Admin: install parts, set time and weather; join without prompt

- VEHICLE: INSTALL for parts that are not installed - runs the game's own
  assembly (trigger "Assembly" like on load), so the part sits exactly on its
  pivot; synced to other players via FsmSync (MSCO_INSTALL)
- WORLD: time buttons (2-hour steps via the sun FSM's load path) and
  CLEAR / RAIN / THUNDERSTORM (weather front moved above the admin);
  sent to everyone as mod message "msco.world" (no server update needed)
- JOIN from the server browser/website connects right away in the main menu;
  server mods still ask before downloading

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-03 13:04:27 +02:00
co-authored by Claude Opus 5.5
parent 06df8fecc5
commit 4be6b68f25
7 changed files with 384 additions and 4 deletions
+1
View File
@@ -292,6 +292,7 @@ namespace MSCO
if (Debug) MscoLog.Warning("[MSCO] << not found: " + msg.Path + " [" + msg.FsmName + "]"); if (Debug) MscoLog.Warning("[MSCO] << not found: " + msg.Path + " [" + msg.FsmName + "]");
return; return;
} }
if (msg.EventName == VehicleAdmin.InstallEvent) { VehicleAdmin.InstallRemote(fsm); return; } // Admin hat ein Teil eingebaut
FsmState state = fsm.Fsm.GetState(msg.State); FsmState state = fsm.Fsm.GetState(msg.State);
if (state == null || switchState == null) return; if (state == null || switchState == null) return;
+1 -1
View File
@@ -8,7 +8,7 @@ namespace MSCO
/// Die Mod registriert den Link-Typ in Windows so, dass ein Klick Steam direkt mit /// Die Mod registriert den Link-Typ in Windows so, dass ein Klick Steam direkt mit
/// "-applaunch 516750 +msco_connect &lt;link&gt;" startet - ohne cmd/Skript dazwischen, damit /// "-applaunch 516750 +msco_connect &lt;link&gt;" startet - ohne cmd/Skript dazwischen, damit
/// präparierte Links keine Befehle ausführen können. Die Mod liest die Adresse beim Start /// präparierte Links keine Befehle ausführen können. Die Mod liest die Adresse beim Start
/// aus der Kommandozeile und fragt im Hauptmenü, ob verbunden werden soll. /// aus der Kommandozeile und verbindet im Hauptmenü sofort (Server-Mods fragen weiterhin nach).
/// (Läuft das Spiel schon, gibt Steam den Link nicht weiter - dann den Server-Browser nutzen.) /// (Läuft das Spiel schon, gibt Steam den Link nicht weiter - dann den Server-Browser nutzen.)
/// </summary> /// </summary>
public static class JoinLinks public static class JoinLinks
+1
View File
@@ -97,6 +97,7 @@
<Compile Include="PerfStats.cs" /> <Compile Include="PerfStats.cs" />
<Compile Include="FsmDump.cs" /> <Compile Include="FsmDump.cs" />
<Compile Include="VehicleAdmin.cs" /> <Compile Include="VehicleAdmin.cs" />
<Compile Include="WorldAdmin.cs" />
<Compile Include="ModApi.cs" /> <Compile Include="ModApi.cs" />
<Compile Include="ModLoader.cs" /> <Compile Include="ModLoader.cs" />
<Compile Include="MenuBranding.cs" /> <Compile Include="MenuBranding.cs" />
+19 -1
View File
@@ -575,6 +575,19 @@ namespace MSCO
if (CanCheat) AnnounceCheat(what); if (CanCheat) AnnounceCheat(what);
} }
/// <summary>Admin: Uhrzeit (kind 1, Stunde) oder Wetter (kind 2: 0 klar, 1 Regen, 2 Gewitter) für alle umstellen.</summary>
public void WorldCheat(byte kind, int value)
{
if (!CanCheat) return;
Vector3 pos = localPlayer != null ? localPlayer.position : Vector3.zero;
string error = WorldAdmin.Apply(kind, value, pos);
if (error != null) { overlays.Log(error); return; }
SendModMessage(WorldAdmin.MessageId, WorldAdmin.Build(kind, value, pos));
AnnounceCheat(kind == WorldAdmin.KindHour
? "set the time to " + value.ToString("00") + ":00"
: "set the weather to " + WorldAdmin.WeatherNames[value]);
}
void AnnounceCheat(string what) void AnnounceCheat(string what)
{ {
string text = OwnName() + " " + what + " (admin)"; string text = OwnName() + " " + what + " (admin)";
@@ -642,7 +655,7 @@ namespace MSCO
PendingJoinHost = host; PendingJoinHost = host;
PendingJoinPort = port; PendingJoinPort = port;
if (IsInSession || !MenuHelper.InMenu) if (IsInSession || !MenuHelper.InMenu)
toasts.Add("Join link: " + host + ":" + port, "leave this game - then confirm JOIN in the main menu", UiTheme.Accent); toasts.Add("Join link: " + host + ":" + port, "leave this game - you join automatically in the main menu", UiTheme.Accent);
} }
public void CancelPendingJoin() public void CancelPendingJoin()
@@ -1010,6 +1023,10 @@ namespace MSCO
{ {
CheckHitch(); CheckHitch();
CheckJoinRequest(); CheckJoinRequest();
// JOIN im Server-Browser (Launcher/Website): ohne Rückfrage verbinden, sobald das Hauptmenü steht.
