private static void OnPlayerReadyToStartScenario(ref PlayerReadyToStartScenarioMsg msg, MyNetworkClient sender) { Debug.Assert(Sync.IsServer); if (PlayerReadyToStartScenario != null) { PlayerReadyToStartScenario(msg.PlayerSteamId); } if (Sync.IsServer) { Sync.Layer.SendMessageToAll(ref msg); } }
private static void MyGuiScreenLoadSandbox_ScenarioWorldLoaded() { Debug.Assert(!Sync.IsServer); MyGuiScreenLoadSandbox.ScenarioWorldLoaded -= MyGuiScreenLoadSandbox_ScenarioWorldLoaded; var msg = new PlayerReadyToStartScenarioMsg(); msg.PlayerSteamId = Sync.MyId; Sync.Layer.SendMessageToServer(ref msg); if (ClientWorldLoaded != null) { ClientWorldLoaded(); } }
private static void OnPlayerReadyToStartScenario(ref PlayerReadyToStartScenarioMsg msg, MyNetworkClient sender) { Debug.Assert(Sync.IsServer); if (PlayerReadyToStartScenario != null) PlayerReadyToStartScenario(msg.PlayerSteamId); if (Sync.IsServer) Sync.Layer.SendMessageToAll(ref msg); }
private static void MyGuiScreenLoadSandbox_ScenarioWorldLoaded() { Debug.Assert(!Sync.IsServer); MyGuiScreenLoadSandbox.ScenarioWorldLoaded -= MyGuiScreenLoadSandbox_ScenarioWorldLoaded; var msg = new PlayerReadyToStartScenarioMsg(); msg.PlayerSteamId = Sync.MyId; Sync.Layer.SendMessageToServer(ref msg); if (ClientWorldLoaded != null) ClientWorldLoaded(); }