public void EnterNew() { var ci = new CCLCMsg_ClientInfo(); ci.server_count = state.ServerCount; var ciMessage = DotaGameConnection.ConvertProtoToMessage( (uint) CLC_Messages.clc_ClientInfo, ci); var ss = new CNETMsg_SignonState(); ss.signon_state = (uint) SIGNONSTATE.SIGNONSTATE_NEW; ss.spawn_count = state.ServerCount; ss.num_server_players = 0; var ssMessage = DotaGameConnection.ConvertProtoToMessage( (uint) NET_Messages.net_SignonState, ss); var scv = new CNETMsg_SetConVar(); scv.convars = new CMsg_CVars(); var cvar = new CMsg_CVars.CVar(); cvar.name = "steamworks_sessionid_client"; cvar.value = details.SteamworksSessionId.ToString(); state.CVars["steamworks_sessionid_client"] = details.SteamworksSessionId.ToString(); scv.convars.cvars.Add(cvar); var scvMessage = DotaGameConnection.ConvertProtoToMessage( (uint) NET_Messages.net_SetConVar, scv); connection.SendReliably(ciMessage, ssMessage, scvMessage); }
private Events? Handle(CNETMsg_SetConVar message) { foreach (var cvar in message.convars.cvars) { state.CVars[cvar.name] = cvar.value; } return null; }
public void EnterConnected() { connection.OpenChannel(); state.Reset(); var scv = new CNETMsg_SetConVar(); scv.convars = state.ExposeCVars(); var scvMessage = DotaGameConnection.ConvertProtoToMessage( (uint) NET_Messages.net_SetConVar, scv); var ss = new CNETMsg_SignonState(); ss.num_server_players = 0; ss.spawn_count = 0xFFFFFFFF; ss.signon_state = (uint) SIGNONSTATE.SIGNONSTATE_CONNECTED; var ssMessage = DotaGameConnection.ConvertProtoToMessage( (uint) NET_Messages.net_SignonState, ss); connection.SendReliably(scvMessage, ssMessage); }