// Server-Mods fragen weiterhin extra nach (das sind Programme).
if (PendingJoinHost != null && !IsInSession && !checkingServer && MenuHelper.InMenu && Time.timeSinceLevelLoad > 1f)
ConfirmPendingJoin();
MeasureFps(); MeasureFps();
// Menü-Buttons des Spiels nicht durch unser Fenster hindurch auslösen (z.B. Changelog) // Menü-Buttons des Spiels nicht durch unser Fenster hindurch auslösen (z.B. Changelog)
// Solange das Multiplayer-Fenster offen ist, reagiert das Spielmenü (CONTINUE, QUIT ...) gar nicht; // Solange das Multiplayer-Fenster offen ist, reagiert das Spielmenü (CONTINUE, QUIT ...) gar nicht;
@@ -1714,6 +1731,7 @@ namespace MSCO
string modId = r.ReadString(); string modId = r.ReadString();
int len = r.ReadInt32(); int len = r.ReadInt32();
if (len < 0 || len > MaxModMessageBytes) return; if (len < 0 || len > MaxModMessageBytes) return;
if (modId == WorldAdmin.MessageId) { WorldAdmin.Receive(r.ReadBytes(len)); return; } // Admin: Uhrzeit/Wetter
ModLoader.Message(modId, from, r.ReadBytes(len)); ModLoader.Message(modId, from, r.ReadBytes(len));
return; return;
} }
+39 -2
View File
@@ -578,9 +578,22 @@ namespace MSCO
float right = row.xMax; float right = row.xMax;
if (RightButton(ref right, row, 66, "BREAK", danger)) { VehicleAdmin.Break(p); mp.VehicleCheat("broke " + p.Name + " (testing)"); } if (RightButton(ref right, row, 66, "BREAK", danger)) { VehicleAdmin.Break(p); mp.VehicleCheat("broke " + p.Name + " (testing)"); }
if (RightButton(ref right, row, 70, "REPAIR", secondary)) { VehicleAdmin.Repair(p); mp.VehicleCheat("repaired " + p.Name); } if (RightButton(ref right, row, 70, "REPAIR", secondary)) { VehicleAdmin.Repair(p); mp.VehicleCheat("repaired " + p.Name); }
if (!installed)
{
// nicht eingebaut: statt der Schrauben-Knöpfe INSTALL (setzt das Teil auf seinen Halter)
if (RightButton(ref right, row, 154, "INSTALL", primary, p.CanInstall))
{
string error = VehicleAdmin.Install(p);
if (error == null) mp.VehicleCheat("installed " + p.Name);
else Log(p.Name + ": " + error);
}
}
bool bolts = p.HasBolts && installed; bool bolts = p.HasBolts && installed;
if (RightButton(ref right, row, 72, "LOOSEN", secondary, bolts)) { VehicleAdmin.SetBolts(p, false); mp.VehicleCheat("loosened " + p.Name); } if (installed)
if (RightButton(ref right, row, 76, "TIGHTEN", secondary, bolts)) { VehicleAdmin.SetBolts(p, true); mp.VehicleCheat("tightened " + p.Name); } {
if (RightButton(ref right, row, 72, "LOOSEN", secondary, bolts)) { VehicleAdmin.SetBolts(p, false); mp.VehicleCheat("loosened " + p.Name); }
if (RightButton(ref right, row, 76, "TIGHTEN", secondary, bolts)) { VehicleAdmin.SetBolts(p, true); mp.VehicleCheat("tightened " + p.Name); }
}
// Verschleiß // Verschleiß
float wearX = row.x + 410; float wearX = row.x + 410;
@@ -632,6 +645,30 @@ namespace MSCO
/// <summary>Welt zurücksetzen, Backups anlegen und wiederherstellen (dedizierter Server).</summary> /// <summary>Welt zurücksetzen, Backups anlegen und wiederherstellen (dedizierter Server).</summary>
void DrawAdminWorld(MultiplayerManager mp) void DrawAdminWorld(MultiplayerManager mp)
{ {
// Uhrzeit: je 2 Stunden ein Knopf (so schaltet das Spiel die Tageszeit)
int hour = WorldAdmin.CurrentHour;
GUILayout.Label("TIME" + (hour >= 0 ? " (now " + hour.ToString("00") + ":00 - " + ((hour + 2) % 24).ToString("00") + ":00)" : ""), caption);
Rect hours = GUILayoutUtility.GetRect(10, 30, GUILayout.ExpandWidth(true));
float hw = (hours.width - AdminGap * 11) / 12f;
