static void OnNewPlayerSuccess(ref NewPlayerSuccessMsg msg, MyNetworkClient sender) { var localHumanPlayerId = new MyPlayer.PlayerId(MySteam.UserId, 0); var playerId = new MyPlayer.PlayerId(msg.ClientSteamId, msg.PlayerSerialId); if (playerId == localHumanPlayerId && (!MyFakes.ENABLE_BATTLE_SYSTEM || !MySession.Static.Battle)) { MyPlayerCollection.RequestLocalRespawn(); } var handler = Sync.Players.NewPlayerRequestSucceeded; if (handler != null) handler(msg.PlayerSerialId); }
static void OnNewPlayerRequest(ref NewPlayerRequestMsg msg, MyNetworkClient sender) { if (msg.ClientSteamId != sender.SteamUserId) { Debug.Assert(false, "A client requested player for another client!"); return; } var playerId = new MyPlayer.PlayerId(msg.ClientSteamId, msg.PlayerSerialId); if (Sync.Players.m_players.ContainsKey(playerId)) return; if (Sync.Players.PlayerRequesting != null) { var args = new PlayerRequestArgs(playerId); Sync.Players.PlayerRequesting(args); if (args.Cancel) { var failMsg = new NewPlayerFailureMsg(); failMsg.ClientSteamId = msg.ClientSteamId; failMsg.PlayerSerialId = msg.PlayerSerialId; Sync.Layer.SendMessage(ref failMsg, sender.SteamUserId, MyTransportMessageEnum.Failure); return; } } var identity = Sync.Players.TryGetPlayerIdentity(playerId); if (identity == null) { identity = Sync.Players.RespawnComponent.CreateNewIdentity(msg.DisplayName, playerId, msg.CharacterModel); } Sync.Players.CreateNewPlayer(identity, playerId, msg.DisplayName); var response = new NewPlayerSuccessMsg(); response.ClientSteamId = msg.ClientSteamId; response.PlayerSerialId = msg.PlayerSerialId; Sync.Layer.SendMessage(ref response, sender.SteamUserId); }