Пример #1
0
        internal MyMultiplayerClient(GameServerItem server, MySyncLayer syncLayer)
            : base(syncLayer)
        {
            m_membersCollection = new MemberCollection(m_members);

            Server = server;

            ServerId = server.SteamID;

            SyncLayer.TransportLayer.IsBuffering = true;
            SyncLayer.RegisterClientEvents(this);

            SetReplicationLayer(new MyReplicationClient(this, CreateClientState()));
            syncLayer.TransportLayer.Register(MyMessageId.SERVER_DATA, ReplicationLayer.ProcessServerData);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_CREATE, OnReplicationCreate);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_DESTROY, OnReplicationDestroy);
            syncLayer.TransportLayer.Register(MyMessageId.SERVER_STATE_SYNC, ReplicationLayer.ProcessStateSync);
            syncLayer.TransportLayer.Register(MyMessageId.RPC, ReplicationLayer.ProcessEvent);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_STREAM_BEGIN, OnReplicationBeginCreate);
            syncLayer.TransportLayer.Register(MyMessageId.JOIN_RESULT, OnJoinResult);
            syncLayer.TransportLayer.Register(MyMessageId.WORLD_DATA, OnWorldData);
            syncLayer.TransportLayer.Register(MyMessageId.WORLD_BATTLE_DATA, OnWorldBattleData);
            syncLayer.TransportLayer.Register(MyMessageId.CLIENT_CONNNECTED, OnClientConnected);

            ClientJoined += MyMultiplayerClient_ClientJoined;
            ClientLeft   += MyMultiplayerClient_ClientLeft;
            HostLeft     += MyMultiplayerClient_HostLeft;

            Peer2Peer.ConnectionFailed += Peer2Peer_ConnectionFailed;
            Peer2Peer.SessionRequest   += Peer2Peer_SessionRequest;

            m_battleData = new MyMultiplayerBattleData(this);
        }
Пример #2
0
        public void LoadDataComponents()
        {
            RaiseOnLoading();

            if (SyncLayer.AutoRegisterGameEvents)
            {
                SyncLayer.RegisterGameEvents();
            }

            Sync.Clients.SetLocalSteamId(Sync.MyId, createLocalClient: !(MyMultiplayer.Static is MyMultiplayerClient));
            Sync.Players.RegisterEvents();

            SetAsNotReady();

            HashSet <MySessionComponentBase> processedComponents = new HashSet <MySessionComponentBase>();

            do
            {
                m_sessionComponents.ApplyChanges();
                foreach (var comp in m_sessionComponents.Values)
                {
                    if (processedComponents.Contains(comp))
                    {
                        continue;
                    }
                    LoadComponent(comp);
                    processedComponents.Add(comp);
                }
            } while (m_sessionComponents.HasChanges());
        }
Пример #3
0
        internal MyMultiplayerLobbyClient(Lobby lobby, MySyncLayer syncLayer)
            : base(syncLayer)
        {
            Lobby    = lobby;
            ServerId = Lobby.GetOwner();

            SyncLayer.RegisterClientEvents(this);


            SyncLayer.TransportLayer.IsBuffering = true;

            SetReplicationLayer(new MyReplicationClient(this, CreateClientState()));
            syncLayer.TransportLayer.Register(MyMessageId.SERVER_DATA, ReplicationLayer.ProcessServerData);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_CREATE, ReplicationLayer.ProcessReplicationCreate);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_DESTROY, ReplicationLayer.ProcessReplicationDestroy);
            syncLayer.TransportLayer.Register(MyMessageId.SERVER_STATE_SYNC, ReplicationLayer.ProcessStateSync);
            syncLayer.TransportLayer.Register(MyMessageId.RPC, ReplicationLayer.ProcessEvent);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_STREAM_BEGIN, ReplicationLayer.ProcessReplicationCreateBegin);

            Debug.Assert(!IsServer, "Wrong object created");

