static void ChangeAutoAcceptRequest(ref ChangeAutoAcceptMsg msg, MyNetworkClient sender) { var faction = MySession.Static.Factions.TryGetFactionById(msg.FactionId); if (faction != null && faction.IsLeader(msg.PlayerId)) { Sync.Layer.SendMessageToAllAndSelf(ref msg, MyTransportMessageEnum.Success); } }
void SendChangeAutoAccept(long factionId, long playerId, bool autoAcceptMember, bool autoAcceptPeace) { var msg = new ChangeAutoAcceptMsg(); msg.FactionId = factionId; msg.PlayerId = playerId; msg.AutoAcceptMember = autoAcceptMember; msg.AutoAcceptPeace = autoAcceptPeace; Sync.Layer.SendMessageToServer(ref msg, MyTransportMessageEnum.Request); }
static void ChangeAutoAcceptSuccess(ref ChangeAutoAcceptMsg msg, MyNetworkClient sender) { MySession.Static.Factions[msg.FactionId].AutoAcceptMember = msg.AutoAcceptMember; MySession.Static.Factions[msg.FactionId].AutoAcceptPeace = msg.AutoAcceptPeace; var handler = MySession.Static.Factions.FactionAutoAcceptChanged; if (handler != null) { handler(msg.FactionId, msg.AutoAcceptMember, msg.AutoAcceptPeace); } }