public void OnServerConnect(Player player) { var mymod = ModHelpersMod.Instance; this.HasSyncedModSettings = true; this.HasSyncedWorldData = true; this.IsSynced = true; // Technically this should only be set upon sync receipt of player's 'old' uid... var args = new PlayerLogicPromiseArguments { Who = player.whoAmI }; Promises.TriggerValidatedPromise(PlayerLogic.ServerConnectValidator, PlayerLogic.MyValidatorKey, args); PacketProtocolSentToEither.QuickRequestToClient <PlayerOldIdProtocol>(player.whoAmI, -1, -1); PacketProtocolSentToEither.QuickRequestToClient <PlayerNewIdProtocol>(player.whoAmI, -1, -1); }
public void PreUpdateClient(Player player) { this.PreUpdateLocal(player); var mymod = ModHelpersMod.Instance; if (player.whoAmI == Main.myPlayer) // Current player { var myworld = mymod.GetModWorld <ModHelpersWorld>(); myworld.WorldLogic.PreUpdateClient(); } // Update ping every 15 seconds if (mymod.Config.IsServerGaugingAveragePing && this.TestPing++ > mymod.Config.PingUpdateDelay) { PacketProtocolSentToEither.QuickSendToServer <PingProtocol>(); this.TestPing = 0; } }
public void OnCurrentClientConnect(Player player) { PacketProtocolSentToEither.QuickSendToServer <PlayerNewIdProtocol>(); }
public static void QuickRequestToClient(int playerWho) { PacketProtocolSentToEither.QuickRequestToClient <PlayerNewIdProtocol>(playerWho, -1, -1); }
public static void QuickSendToServer() { PacketProtocolSentToEither.QuickSendToServer <PingProtocol>(); }