public void CreateServerConfigs(string serverGame, string serverName) { switch (serverGame) { case (GameServer.CSGO.FullName): { GameServer.CSGO gameServer = new GameServer.CSGO(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.GMOD.FullName): { GameServer.GMOD gameServer = new GameServer.GMOD(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.TF2.FullName): { GameServer.TF2 gameServer = new GameServer.TF2(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.MCPE.FullName): { GameServer.MCPE gameServer = new GameServer.MCPE(serverConfig.ServerID); serverConfig.CreateServerDirectory(); string port = GetAvailablePort(gameServer.port); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), port, gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.RUST.FullName): { GameServer.RUST gameServer = new GameServer.RUST(serverConfig.ServerID); serverConfig.CreateServerDirectory(); string port = GetAvailablePort(gameServer.port); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), port, gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } } }
public async Task <Process> Run(string serverGame) { switch (serverGame) { case (GameServer.CSGO.FullName): { GameServer.CSGO gameServer = new GameServer.CSGO(serverConfig.ServerID); return(await gameServer.Install()); } case (GameServer.GMOD.FullName): { GameServer.GMOD gameServer = new GameServer.GMOD(serverConfig.ServerID); return(await gameServer.Install()); } case (GameServer.TF2.FullName): { GameServer.TF2 gameServer = new GameServer.TF2(serverConfig.ServerID); return(await gameServer.Install()); } case (GameServer.MCPE.FullName): { GameServer.MCPE gameServer = new GameServer.MCPE(serverConfig.ServerID); await gameServer.Install(); return(null); } case (GameServer.RUST.FullName): { GameServer.RUST gameServer = new GameServer.RUST(serverConfig.ServerID); return(await gameServer.Install()); } case (GameServer.CS.FullName): { GameServer.CS gameServer = new GameServer.CS(serverConfig.ServerID); return(await gameServer.Install()); } case (GameServer.CSCZ.FullName): { GameServer.CSCZ gameServer = new GameServer.CSCZ(serverConfig.ServerID); return(await gameServer.Install()); } default: break; } return(null); }
public async Task <Process> Run() { Process process = null; switch (server.Game) { case (GameServer.CSGO.FullName): { GameServer.CSGO gameServer = new GameServer.CSGO(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); process = await gameServer.Start(); Error = gameServer.Error; Notice = gameServer.Notice; break; } case (GameServer.GMOD.FullName): { GameServer.GMOD gameServer = new GameServer.GMOD(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); process = await gameServer.Start(); Error = gameServer.Error; Notice = gameServer.Notice; break; } case (GameServer.TF2.FullName): { GameServer.TF2 gameServer = new GameServer.TF2(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); process = await gameServer.Start(); Error = gameServer.Error; Notice = gameServer.Notice; break; } case (GameServer.MCPE.FullName): { GameServer.MCPE gameServer = new GameServer.MCPE(server.ID); process = await gameServer.Start(); Error = gameServer.Error; break; } case (GameServer.RUST.FullName): { GameServer.RUST gameServer = new GameServer.RUST(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers); process = await gameServer.Start(); Error = gameServer.Error; Notice = gameServer.Notice; break; } case (GameServer.CS.FullName): { GameServer.CS gameServer = new GameServer.CS(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); process = await gameServer.Start(); Error = gameServer.Error; Notice = gameServer.Notice; break; } case (GameServer.CSCZ.FullName): { GameServer.CSCZ gameServer = new GameServer.CSCZ(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); process = await gameServer.Start(); Error = gameServer.Error; Notice = gameServer.Notice; break; } case (GameServer.HL2DM.FullName): { GameServer.HL2DM gameServer = new GameServer.HL2DM(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); process = await gameServer.Start(); Error = gameServer.Error; Notice = gameServer.Notice; break; } case (GameServer.L4D2.FullName): { GameServer.L4D2 gameServer = new GameServer.L4D2(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); process = await gameServer.Start(); Error = gameServer.Error; Notice = gameServer.Notice; break; } case (GameServer.MC.FullName): { GameServer.MC gameServer = new GameServer.MC(server.ID); gameServer.SetParameter(additionalParam); process = await gameServer.Start(); Error = gameServer.Error; Notice = gameServer.Notice; break; } case (GameServer.GTA5.FullName): { GameServer.GTA5 gameServer = new GameServer.GTA5(server.ID); gameServer.SetParameter(additionalParam); process = await gameServer.Start(); Error = gameServer.Error; Notice = gameServer.Notice; break; } case (GameServer._7DTD.FullName): { GameServer._7DTD gameServer = new GameServer._7DTD(server.ID); gameServer.SetParameter(additionalParam); process = await gameServer.Start(); Error = gameServer.Error; Notice = gameServer.Notice; break; } default: break; } return(process); }
public async Task <bool> Run(Process process) { switch (server.Game) { case (GameServer.CSGO.FullName): { GameServer.CSGO gameServer = new GameServer.CSGO(server.ID); await gameServer.Stop(process); break; } case (GameServer.GMOD.FullName): { GameServer.GMOD gameServer = new GameServer.GMOD(server.ID); await gameServer.Stop(process); break; } case (GameServer.TF2.FullName): { GameServer.TF2 gameServer = new GameServer.TF2(server.ID); await gameServer.Stop(process); break; } case (GameServer.MCPE.FullName): { GameServer.MCPE gameServer = new GameServer.MCPE(server.ID); await gameServer.Stop(process); break; } case (GameServer.RUST.FullName): { GameServer.RUST gameServer = new GameServer.RUST(server.ID); await gameServer.Stop(process); break; } case (GameServer.CS.FullName): { GameServer.CS gameServer = new GameServer.CS(server.ID); await gameServer.Stop(process); break; } case (GameServer.CSCZ.FullName): { GameServer.CSCZ gameServer = new GameServer.CSCZ(server.ID); await gameServer.Stop(process); break; } default: return(true); } if (!process.HasExited) { process.Kill(); } return(true); }