            MySteam.API.Matchmaking.LobbyChatUpdate += Matchmaking_LobbyChatUpdate;
            MySteam.API.Matchmaking.LobbyChatMsg    += Matchmaking_LobbyChatMsg;
            ClientLeft += MyMultiplayerLobby_ClientLeft;
            AcceptMemberSessions();
        }
        internal MyMultiplayerLobbyClient(Lobby lobby, MySyncLayer syncLayer)
            : base(syncLayer)
        {
            Lobby    = lobby;
            ServerId = Lobby.GetOwner();

            SyncLayer.RegisterClientEvents(this);

            if (IsServer)
            {
                HostName = MySteam.UserName;
            }
            else
            {
                SyncLayer.TransportLayer.IsBuffering = true;

                SetReplicationLayer(new MyReplicationClient(this, new MyClientState()));
                syncLayer.TransportLayer.Register(MyMessageId.SERVER_DATA, ReplicationLayer.ProcessServerData);
                syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_CREATE, ReplicationLayer.ProcessReplicationCreate);
                syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_DESTROY, ReplicationLayer.ProcessReplicationDestroy);
                syncLayer.TransportLayer.Register(MyMessageId.SERVER_STATE_SYNC, ReplicationLayer.ProcessStateSync);
                syncLayer.TransportLayer.Register(MyMessageId.RPC, ReplicationLayer.ProcessEvent);
            }

            Debug.Assert(!IsServer, "Wrong object created");
            SyncLayer.RegisterMessageImmediate <AllMembersDataMsg>(OnAllMembersData, MyMessagePermissions.ToServer | MyMessagePermissions.FromServer);

            MySteam.API.Matchmaking.LobbyChatUpdate += Matchmaking_LobbyChatUpdate;
            MySteam.API.Matchmaking.LobbyChatMsg    += Matchmaking_LobbyChatMsg;
            ClientLeft += MyMultiplayerLobby_ClientLeft;
            AcceptMemberSessions();
        }
Пример #5
0
        internal MyMultiplayerLobby(Lobby lobby, MySyncLayer syncLayer)
            : base(syncLayer)
        {
            Lobby    = lobby;
            ServerId = Lobby.GetOwner();

            SyncLayer.RegisterClientEvents(this);

            if (IsServer)
            {
                HostName = MySteam.UserName;
            }
            else
            {
                SyncLayer.TransportLayer.IsBuffering = true;
            }

            Debug.Assert(IsServer, "Wrong object created");
            SyncLayer.RegisterMessageImmediate <AllMembersDataMsg>(OnAllMembersData, MyMessagePermissions.ToServer | MyMessagePermissions.FromServer);

            MySteam.API.Matchmaking.LobbyChatUpdate += Matchmaking_LobbyChatUpdate;
            MySteam.API.Matchmaking.LobbyChatMsg    += Matchmaking_LobbyChatMsg;
            ClientLeft += MyMultiplayerLobby_ClientLeft;
            AcceptMemberSessions();
        }
        public void SendPlayerData(string clientName)
        {
            ConnectedClientDataMsg msg = new ConnectedClientDataMsg();

            msg.SteamID = Sync.MyId;
            msg.Name    = clientName;
            msg.Join    = true;

            var  buffer = new byte[1024];
            uint length;
            uint ticketHandle; // TODO: Store handle and end auth session on end

            if (!MySteam.API.GetAuthSessionTicket(out ticketHandle, buffer, out length))
            {
                MyGuiScreenMainMenu.UnloadAndExitToMenu();
                MyGuiSandbox.AddScreen(MyGuiSandbox.CreateMessageBox(
                                           messageCaption: MyTexts.Get(MyCommonTexts.MessageBoxCaptionError),
                                           messageText: MyTexts.Get(MyCommonTexts.MultiplayerErrorConnectionFailed)));
                return;
            }

            msg.Token = new byte[length];
            Array.Copy(buffer, msg.Token, length);

            SyncLayer.SendMessageToServer(ref msg);
        }
        internal MyMultiplayerClient(GameServerItem server, MySyncLayer syncLayer)
            : base(syncLayer)
        {
            m_membersCollection = new MemberCollection(m_members);

            Server = server;

            ServerId = server.SteamID;

            SyncLayer.TransportLayer.IsBuffering = true;
            SyncLayer.RegisterClientEvents(this);

