public async ValueTask OnGameCreated(IGameCreatedEvent e) { var options = e.Game.Options; options.MaxPlayers = 30; options.NumImpostors = 9; await e.Game.SyncSettingsAsync(); }
public void OnGameCreated(IGameCreatedEvent e) { DetectiveGame game = new DetectiveGame { Kills = new Dictionary <IInnerPlayerControl, IInnerPlayerControl>(), DetectiveClientId = -1, Enabled = true, RandomDetectiveOutfit = false }; _games.Add(e.Game.Code, game); }
public void OnGameCreated(IGameCreatedEvent e) { JesterGame jgame = new JesterGame(); jgame.JesterOn = true; jgame.Jesterwin = false; jgame.GameEnded = false; jgame.CountingDown = false; jgame.JesterInGame = false; JesterGames.Add(e.Game.Code, jgame); }
public void OnGameCreated(IGameCreatedEvent e) { Task.Run(async() => { await Task.Delay(IPFilterSettings.IPCheckDelay * 1000); var clientIp = e.Game.Host.Client.Connection.EndPoint.Address.ToString(); if (IsClientBlockedFromCreatingLobbies(clientIp)) { _logger.LogInformation($"Player {e.Game.Host.Character.PlayerInfo.PlayerName} with IP: {e.Game.Host.Client.Connection.EndPoint.Address} tried to create a game lobby"); await e.Game.Host.Client.DisconnectAsync(DisconnectReason.Custom, IPFilterSettings.BlockedMessage); } }); }
public async void OnGameCreated(IGameCreatedEvent evt) { var code = evt.Game.Code; logger.LogInformation($"[{code}] Game created, preparing voice channel."); // TODO do not login every time a game is created var login = new Login { ServerId = config.ServerId, Username = config.Username, Password = config.Password }; executor.Schedule(login); var create = new CreateChannel { ChannelOrder = config.ChannelOrder, ChannelName = $"Impostor {code}" }; var id = await executor.Schedule(create); logger.LogInformation($"[{code}] Voice channel created: id={id}"); }
public void OnGameCreated(IGameCreatedEvent e) { Console.WriteLine("Game > created"); }
public void OnGameCreated(IGameCreatedEvent evt) => GameCreated?.Invoke(evt);
public void OnGameCreated(IGameCreatedEvent e) { _susSuiteManager.PluginManager.CreateGame(e.Game.Code); }
public void OnGameCreated(IGameCreatedEvent e) { _automuteService.Games.TryAdd(e.Game.Code.Code, e.Game); }
public void OnGameCreated(IGameCreatedEvent e) { _logger.LogInformation("Game {code} > created", e.Game.Code); }
public void OnGameCreated(IGameCreatedEvent e) { Bot.games.Add(e.Game.Code.Code, new Game { DeadСanTalkDuringTasks = Bot.config.DeadСanTalkDuringTasks }); }
public void OnGameCreated(IGameCreatedEvent e) { _activeGameModes[e.Game.Code] = _normalMode; }
public void OnGameCreated(IGameCreatedEvent evt) { OnLobbyCreated?.Invoke(evt); }
public void OnGameCreated(IGameCreatedEvent evt) { Interlocked.Increment(ref OnGameCreatedCount); }
public void OnGameCreated(IGameCreatedEvent e) { _logger.LogInformation("Game > created"); }