/* * /// <summary> * /// This method should be called, when spawn process is finalized (finished spawning). * /// For example, when spawned game server fully starts * /// </summary> * /// <param name="spawnId"></param> * /// <param name="callback"></param> * public void FinalizeSpawnedProcess(string spawnId, CompleteSpawnedProcessCallback callback) * { * FinalizeSpawnedProcess(spawnId, new Dictionary<string, string>(), callback, Connection); * } * * /// <summary> * /// This method should be called, when spawn process is finalized (finished spawning). * /// For example, when spawned game server fully starts * /// </summary> * public void FinalizeSpawnedProcess(string spawnId, Dictionary<string, string> finalizationData, CompleteSpawnedProcessCallback callback) * { * FinalizeSpawnedProcess(spawnId, finalizationData, callback, Connection); * } */ /// <summary> /// This method should be called, when spawn process is finalized (finished spawning). /// For example, when spawned game server fully starts /// </summary> public void FinalizeSpawnedProcess(string spawnId, Dictionary <string, string> finalizationData, CompleteSpawnedProcessCallback callback, IClientSocket connection) { if (!connection.IsConnected) { callback.Invoke(false, "Not connected"); return; } var packet = new SpawnFinalizationPacket() { SpawnId = spawnId, FinalizationData = finalizationData }; connection.SendMessage((short)MsfOpCodes.CompleteSpawnProcess, packet, (status, response) => { if (status != ResponseStatus.Success) { callback.Invoke(false, response.AsString("Unknown Error")); return; } callback.Invoke(true, null); }); }
/// <summary> /// Call when processis finalized /// </summary> /// <param name="finalizationPacket"></param> public void OnFinalized(SpawnFinalizationPacket finalizationPacket) { FinalizationPacket = finalizationPacket; if (!IsAborted && Status < SpawnStatus.Finalized) { Status = SpawnStatus.Finalized; } }