            SetReplicationLayer(new MyReplicationClient(this, CreateClientState(), MyEngineConstants.UPDATE_STEP_SIZE_IN_MILLISECONDS));
            ReplicationLayer.UseSmoothPing       = MyFakes.MULTIPLAYER_SMOOTH_PING;
            ReplicationLayer.UseSmoothCorrection = MyFakes.MULTIPLAYER_SMOOTH_TIMESTAMP_CORRECTION;
            syncLayer.TransportLayer.Register(MyMessageId.SERVER_DATA, ReplicationLayer.ProcessServerData);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_CREATE, OnReplicationCreate);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_DESTROY, OnReplicationDestroy);
            syncLayer.TransportLayer.Register(MyMessageId.SERVER_STATE_SYNC, ReplicationLayer.ProcessStateSync);
            syncLayer.TransportLayer.Register(MyMessageId.RPC, ReplicationLayer.ProcessEvent);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_STREAM_BEGIN, OnReplicationBeginCreate);
            syncLayer.TransportLayer.Register(MyMessageId.JOIN_RESULT, OnJoinResult);
            syncLayer.TransportLayer.Register(MyMessageId.WORLD_DATA, OnWorldData);
            syncLayer.TransportLayer.Register(MyMessageId.CLIENT_CONNNECTED, OnClientConnected);

            ClientJoined += MyMultiplayerClient_ClientJoined;
            ClientLeft   += MyMultiplayerClient_ClientLeft;
            HostLeft     += MyMultiplayerClient_HostLeft;

            Peer2Peer.ConnectionFailed += Peer2Peer_ConnectionFailed;
            Peer2Peer.SessionRequest   += Peer2Peer_SessionRequest;
        }
Пример #8
0
        internal MyMultiplayerClient(GameServerItem server, MySyncLayer syncLayer)
            : base(syncLayer)
        {
            m_membersCollection = new MemberCollection(m_members);

            Server = server;

            ServerId = server.SteamID;

            SyncLayer.TransportLayer.IsBuffering = true;

            SyncLayer.RegisterClientEvents(this);

            //MySyncLayer.RegisterMessage<ChatMsg>(OnChatMessage, MyMessagePermissions.Any, MyTransportMessageEnum.Request);
            //MySyncLayer.RegisterMessage<SendServerDataMsg>(OnServerData, MyMessagePermissions.Any, MyTransportMessageEnum.Request);
            //MySyncLayer.RegisterMessage<ConnectedPlayerDataMsg>(OnPlayerConnected, MyMessagePermissions.Any, MyTransportMessageEnum.Request);

            RegisterControlMessage <ChatMsg>(MyControlMessageEnum.Chat, OnChatMessage);
            RegisterControlMessage <ServerDataMsg>(MyControlMessageEnum.ServerData, OnServerData);
            RegisterControlMessage <JoinResultMsg>(MyControlMessageEnum.JoinResult, OnUserJoined);

            SyncLayer.RegisterMessageImmediate <ConnectedClientDataMsg>(this.OnConnectedClient, MyMessagePermissions.Any);

            ClientJoined += MyMultiplayerClient_ClientJoined;
            ClientLeft   += MyMultiplayerClient_ClientLeft;
            HostLeft     += MyMultiplayerClient_HostLeft;

            Peer2Peer.ConnectionFailed += Peer2Peer_ConnectionFailed;
            Peer2Peer.SessionRequest   += Peer2Peer_SessionRequest;
        }
        internal MyMultiplayerLobbyClient(Lobby lobby, MySyncLayer syncLayer)
            : base(syncLayer)
        {
            Lobby    = lobby;
            ServerId = Lobby.GetOwner();

            SyncLayer.RegisterClientEvents(this);


            SyncLayer.TransportLayer.IsBuffering = true;

