public MyBF4Server(API_BF4ServerBase raw) { //note: API_BF4ServerBase,API_BF3ServerBase and API_BFHServerBase are one instance been server //so you need to set RawServer one time only and update whenever you want RawServer = raw; UpdateMyServer(); }
private static void BF4Servers_ServerAdded(uint id, API_BF4ServerBase server) { Console.WriteLine($"BF4 Server Added : id = {id},server name : {server.ServerName},Players = {server.Players.Count}"); var MyServer = new MyBF4Server(server); if (!MyBF4ServerList.Any(x => x.ServerID == id)) { MyBF4ServerList.Add(MyServer); } }
private static void BF4Servers_ServerUpdated(uint id, API_BF4ServerBase server) { Console.WriteLine($"BF4 Server Updated : id = {id},server name : {server.ServerName},Players = {server.Players.Count}"); var MyServer = MyBF4ServerList.Find(x => x.ServerID == id); if (MyServer != null) { MyServer.UpdateMyServer(); } }
private static void BF4Servers_ServerRemoved(uint id, API_BF4ServerBase server) { Console.WriteLine($"BF4 Server Removed : id = {id},server name : {(server == null ? string.Empty : server.ServerName)},Players = {server.Players.Count}"); if (MyBF4ServerList.Any(x => x.ServerID == id)) { var MyServer = MyBF4ServerList.Find(x => x.ServerID == id); if (MyServer != null) { MyBF4ServerList.Remove(MyServer); } } }
private void BF4Servers_ServerAdded(uint id, API_BF4ServerBase server) { Console.WriteLine($"BF4 Server Added : id = {id},server name : {server.ServerName}"); }
private void BF4Servers_ServerRemoved(uint id, API_BF4ServerBase server) { Console.WriteLine($"BF4 Server Removed : id = {id},server name : {(server == null ? string.Empty : server.ServerName)}"); }
private void BF4Servers_ServerChanged(IBFServerList <API_BF4ServerBase> list, uint id, API_BF4ServerBase server, ServerChangeTypes changeType) { RespondToChange(ZloBFGame.BF_4, list, server, changeType); }