Table of Contents

Class CustomBattleServer

Namespace
TaleWorlds.MountAndBlade.Diamond
Assembly
TaleWorlds.MountAndBlade.Diamond.dll
public class CustomBattleServer : Client<CustomBattleServer>, IClient
Inheritance
CustomBattleServer
Implements
Inherited Members

Constructors

CustomBattleServer(DiamondClientApplication, IClientSessionProvider<CustomBattleServer>)

public CustomBattleServer(DiamondClientApplication diamondClientApplication, IClientSessionProvider<CustomBattleServer> provider)

Parameters

diamondClientApplication DiamondClientApplication
provider IClientSessionProvider<CustomBattleServer>

Properties

BattleResult

public MultipleBattleResult BattleResult { get; }

Property Value

MultipleBattleResult

Connected

public bool Connected { get; }

Property Value

bool

CurrentState

public CustomBattleServer.State CurrentState { get; }

Property Value

CustomBattleServer.State

CustomGameScene

public string CustomGameScene { get; }

Property Value

string

CustomGameType

public string CustomGameType { get; }

Property Value

string

Finished

public bool Finished { get; }

Property Value

bool

IsIdle

public bool IsIdle { get; }

Property Value

bool

IsPlaying

public bool IsPlaying { get; }

Property Value

bool

IsRegistered

public bool IsRegistered { get; }

Property Value

bool

Port

public int Port { get; }

Property Value

int

Methods

BattleFinished(BattleResult, Dictionary<int, int>, Dictionary<PlayerId, int>)

public void BattleFinished(BattleResult battleResult, Dictionary<int, int> teamScores, Dictionary<PlayerId, int> playerScores)

Parameters

battleResult BattleResult
teamScores Dictionary<int, int>
playerScores Dictionary<PlayerId, int>

BattleStarted(Dictionary<PlayerId, int>, string, string)

public void BattleStarted(Dictionary<PlayerId, int> playerTeams, string cultureTeam1, string cultureTeam2)

Parameters

playerTeams Dictionary<PlayerId, int>
cultureTeam1 string
cultureTeam2 string

BeforeStartingNextBattle(GameLog[])

public void BeforeStartingNextBattle(GameLog[] gameLogs)

Parameters

gameLogs GameLog[]

Connect(ICustomBattleServerSessionHandler, string, bool, string[], bool, bool)

public void Connect(ICustomBattleServerSessionHandler handler, string authToken, bool isSinglePlatformServer, string[] loadedModuleIDs, bool allowsOptionalModules, bool isPlayerHosted)

Parameters

handler ICustomBattleServerSessionHandler
authToken string
isSinglePlatformServer bool
loadedModuleIDs string[]
allowsOptionalModules bool
isPlayerHosted bool

FinishAsIdle(GameLog[])

public void FinishAsIdle(GameLog[] gameLogs)

Parameters

gameLogs GameLog[]

FinishGame(GameLog[])

public void FinishGame(GameLog[] gameLogs)

Parameters

gameLogs GameLog[]

HandlePlayerDisconnect(PlayerId, DisconnectType)

public void HandlePlayerDisconnect(PlayerId playerId, DisconnectType disconnectType)

Parameters

playerId PlayerId
disconnectType DisconnectType

KickPlayer(PlayerId, bool)

public void KickPlayer(PlayerId id, bool banPlayer)

Parameters

id PlayerId
banPlayer bool

OnCantConnect()

public override void OnCantConnect()

OnConnected()

public override void OnConnected()

OnDisconnected()

public override void OnDisconnected()

OnPlayerDisconnectedFromLobbyMessage(PlayerDisconnectedFromLobbyMessage)

public void OnPlayerDisconnectedFromLobbyMessage(PlayerDisconnectedFromLobbyMessage message)

Parameters

message PlayerDisconnectedFromLobbyMessage

OnTick()

protected override void OnTick()

RegisterGame(int, string, string, string, int, string, string, int, string, string, string, int, string)

public Task RegisterGame(int gameDefinitionId, string gameModule, string gameType, string serverName, int maxPlayerCount, string scene, string uniqueSceneId, int port, string region, string gamePassword, string adminPassword, int permission, string overriddenIP)

Parameters

gameDefinitionId int
gameModule string
gameType string
serverName string
maxPlayerCount int
scene string
uniqueSceneId string
port int
region string
gamePassword string
adminPassword string
permission int
overriddenIP string

Returns

Task

RegisterGame(string, string, string, int, string, string, int, string, string, string, int)

public Task RegisterGame(string gameModule, string gameType, string serverName, int maxPlayerCount, string scene, string uniqueSceneId, int port, string region, string gamePassword, string adminPassword, int permission)

Parameters

gameModule string
gameType string
serverName string
maxPlayerCount int
scene string
uniqueSceneId string
port int
region string
gamePassword string
adminPassword string
permission int

Returns

Task

ResponseCustomGameClientConnection(PlayerJoinGameResponseDataFromHost[])

public void ResponseCustomGameClientConnection(PlayerJoinGameResponseDataFromHost[] playerJoinData)

Parameters

playerJoinData PlayerJoinGameResponseDataFromHost[]

SetBadgeComponent(IBadgeComponent)

public void SetBadgeComponent(IBadgeComponent badgeComponent)

Parameters

badgeComponent IBadgeComponent

UpdateBattleStats(BattleResult, Dictionary<int, int>, Dictionary<PlayerId, int>)

public void UpdateBattleStats(BattleResult battleResult, Dictionary<int, int> teamScores, Dictionary<PlayerId, int> playerScores)

Parameters

battleResult BattleResult
teamScores Dictionary<int, int>
playerScores Dictionary<PlayerId, int>

UpdateCustomGameData(string, string, int)

public void UpdateCustomGameData(string newGameType, string newMap, int newCount)

Parameters

newGameType string
newMap string
newCount int

UpdateGameProperties(string, string, string)

public void UpdateGameProperties(string gameType, string scene, string uniqueSceneId)

Parameters

gameType string
scene string
uniqueSceneId string

This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).