            SetReplicationLayer(new MyReplicationClient(this, CreateClientState(), MyEngineConstants.UPDATE_STEP_SIZE_IN_MILLISECONDS));
            ReplicationLayer.UseSmoothPing       = MyFakes.MULTIPLAYER_SMOOTH_PING;
            ReplicationLayer.UseSmoothCorrection = MyFakes.MULTIPLAYER_SMOOTH_TIMESTAMP_CORRECTION;
            syncLayer.TransportLayer.Register(MyMessageId.SERVER_DATA, ReplicationLayer.ProcessServerData);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_CREATE, ReplicationLayer.ProcessReplicationCreate);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_DESTROY, ReplicationLayer.ProcessReplicationDestroy);
            syncLayer.TransportLayer.Register(MyMessageId.SERVER_STATE_SYNC, ReplicationLayer.ProcessStateSync);
            syncLayer.TransportLayer.Register(MyMessageId.RPC, ReplicationLayer.ProcessEvent);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_STREAM_BEGIN, ReplicationLayer.ProcessReplicationCreateBegin);

            Debug.Assert(!IsServer, "Wrong object created");

            MySteam.API.Matchmaking.LobbyChatUpdate += Matchmaking_LobbyChatUpdate;
            MySteam.API.Matchmaking.LobbyChatMsg    += Matchmaking_LobbyChatMsg;
            ClientLeft += MyMultiplayerLobby_ClientLeft;
            AcceptMemberSessions();
        }
Пример #10
0
        void SendClientData(ulong steamTo, ulong connectedSteamID, string connectedClientName, bool join)
        {
            ConnectedClientDataMsg msg = new ConnectedClientDataMsg();

            msg.SteamID = connectedSteamID;
            msg.Name    = connectedClientName;
            msg.IsAdmin = MySandboxGame.ConfigDedicated.Administrators.Contains(connectedSteamID.ToString()) || MySandboxGame.ConfigDedicated.Administrators.Contains(ConvertSteamIDFrom64(connectedSteamID));
            msg.Join    = join;
            SyncLayer.SendMessage(ref msg, steamTo);
        }
Пример #11
0
        public void RegisterEvents()
        {
            if (SyncLayer.AutoRegisterGameEvents)
            {
                SyncLayer.RegisterGameEvents();
            }

            Sync.Clients.SetLocalSteamId(Sync.MyId, createLocalClient: !(MyMultiplayer.Static is MyMultiplayerClient));
            Sync.Players.RegisterEvents();

            SetAsNotReady();
        }
Пример #12
0
        internal MyMultiplayerLobby(Lobby lobby, MySyncLayer syncLayer)
            : base(syncLayer, new EndpointId(Sync.MyId))
        {
            Lobby    = lobby;
            ServerId = Lobby.GetOwner();

            SyncLayer.RegisterClientEvents(this);

            HostName = MySteam.UserName;

            Debug.Assert(IsServer, "Wrong object created");

            MySteam.API.Matchmaking.LobbyChatUpdate += Matchmaking_LobbyChatUpdate;
            MySteam.API.Matchmaking.LobbyChatMsg    += Matchmaking_LobbyChatMsg;
            ClientLeft += MyMultiplayerLobby_ClientLeft;
            AcceptMemberSessions();
        }
        internal MyMultiplayerClient(GameServerItem server, MySyncLayer syncLayer)
            : base(syncLayer)
        {
            m_membersCollection = new MemberCollection(m_members);

            Server = server;

            ServerId = server.SteamID;

            SyncLayer.TransportLayer.IsBuffering = true;
            SyncLayer.RegisterClientEvents(this);

            SetReplicationLayer(new MyReplicationClient(this, CreateClientState()));
            syncLayer.TransportLayer.Register(MyMessageId.SERVER_DATA, ReplicationLayer.ProcessServerData);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_CREATE, OnReplicationCreate);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_DESTROY, OnReplicationDestroy);
            syncLayer.TransportLayer.Register(MyMessageId.SERVER_STATE_SYNC, ReplicationLayer.ProcessStateSync);
            syncLayer.TransportLayer.Register(MyMessageId.RPC, ReplicationLayer.ProcessEvent);
            syncLayer.TransportLayer.Register(MyMessageId.REPLICATION_STREAM_BEGIN, OnReplicationBeginCreate);

