private static void BattlEyeConnected(BattlEyeConnectEventArgs args) { //if (args.ConnectionResult == BattlEyeConnectionResult.Success) { /* Connected successfully */ } //if (args.ConnectionResult == BattlEyeConnectionResult.InvalidLogin) { /* Connection failed, invalid login details */ } //if (args.ConnectionResult == BattlEyeConnectionResult.ConnectionFailed) { /* Connection failed, host unreachable */ } Console.WriteLine(args.Message); }
private void BattlEyeConnected(BattlEyeConnectEventArgs args) { if (args.ConnectionResult == BattlEyeConnectionResult.Success) { AppConsole.Log(String.Format("Connected to {0}:{1}", _settings.Address, _settings.Port)); } else { AppConsole.Log(String.Format("Connection to {0}:{1} failed: {2}", _settings.Address, _settings.Port, args.Message), ConsoleColor.Red); if (_connected) { Thread.Sleep(2000); Environment.Exit(0); } } }
void battlEyeClient_BattlEyeConnected(BattlEyeConnectEventArgs args) { if (_battlEyeClient != null && _battlEyeClient.Connected) OnConnectHandler(); }
private static void Connect(BattlEyeConnectEventArgs args) { Console.WriteLine(args.Message); }
private void HandleConnect(BattlEyeConnectEventArgs args) { switch (args.ConnectionResult) { case BattlEyeConnectionResult.Success: if (Settings.Default.showConnectMessages && _form != null) { if (!_reconnecting && _form.connect.Enabled == true) _form.Log("Connected!", LogType.Console, false); else _form.Log("Reconnected!", LogType.Console, false); } _error = false; break; case BattlEyeConnectionResult.InvalidLogin: if (_form != null) _form.Log("Login invalid!", LogType.Console, false); _error = true; break; case BattlEyeConnectionResult.ConnectionFailed: if (_form.connect.Enabled) if (_form != null) _form.Log("Failed to connect. Please make sure that you properly set a password in beserver.cfg and the server is running.", LogType.Console, false); _error = true; break; default: if (_form != null) _form.Log("Unknown error.", LogType.Console, false); _error = true; break; } }
void BattlEyeConnected(BattlEyeConnectEventArgs args) { if (OnBeConnectedEvent != null) { OnBeConnectedEvent(); } }
private void BattlEyeConnected(BattlEyeConnectEventArgs args) { switch (args.ConnectionResult) { case BattlEyeConnectionResult.Success: connected = true; if (reconnecting) { LogDebug("RCON Reconnected"); reconnecting = false; } else { LogDebug("RCON Connected"); } reconnecting = false; return; case BattlEyeConnectionResult.ConnectionFailed: connected = false; LogDebug("RCON Failed to connect, please check server is running and beserver.cfg password is correct"); return; case BattlEyeConnectionResult.InvalidLogin: connected = false; LogDebug("RCON Login is invalid"); return; default: connected = false; LogDebug("RCON Unknown error"); return; } }
private void _beClient_BattlEyeConnected(BattlEyeConnectEventArgs args) { if (args.ConnectionResult != BattlEyeConnectionResult.Success) { // Couldn't connect somehow Logging.WriteServerLine("Could not connect to server", serverID.ToString()); Connect(); return; } // Start modules //_donorCommands = new DonorCommands(this); //_votekickModule = new VotekickModule(this); //_donationGoalReminder = new DonationGoalReminder(this); _modules = new List<Module>(); _modules.Add(new UserStats(this)); Logging.WriteServerLine("Connected to server!", serverID.ToString()); // Fetch player list _beClient.SendCommand(BattlEyeCommand.Players); }