJoinLobby(session); return; } SpawnWaitPrefs(); }
private void PlayerStatusChanged(object blah, SessionStatusEventArgs args) { if (args.NewStatus == SessionStatus.Connected) { // Setup an entity for the player... var playerEntity = _entityManager.SpawnEntity("Player", new EntityCoordinates(_mapManager.GetMapEntityId(Map), 0.5f, 0.5f)); // This brings them into the InGame runlevel and to the InGame session status. args.Session.AttachToEntity(playerEntity); args.Session.JoinGame(); } }
private void OnPlayerStatusChanged(object?sender, SessionStatusEventArgs e) { if (e.NewStatus != SessionStatus.InGame) { if (PlayerObservers.Contains(e.Session)) { PlayerObservers.Remove(e.Session); } return; } }
private void OnPlayerStatusChanged(object?sender, SessionStatusEventArgs args) { switch (args.NewStatus) { case SessionStatus.Connected: _lastProcessedSequencesCmd.Add(args.Session, 0); break; case SessionStatus.Disconnected: _lastProcessedSequencesCmd.Remove(args.Session); break; } }
private void PlayerManagerOnPlayerStatusChanged(object?sender, SessionStatusEventArgs e) { switch (e.NewStatus) { case SessionStatus.Connecting: _restartTime = null; break; case SessionStatus.Disconnected: ServerEmptyUpdateRestartCheck(); break; } }
private void OnPlayerStatusChanged(object sender, SessionStatusEventArgs args) { switch (args.NewStatus) { case SessionStatus.Connected: _playerInputs.Add(args.Session, new PlayerCommandStates()); break; case SessionStatus.Disconnected: _playerInputs.Remove(args.Session); break; } }
private void _onClientStatusChanged(object sender, SessionStatusEventArgs e) { _sessions.OnClientStatusChanged(sender, e); if (e.NewStatus == SessionStatus.Connected && _configurationManager.GetCVar <bool>("console.loginlocal")) { var session = e.Session; var address = session.ConnectedClient.RemoteEndPoint.Address; if (Equals(address, IPAddress.Loopback) || Equals(address, IPAddress.IPv6Loopback)) { SetGroup(session, new ConGroupIndex(_configurationManager.GetCVar <int>("console.adminGroup"))); } } }
private void HandlePlayerStatusChanged(object sender, SessionStatusEventArgs args) { switch (args.NewStatus) { case SessionStatus.Connected: { // timer time must be > tick length IoCManager.Resolve <ITimerManager>().AddTimer(new Timer(250, false, () => { args.Session.JoinLobby(); })); IoCManager.Resolve <IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined server!", args.Session.SessionId); } break; case SessionStatus.InLobby: { // auto start game when first player joins if (_server.RunLevel == ServerRunLevel.PreGame && !_countdownStarted) { _countdownStarted = true; IoCManager.Resolve <ITimerManager>().AddTimer(new Timer(2000, false, () => { _server.RunLevel = ServerRunLevel.Game; _countdownStarted = false; })); } IoCManager.Resolve <IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined Lobby!", args.Session.SessionId); } break; case SessionStatus.InGame: { //TODO: Check for existing mob and re-attach var mob = SpawnPlayerMob(); args.Session.AttachToEntity(mob); IoCManager.Resolve <IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined Game!", args.Session.SessionId); } break; case SessionStatus.Disconnected: { IoCManager.Resolve <IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player left!", args.Session.SessionId); } break; } }
void OnSessionStatusChange(SessionStatusEventArgs onlineStatusEvent) { _session.Status = onlineStatusEvent.SessionState; if (onlineStatusEvent.SessionState == (int)Enums.SESSION_STATUS.VALID) { OnLoggedIn(); } else if (onlineStatusEvent.SessionState == (int)Enums.SESSION_STATUS.INVALID) { ClearSession(); // This method will trigger the OnLoggedOut() event } else if (onlineStatusEvent.SessionState == (int)Enums.SESSION_STATUS.UNKNOWN) { //OnSessionInvalid(); } }
private void _onClientStatusChanged(object?sender, SessionStatusEventArgs e) { _sessions.OnClientStatusChanged(sender, e); if (e.NewStatus == SessionStatus.Connected && _configurationManager.GetCVar(CVars.ConsoleLoginLocal)) { var session = e.Session; var address = session.ConnectedClient.RemoteEndPoint.Address; if (Equals(address, IPAddress.Loopback) || Equals(address, IPAddress.IPv6Loopback)) { SetGroup(session, new ConGroupIndex(_configurationManager.GetCVar(CVars.ConsoleHostGroup))); UpdateClientData(session); } } }
protected virtual void PlayerStatusChanged(object?sender, SessionStatusEventArgs args) { var session = args.Session; if (args.NewStatus == SessionStatus.Connected) { // Always make sure the client has player data. Mind gets assigned on spawn. if (session.Data.ContentDataUncast == null) { session.Data.ContentDataUncast = new PlayerData(session.UserId); } // timer time must be > tick length Timer.Spawn(0, args.Session.JoinGame); } }
private void OnPlayerStatusChanged(object?sender, SessionStatusEventArgs e) { if (e.NewStatus != SessionStatus.InGame) { if (_knownPlayerChunks.ContainsKey(e.Session)) { _knownPlayerChunks.Remove(e.Session); } return; } if (!_knownPlayerChunks.ContainsKey(e.Session)) { _knownPlayerChunks[e.Session] = new PlayerGasOverlay(); } }
} // end SystemError() public int SessionStatus(DEBUG_SESSION Status) { try { var eventArgs = new SessionStatusEventArgs(m_debugger, Status); int retVal = _RaiseEvent(m_debugger.SessionStatusChanged, eventArgs); if (_ShouldOutput(retVal, eventArgs)) { _PsPipe.WriteObject(eventArgs); } return(retVal); } catch (Exception e) { Util.FailFast("Unexpected exception during event callback.", e); return(0); } } // end SessionStatus()
void _debuggee_SessionStatus(object sender, SessionStatusEventArgs e) { if (_sessionStatus != e.Flags) { if (_sessionStatus == SessionStatusFlags.SessionActive) { lock (_statusLock) { if (e.Flags != SessionStatusFlags.SessionActive) { TriggerExit("The debugger was detached from the debuggee."); } } } _sessionStatus = e.Flags; } }
private void Session_SessionStatusChanged(object sender, SessionStatusEventArgs e) { _sessionStatusCode = e.SessionStatus; switch (e.SessionStatus) { case O2GSessionStatusCode.Unknown: break; case O2GSessionStatusCode.PriceSessionReconnecting: break; case O2GSessionStatusCode.SessionLost: break; case O2GSessionStatusCode.Disconnecting: break; case O2GSessionStatusCode.Reconnecting: O2GTransport.setNumberOfReconnections(1); break; case O2GSessionStatusCode.Connected: _syncSessionEvent.Set(); break; case O2GSessionStatusCode.TradingSessionRequested: O2GSessionDescriptorCollection descriptors = _session.getTradingSessionDescriptors(); O2GSessionDescriptor descriptor = descriptors[0]; _session.setTradingSession(descriptor.Id, ""); break; case O2GSessionStatusCode.Connecting: case O2GSessionStatusCode.Disconnected: _syncSessionEvent.Set(); break; } }
private void PlayerManagerOnPlayerStatusChanged(object?sender, SessionStatusEventArgs e) { // GC it up. _instances.Remove(e.Session); }