            //MySyncLayer.RegisterMessage<ChatMsg>(OnChatMessage, MyMessagePermissions.Any, MyTransportMessageEnum.Request);
            //MySyncLayer.RegisterMessage<SendServerDataMsg>(OnServerData, MyMessagePermissions.Any, MyTransportMessageEnum.Request);
            //MySyncLayer.RegisterMessage<ConnectedPlayerDataMsg>(OnPlayerConnected, MyMessagePermissions.Any, MyTransportMessageEnum.Request);

            RegisterControlMessage <ChatMsg>(MyControlMessageEnum.Chat, OnChatMessage, MyMessagePermissions.ToServer | MyMessagePermissions.FromServer);
            RegisterControlMessage <ServerDataMsg>(MyControlMessageEnum.ServerData, OnServerData, MyMessagePermissions.FromServer);
            RegisterControlMessage <JoinResultMsg>(MyControlMessageEnum.JoinResult, OnUserJoined, MyMessagePermissions.FromServer);
            RegisterControlMessage <ServerBattleDataMsg>(MyControlMessageEnum.BattleData, OnServerBattleData, MyMessagePermissions.FromServer);

            SyncLayer.RegisterMessageImmediate <ConnectedClientDataMsg>(this.OnConnectedClient, MyMessagePermissions.ToServer | MyMessagePermissions.FromServer);
            SyncLayer.RegisterMessageImmediate <AllMembersDataMsg>(OnAllMembersData, MyMessagePermissions.ToServer | MyMessagePermissions.FromServer);

            ClientJoined += MyMultiplayerClient_ClientJoined;
            ClientLeft   += MyMultiplayerClient_ClientLeft;
            HostLeft     += MyMultiplayerClient_HostLeft;

            Peer2Peer.ConnectionFailed += Peer2Peer_ConnectionFailed;
            Peer2Peer.SessionRequest   += Peer2Peer_SessionRequest;

            m_battleData = new MyMultiplayerBattleData(this);
        }
Пример #14
0
        internal MyMultiplayerLobby(Lobby lobby, MySyncLayer syncLayer)
            : base(syncLayer)
        {
            Lobby    = lobby;
            ServerId = Lobby.GetOwner();

            SyncLayer.RegisterClientEvents(this);

            if (IsServer)
            {
                HostName = MySteam.UserName;
            }
            else
            {
                SyncLayer.TransportLayer.IsBuffering = true;
            }
            MySteam.API.Matchmaking.LobbyChatUpdate += Matchmaking_LobbyChatUpdate;
            MySteam.API.Matchmaking.LobbyChatMsg    += Matchmaking_LobbyChatMsg;
            ClientLeft += MyMultiplayerLobby_ClientLeft;
            AcceptMemberSessions();
        }
Пример #15
0
        protected void Initialize(IPEndPoint serverEndpoint)
        {
            m_groupId = MySandboxGame.ConfigDedicated.GroupID;

            ServerStarted = false;

            HostName = "Dedicated server";

            SyncLayer.RegisterMessageImmediate <ConnectedClientDataMsg>(this.OnConnectedClient, MyMessagePermissions.ToServer | MyMessagePermissions.FromServer);
            SyncLayer.RegisterMessageImmediate <AllMembersDataMsg>(OnAllMembersData, MyMessagePermissions.ToServer | MyMessagePermissions.FromServer);

            m_membersCollection = new MemberCollection(m_members);
            SetMemberLimit(MaxPlayers);

            SteamSDK.Peer2Peer.SessionRequest   += Peer2Peer_SessionRequest;
            SteamSDK.Peer2Peer.ConnectionFailed += Peer2Peer_ConnectionFailed;
            ClientLeft += MyDedicatedServer_ClientLeft;

            SteamSDK.SteamServerAPI.Instance.GameServer.ServersConnected           += GameServer_ServersConnected;
            SteamSDK.SteamServerAPI.Instance.GameServer.ServersConnectFailure      += GameServer_ServersConnectFailure;
            SteamSDK.SteamServerAPI.Instance.GameServer.ServersDisconnected        += GameServer_ServersDisconnected;
            SteamSDK.SteamServerAPI.Instance.GameServer.PolicyResponse             += GameServer_PolicyResponse;
            SteamSDK.SteamServerAPI.Instance.GameServer.ValidateAuthTicketResponse += GameServer_ValidateAuthTicketResponse;
            SteamSDK.SteamServerAPI.Instance.GameServer.UserGroupStatus            += GameServer_UserGroupStatus;

