private void OnWorldData(MyPacket packet) { ServerDataMsg msg = base.ReplicationLayer.OnWorldData(packet); this.OnServerData(ref msg); packet.Return(); }
void OnServerData(ref ServerDataMsg msg) { m_worldName = msg.WorldName; m_gameMode = msg.GameMode; m_inventoryMultiplier = msg.InventoryMultiplier; m_assemblerMultiplier = msg.AssemblerMultiplier; m_refineryMultiplier = msg.RefineryMultiplier; m_welderMultiplier = msg.WelderMultiplier; m_grinderMultiplier = msg.GrinderMultiplier; m_hostName = msg.HostName; m_worldSize = msg.WorldSize; m_appVersion = msg.AppVersion; m_membersLimit = msg.MembersLimit; m_dataHash = msg.DataHash; }
private void OnServerData(ref ServerDataMsg msg) { this.m_worldName = msg.WorldName; this.m_gameMode = msg.GameMode; this.m_inventoryMultiplier = msg.InventoryMultiplier; this.m_blocksInventoryMultiplier = msg.BlocksInventoryMultiplier; this.m_assemblerMultiplier = msg.AssemblerMultiplier; this.m_refineryMultiplier = msg.RefineryMultiplier; this.m_welderMultiplier = msg.WelderMultiplier; this.m_grinderMultiplier = msg.GrinderMultiplier; this.m_hostName = msg.HostName; this.m_worldSize = msg.WorldSize; this.m_appVersion = msg.AppVersion; this.m_membersLimit = msg.MembersLimit; this.m_dataHash = msg.DataHash; this.m_serverPasswordSalt = msg.ServerPasswordSalt; }
public void SendServerData() { ServerDataMsg msg = new ServerDataMsg(); msg.WorldName = m_worldName; msg.GameMode = m_gameMode; msg.InventoryMultiplier = m_inventoryMultiplier; msg.AssemblerMultiplier = m_assemblerMultiplier; msg.RefineryMultiplier = m_refineryMultiplier; msg.WelderMultiplier = m_welderMultiplier; msg.GrinderMultiplier = m_grinderMultiplier; msg.HostName = m_hostName; msg.WorldSize = m_worldSize; msg.AppVersion = m_appVersion; msg.MembersLimit = m_membersLimit; msg.DataHash = m_dataHash; SendControlMessageToAll(ref msg); }
protected override void SendServerData() { ServerDataMsg msg = new ServerDataMsg(); msg.WorldName = m_worldName; msg.GameMode = m_gameMode; msg.InventoryMultiplier = m_inventoryMultiplier; msg.AssemblerMultiplier = m_assemblerMultiplier; msg.RefineryMultiplier = m_refineryMultiplier; msg.WelderMultiplier = m_welderMultiplier; msg.GrinderMultiplier = m_grinderMultiplier; msg.HostName = m_hostName; msg.WorldSize = m_worldSize; msg.AppVersion = m_appVersion; msg.MembersLimit = m_membersLimit; msg.DataHash = m_dataHash; ReplicationLayer.SendWorldData(ref msg); }
protected override void SendServerData() { ServerDataMsg msg = new ServerDataMsg { WorldName = base.m_worldName, GameMode = base.m_gameMode, InventoryMultiplier = this.m_inventoryMultiplier, BlocksInventoryMultiplier = this.m_blocksInventoryMultiplier, AssemblerMultiplier = this.m_assemblerMultiplier, RefineryMultiplier = this.m_refineryMultiplier, WelderMultiplier = this.m_welderMultiplier, GrinderMultiplier = this.m_grinderMultiplier, HostName = base.m_hostName, WorldSize = base.m_worldSize, AppVersion = base.m_appVersion, MembersLimit = base.m_membersLimit, DataHash = base.m_dataHash, ServerPasswordSalt = MySandboxGame.ConfigDedicated.ServerPasswordSalt }; base.ReplicationLayer.SendWorldData(ref msg); }
void OnWorldData(MyPacket packet) { ServerDataMsg msg = ReplicationLayer.OnWorldData(packet); OnServerData(ref msg); }
void OnServerData(ref ServerDataMsg msg, ulong sender) { m_worldName = msg.WorldName; m_gameMode = msg.GameMode; m_inventoryMultiplier = msg.InventoryMultiplier; m_assemblerMultiplier = msg.AssemblerMultiplier; m_refineryMultiplier = msg.RefineryMultiplier; m_welderMultiplier = msg.WelderMultiplier; m_grinderMultiplier = msg.GrinderMultiplier; m_hostName = msg.HostName; m_worldSize = msg.WorldSize; m_appVersion = msg.AppVersion; m_membersLimit = msg.MembersLimit; m_dataHash = msg.DataHash; }
void OnServerData(ref ServerDataMsg msg, ulong sender) { System.Diagnostics.Debug.Fail("None can send server data to server"); }
void OnServerData(ref ServerDataMsg msg, ulong sender) { System.Diagnostics.Debug.Fail("Noone can send server data to server"); }
protected override void SendServerData() { ServerDataMsg msg = new ServerDataMsg(); msg.WorldName = m_worldName; msg.GameMode = m_gameMode; msg.InventoryMultiplier = m_inventoryMultiplier; msg.AssemblerMultiplier = m_assemblerMultiplier; msg.RefineryMultiplier = m_refineryMultiplier; msg.WelderMultiplier = m_welderMultiplier; msg.GrinderMultiplier = m_grinderMultiplier; msg.HostName = m_hostName; msg.WorldSize = m_worldSize; msg.AppVersion = m_appVersion; msg.MembersLimit = m_membersLimit; msg.DataHash = m_dataHash; SendControlMessageToAll(ref msg); }