for (int i = 0; i < 12; i++)
{
int h = i * 2;
if (GUI.Button(new Rect(hours.x + i * (hw + AdminGap), hours.y, hw, 28), h.ToString("00") + ":00", hour == h ? chipOn : chipOff))
mp.WorldCheat(WorldAdmin.KindHour, h);
}
GUILayout.Space(8);
int weatherNow = WorldAdmin.CurrentWeather;
GUILayout.Label("WEATHER" + (weatherNow >= 0 ? " (now " + WorldAdmin.WeatherNames[weatherNow] + ")" : ""), caption);
Rect wr = GUILayoutUtility.GetRect(10, 34, GUILayout.ExpandWidth(true));
float ww = (wr.width - AdminGap * 2) / 3f;
string[] labels = { "CLEAR", "RAIN", "THUNDERSTORM" };
for (int i = 0; i < 3; i++)
if (GUI.Button(new Rect(wr.x + i * (ww + AdminGap), wr.y, ww, 32), labels[i], weatherNow == i ? primary : secondary))
mp.WorldCheat(WorldAdmin.KindWeather, i);
GUILayout.Label("Rain and thunder start right above you. Everyone gets the same time and weather.", small);
GUILayout.Space(14);
if (!mp.IsDedicated) if (!mp.IsDedicated)
{ {
GUILayout.Label("World reset and save backups are only available on a dedicated server.", small); GUILayout.Label("World reset and save backups are only available on a dedicated server.", small);
+106
View File
@@ -1,4 +1,5 @@
using System; using System;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using HutongGames.PlayMaker; using HutongGames.PlayMaker;
using UnityEngine; using UnityEngine;
@@ -30,6 +31,16 @@ namespace MSCO
public float MaxTightness; public float MaxTightness;
public readonly List<PlayMakerFSM> Bolts = new List<PlayMakerFSM>(); public readonly List<PlayMakerFSM> Bolts = new List<PlayMakerFSM>();
public bool HasBolts { get { return Bolts.Count > 0 || Tightness != null; } } public bool HasBolts { get { return Bolts.Count > 0 || Tightness != null; } }
// Einbau: das lose Teil (ThisPart) und der Trigger mit der FSM "Assembly" am Fahrzeug
public FsmGameObject ThisPart, Trigger;
public bool CanInstall
{
get
{
return Installed != null && !Installed.Value && ThisPart != null && ThisPart.Value != null
&& Trigger != null && Trigger.Value != null;
}
}
} }
static readonly List<Fluid> fluids = new List<Fluid>(); static readonly List<Fluid> fluids = new List<Fluid>();
@@ -78,6 +89,8 @@ namespace MSCO
Category = category.Replace("Database", "").Replace("Parts", ""), Category = category.Replace("Database", "").Replace("Parts", ""),
Damaged = damaged, Installed = installed, Wear = wear, Damaged = damaged, Installed = installed, Wear = wear,
Bolted = fsm.FsmVariables.FindFsmBool("Bolted"), Bolted = fsm.FsmVariables.FindFsmBool("Bolted"),
ThisPart = fsm.FsmVariables.FindFsmGameObject("ThisPart"),
Trigger = fsm.FsmVariables.FindFsmGameObject("Trigger"),
}; };
partsByDb[fsm.gameObject] = part; partsByDb[fsm.gameObject] = part;
if (damaged != null || wear != null || part.Bolted != null) parts.Add(part); if (damaged != null || wear != null || part.Bolted != null) parts.Add(part);
@@ -229,6 +242,99 @@ namespace MSCO
if (p.Wear != null) p.Wear.Value = 0f; if (p.Wear != null) p.Wear.Value = 0f;
} }
// ---------------------------------------------------------------- Einbauen
/// <summary>
/// Teil einbauen, wie es das Spiel beim Laden eines Spielstands macht: der Trigger am Fahrzeug bekommt das Teil
/// (FSM "Assembly", Variable Part) und läuft durch seinen Einbau-Zustand - das setzt das Teil exakt auf seinen
/// Halter (pivot_...), aktiviert die Schrauben und trägt es in der Database als eingebaut ein.
/// Gibt null zurück oder den Grund, warum es nicht geht. Die anderen Spieler bauen es genauso ein.