            ServerStartResult startResult = SteamSDK.SteamServerAPI.Instance.GameServer.Start(
                serverEndpoint,
                (ushort)MySandboxGame.ConfigDedicated.SteamPort,
                SteamSDK.ServerMode.eServerModeAuthenticationAndSecure,
                MyFinalBuildConstants.APP_VERSION.ToString(),
                MyFakes.DEDICATED_SERVER_USE_SOCKET_SHARE);

            switch (startResult)
            {
            case ServerStartResult.PortAlreadyUsed:
                ServerInitError = "Error starting Steam dedicated server: Server port " + (ushort)MySandboxGame.ConfigDedicated.ServerPort + " already in use";
                MyLog.Default.WriteLineAndConsole(ServerInitError);
                break;

            case ServerStartResult.UnknownError:
                ServerInitError = "Error starting Steam dedicated server";
                MyLog.Default.WriteLineAndConsole(ServerInitError);
                break;
            }

            if (startResult != ServerStartResult.OK)
            {
                return;
            }

            // This has to be exact name of app like this to show in Server Browser
            SteamSDK.SteamServerAPI.Instance.GameServer.SetModDir(MyPerGameSettings.SteamGameServerGameDir);

            SteamSDK.SteamServerAPI.Instance.GameServer.ProductName     = MyPerGameSettings.SteamGameServerProductName;
            SteamSDK.SteamServerAPI.Instance.GameServer.GameDescription = MyPerGameSettings.SteamGameServerDescription;
            SteamSDK.SteamServerAPI.Instance.GameServer.SetDedicated(true);

            string serverName = MySandboxGame.ConfigDedicated.ServerName;

            if (String.IsNullOrWhiteSpace(serverName))
            {
                serverName = "Unnamed server";
            }

            SteamSDK.SteamServerAPI.Instance.GameServer.SetServerName(serverName);
            SteamSDK.SteamServerAPI.Instance.GameServer.LogOnAnonymous();


            SteamSDK.SteamServerAPI.Instance.GameServer.EnableHeartbeats(true);

            if (m_groupId != 0 && SteamServerAPI.Instance.GetAccountType(m_groupId) != AccountType.Clan)
            {
                MyLog.Default.WriteLineAndConsole("Specified group ID is invalid: " + m_groupId);
            }

            UInt32 ip = 0;
            UInt64 id = 0;

            int timeout = 100;

            while (ip == 0 && timeout > 0)
            {
                SteamSDK.SteamServerAPI.Instance.GameServer.RunCallbacks();

                Thread.Sleep(100);
                timeout--;

                ip = SteamSDK.SteamServerAPI.Instance.GameServer.GetPublicIP();
                id = SteamSDK.SteamServerAPI.Instance.GameServer.GetSteamID();
            }

            MySandboxGame.Services.SteamService.UserId = id;

            if (ip == 0)
            {
                MyLog.Default.WriteLineAndConsole("Error: No IP assigned.");
                return;
            }

            var ipAddress = IPAddressExtensions.FromIPv4NetworkOrder(ip);

            ServerId = MySteam.Server.GetSteamID();
            m_members.Add(ServerId);
            m_memberData.Add(ServerId, new MyConnectedClientData()
            {
                Name = "Server", IsAdmin = true
            });

            SyncLayer.RegisterClientEvents(this);

            MyLog.Default.WriteLineAndConsole("Server successfully started");
            MyLog.Default.WriteLineAndConsole("Product name: " + SteamSDK.SteamServerAPI.Instance.GameServer.ProductName);
            MyLog.Default.WriteLineAndConsole("Desc: " + SteamSDK.SteamServerAPI.Instance.GameServer.GameDescription);
            MyLog.Default.WriteLineAndConsole("Public IP: " + ipAddress.ToString());
            MyLog.Default.WriteLineAndConsole("Steam ID: " + id.ToString());

            ServerStarted = true;
        }