private void BorealisServerManager_FormClosed(object sender, FormClosedEventArgs e) { //Write data in memory to disk into gameservers.json if (GameServerManagement.ServerCollection != null) { //Delete existing gameservers.json if (File.Exists(Environment.CurrentDirectory + @"\gameservers.json")) { File.Delete(Environment.CurrentDirectory + @"\gameservers.json"); } GameServerManagement.ConfigWrite(); } }
private void serverStoreInMemory() { //Create the GameServerObject GameServerObject deployConfiguredServer = new GameServerObject(); //Assign Data to the GameServerObject //Server-based Properties deployConfiguredServer.SERVER_name_friendly = txtServerGivenName.Text; deployConfiguredServer.SERVER_type = _currentDeploymentValues.SERVER_type; deployConfiguredServer.SERVER_launch_arguments = _currentDeploymentValues.SERVER_launch_arguments; deployConfiguredServer.SERVER_executable = _currentDeploymentValues.SERVER_executable; deployConfiguredServer.SERVER_port = ""; //Game-based properties deployConfiguredServer.GAME_maxplayers = 6; //Defalt middle value deployConfiguredServer.GAME_map = "NONE"; //Directory-based Properties deployConfiguredServer.DIR_install_location = _currentDeploymentValues.DIR_install_location; deployConfiguredServer.DIR_root = _currentDeploymentValues.DIR_root; deployConfiguredServer.DIR_maps = _currentDeploymentValues.DIR_maps; deployConfiguredServer.DIR_maps_file_extension = _currentDeploymentValues.DIR_maps_file_extension; deployConfiguredServer.DIR_mods = _currentDeploymentValues.DIR_mods; deployConfiguredServer.DIR_config = _currentDeploymentValues.DIR_config; //Steam-based Properties deployConfiguredServer.STEAM_authrequired = _currentDeploymentValues.STEAM_authrequired; deployConfiguredServer.STEAM_steamcmd_required = _currentDeploymentValues.STEAM_steamcmd_required; deployConfiguredServer.STEAM_workshop_enabled = _currentDeploymentValues.STEAM_workshop_enabled; //Miscellanious Properties deployConfiguredServer.ENGINE_type = _currentDeploymentValues.ENGINE_type; deployConfiguredServer.bsm_integration = _currentDeploymentValues.bsm_integration; deployConfiguredServer.bsm_custominstallfolder = _currentDeploymentValues.bsm_custominstallfolder; //Store that newly assigned and JSON-filled server into the GameServerObject Collection GameServerManagement.ServerCollection.Add(deployConfiguredServer); //Redundantly write the data to disk in the event of a crash. GameServerManagement.ConfigWrite(); btnCancelDeployGameserver.Visible = false; btnDeployGameserver.Enabled = true; _currentDeploymentValues = null; }