public async Task <bool> Run() { bool updated = false; switch (server.Game) { case (GameServer.CSGO.FullName): { GameServer.CSGO gameServer = new GameServer.CSGO(server.ID); updated = await gameServer.Update(); Error = gameServer.Error; break; } case (GameServer.GMOD.FullName): { GameServer.GMOD gameServer = new GameServer.GMOD(server.ID); updated = await gameServer.Update(); Error = gameServer.Error; break; } case (GameServer.TF2.FullName): { GameServer.TF2 gameServer = new GameServer.TF2(server.ID); updated = await gameServer.Update(); Error = gameServer.Error; break; } case (GameServer.MCPE.FullName): { GameServer.MCPE gameServer = new GameServer.MCPE(server.ID); updated = await gameServer.Update(); Error = gameServer.Error; break; } case (GameServer.RUST.FullName): { GameServer.RUST gameServer = new GameServer.RUST(server.ID); updated = await gameServer.Update(); Error = gameServer.Error; break; } case (GameServer.CS.FullName): { GameServer.CS gameServer = new GameServer.CS(server.ID); updated = await gameServer.Update(); Error = gameServer.Error; break; } case (GameServer.CSCZ.FullName): { GameServer.CSCZ gameServer = new GameServer.CSCZ(server.ID); updated = await gameServer.Update(); Error = gameServer.Error; break; } case (GameServer.HL2DM.FullName): { GameServer.HL2DM gameServer = new GameServer.HL2DM(server.ID); updated = await gameServer.Update(); Error = gameServer.Error; break; } case (GameServer.L4D2.FullName): { GameServer.L4D2 gameServer = new GameServer.L4D2(server.ID); updated = await gameServer.Update(); Error = gameServer.Error; break; } case (GameServer.MC.FullName): { GameServer.MC gameServer = new GameServer.MC(server.ID); updated = await gameServer.Update(); Error = gameServer.Error; break; } case (GameServer.GTA5.FullName): { GameServer.GTA5 gameServer = new GameServer.GTA5(server.ID); updated = await gameServer.Update(); Error = gameServer.Error; break; } case (GameServer._7DTD.FullName): { GameServer._7DTD gameServer = new GameServer._7DTD(server.ID); updated = await gameServer.Update(); Error = gameServer.Error; break; } default: break; } return(updated); }
public Process Run() { Process process = null; switch (server.Game) { case (GameServer.CSGO.FullName): { GameServer.CSGO gameServer = new GameServer.CSGO(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); (process, Error, Notice) = gameServer.Start(); break; } case (GameServer.GMOD.FullName): { GameServer.GMOD gameServer = new GameServer.GMOD(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); (process, Error, Notice) = gameServer.Start(); break; } case (GameServer.TF2.FullName): { GameServer.TF2 gameServer = new GameServer.TF2(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); (process, Error, Notice) = gameServer.Start(); break; } case (GameServer.MCPE.FullName): { GameServer.MCPE gameServer = new GameServer.MCPE(server.ID); (process, Error, Notice) = gameServer.Start(); break; } case (GameServer.RUST.FullName): { GameServer.RUST gameServer = new GameServer.RUST(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers); (process, Error, Notice) = gameServer.Start(); break; } case (GameServer.CS.FullName): { GameServer.CS gameServer = new GameServer.CS(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); (process, Error, Notice) = gameServer.Start(); break; } case (GameServer.CSCZ.FullName): { GameServer.CSCZ gameServer = new GameServer.CSCZ(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); (process, Error, Notice) = gameServer.Start(); break; } case (GameServer.HL2DM.FullName): { GameServer.HL2DM gameServer = new GameServer.HL2DM(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); (process, Error, Notice) = gameServer.Start(); break; } case (GameServer.L4D2.FullName): { GameServer.L4D2 gameServer = new GameServer.L4D2(server.ID); gameServer.SetParameter(server.IP, server.Port, server.Defaultmap, server.Maxplayers, gslt, additionalParam); (process, Error, Notice) = gameServer.Start(); break; } default: break; } return(process); }
public void CreateServerConfigs(string serverGame, string serverName) { switch (serverGame) { case (GameServer.CSGO.FullName): { GameServer.CSGO gameServer = new GameServer.CSGO(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.GMOD.FullName): { GameServer.GMOD gameServer = new GameServer.GMOD(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.TF2.FullName): { GameServer.TF2 gameServer = new GameServer.TF2(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.MCPE.FullName): { GameServer.MCPE gameServer = new GameServer.MCPE(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.RUST.FullName): { GameServer.RUST gameServer = new GameServer.RUST(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.CS.FullName): { GameServer.CS gameServer = new GameServer.CS(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.CSCZ.FullName): { GameServer.CSCZ gameServer = new GameServer.CSCZ(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.HL2DM.FullName): { GameServer.HL2DM gameServer = new GameServer.HL2DM(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.L4D2.FullName): { GameServer.L4D2 gameServer = new GameServer.L4D2(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.MC.FullName): { GameServer.MC gameServer = new GameServer.MC(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer.GTA5.FullName): { GameServer.GTA5 gameServer = new GameServer.GTA5(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } case (GameServer._7DTD.FullName): { GameServer._7DTD gameServer = new GameServer._7DTD(serverConfig.ServerID); serverConfig.CreateServerDirectory(); serverConfig.CreateWindowsGSMConfig(serverGame, serverName, GetIPAddress(), GetAvailablePort(gameServer.port), gameServer.defaultmap, gameServer.maxplayers, "", gameServer.additional); break; } } }