public override void Load(bool startup) { OnPlayerConnectEvent.Register(ConnectHandler.HandleConnect, Priority.Critical); OnPlayerCommandEvent.Register(ChatHandler.HandleCommand, Priority.Critical); OnChatEvent.Register(ChatHandler.HandleOnChat, Priority.Critical); OnPlayerStartConnectingEvent.Register(ConnectingHandler.HandleConnecting, Priority.Critical); OnSentMapEvent.Register(MiscHandlers.HandleOnMapSent, Priority.Critical); OnPlayerMoveEvent.Register(MiscHandlers.HandlePlayerMove, Priority.Critical); OnPlayerClickEvent.Register(MiscHandlers.HandlePlayerClick, Priority.Critical); OnEcoTransactionEvent.Register(EcoHandlers.HandleEcoTransaction, Priority.Critical); OnModActionEvent.Register(ModActionHandler.HandleModAction, Priority.Critical); clearTask = Server.Background.QueueRepeat(IPThrottler.CleanupTask, null, TimeSpan.FromMinutes(10)); }
public override void Load(bool startup) { OnPlayerConnectEvent.Register(ConnectHandler.HandleConnect, Priority.Critical); OnPlayerCommandEvent.Register(ChatHandler.HandleCommand, Priority.Critical); OnChatEvent.Register(ChatHandler.HandleOnChat, Priority.Critical); OnPlayerStartConnectingEvent.Register(ConnectingHandler.HandleConnecting, Priority.Critical); OnSentMapEvent.Register(MiscHandlers.HandleSentMap, Priority.Critical); OnPlayerMoveEvent.Register(MiscHandlers.HandlePlayerMove, Priority.Critical); OnPlayerClickEvent.Register(MiscHandlers.HandlePlayerClick, Priority.Critical); OnChangedZoneEvent.Register(MiscHandlers.HandleChangedZone, Priority.Critical); OnEcoTransactionEvent.Register(EcoHandlers.HandleEcoTransaction, Priority.Critical); OnModActionEvent.Register(ModActionHandler.HandleModAction, Priority.Critical); }
public static void Lock() { Upgrading = true; Logger.Log(LogType.SystemActivity, "Kicking players and unloading levels.."); OnPlayerStartConnectingEvent.Register(ConnectingHandler, Priority.System_Level); Player[] players = PlayerInfo.Online.Items; foreach (Player p in players) { p.Leave("Upgrading BlockDB. Check back later!"); } Level[] levels = LevelInfo.Loaded.Items; foreach (Level lvl in levels) { lvl.Unload(); } Logger.Log(LogType.SystemActivity, "Kicked all players and unloaded levels."); }
public override void Load(bool startup) { OnPlayerStartConnectingEvent.Register(HandleConnecting, Priority.System_Level); OnConnectionReceivedEvent.Register(HandleConnectionReceived, Priority.System_Level); clearTask = Server.Background.QueueRepeat(CleanupTask, null, TimeSpan.FromMinutes(10)); }