public static void SendLockAquireMessage(LockDefinition lockDefinition, bool force) { var lockResult = LockSystem.AcquireLock(lockDefinition, force); var newMessageData = new LockAcquireMsgData { Lock = lockDefinition, LockResult = lockResult, Force = force }; MessageQueuer.SendToAllClients <LockSrvMsg>(newMessageData); LunaLog.Debug(lockResult ? $"{lockDefinition.PlayerName} acquired lock {lockDefinition}" : $"{lockDefinition.PlayerName} failed to acquire lock {lockDefinition}"); }
public static void SendLockAquireMessage(string lockName, string playerName, bool force) { var lockResult = LockSystem.AcquireLock(lockName, playerName, force); var newMessageData = new LockAcquireMsgData { PlayerName = playerName, LockName = lockName, LockResult = lockResult, Force = force }; MessageQueuer.SendToAllClients <LockSrvMsg>(newMessageData); LunaLog.Debug(lockResult ? $"{playerName} acquired lock {lockName}" : $"{playerName} failed to acquire lock {lockName}"); }