/// </summary>
public static string Install(Part p)
{
if (!p.CanInstall) return "can't be installed";
GameObject trigger = p.Trigger.Value, part = p.ThisPart.Value;
if (trigger.transform.parent != null && !trigger.transform.parent.gameObject.activeInHierarchy)
return "install the part it mounts on first";
if (part.transform.parent != null && part.transform.parent.name == "ItemPivot") return "drop it first (it is held in a hand)";
PlayMakerFSM assembly = Assembly(trigger);
if (assembly == null || assembly.FsmVariables.FindFsmGameObject("Part") == null) return "no mount point found";
if (assembly.Fsm.GetState("Check Assembly") == null && assembly.Fsm.GetState("Assemble") == null) return "no mount point found";
bool wasActive = trigger.activeInHierarchy;
Run(InstallRoutine(assembly, part));
if (wasActive) // bei den anderen Spielern genauso (der Trigger ist dort auch aktiv, solange das Teil fehlt)
FsmSync.Outbox.Add(new FsmEventMsg
{
Path = FsmSync.PathOf(trigger.transform), FsmName = "Assembly", EventName = InstallEvent, State = "",
Position = trigger.transform.position
});
return null;
}
/// <summary>Event-Name der Einbau-Nachricht an die anderen Spieler (läuft über FsmSync).</summary>
public const string InstallEvent = "MSCO_INSTALL";
/// <summary>Einbau-Nachricht eines Mitspielers: zum Trigger das Teil aus der Database holen und einbauen.</summary>
public static void InstallRemote(PlayMakerFSM assembly)
{
FsmGameObject db = assembly.FsmVariables.FindFsmGameObject("db_ThisPart");
if (db == null || db.Value == null) return;
PlayMakerFSM data = null;
foreach (PlayMakerFSM f in db.Value.GetComponents<PlayMakerFSM>()) if (f.FsmName == "Data") data = f;
if (data == null) return;
FsmBool installed = data.FsmVariables.FindFsmBool("Installed");
FsmGameObject part = data.FsmVariables.FindFsmGameObject("ThisPart");
if (installed == null || installed.Value || part == null || part.Value == null) return;
Run(InstallRoutine(assembly, part.Value));
}
static PlayMakerFSM Assembly(GameObject trigger)
{
foreach (PlayMakerFSM f in trigger.GetComponents<PlayMakerFSM>()) if (f.FsmName == "Assembly") return f;
return null;
}
static IEnumerator InstallRoutine(PlayMakerFSM assembly, GameObject part)
{
GameObject trigger = assembly.gameObject;
bool started = trigger.activeSelf && assembly.enabled;
part.SetActive(true);
trigger.SetActive(true);
assembly.enabled = true;
if (!started) yield return null; // FSM erst starten lassen, sonst setzt ihr Start den Zustand zurück
if (assembly == null || part == null) yield break;
assembly.FsmVariables.FindFsmGameObject("Part").Value = part;
FsmBool setup = assembly.FsmVariables.FindFsmBool("Setup");
FsmState check = assembly.Fsm.GetState("Check Assembly");
if (setup != null && check != null)
{
setup.Value = true; // wie beim Laden: "Check Assembly" sieht Setup und baut über den passenden Weg ein
FsmSync.SwitchStateSilently(assembly, check);
}
else FsmSync.SwitchStateSilently(assembly, assembly.Fsm.GetState("Assemble"));
yield return new WaitForSeconds(0.6f);
if (part != null) SnapToPivot(part);
Refresh(true); // Schrauben des Teils sind jetzt aktiv
}
// Coroutinen ohne eigenes MonoBehaviour im Aufrufer
sealed class Runner : MonoBehaviour { }
static Runner runner;
static void Run(IEnumerator routine)
{
if (runner == null)
{
var go = new GameObject("MSCO_AdminRunner");
UnityEngine.Object.DontDestroyOnLoad(go);
runner = go.AddComponent<Runner>();
}
runner.StartCoroutine(routine);
}
public static int RepairAll() public static int RepairAll()
{ {
Refresh(true); Refresh(true);
+217
View File
@@ -0,0 +1,217 @@
using System;
using System.IO;
using HutongGames.PlayMaker;
using UnityEngine;
namespace MSCO
{
/// <summary>
/// Admin-Menü, Reiter WORLD: Uhrzeit und Wetter umstellen. Beides läuft im Spiel über PlayMaker:
/// - Uhr: die Sonnen-FSM hat je 2 Stunden einen Zustand ("00-02" ... "22-00") und die Zahl "Time"; beim Laden
/// setzt das Spiel "Time" und wählt in "State 1" den passenden Zustand - genau so stellen wir die Zeit.
/// - Wetter: die FSM "Weather" (Wolkenfront) mit den Zuständen "No weather", "Rain" und "Thunder"; bei Regen
/// wird die Front über den Admin gesetzt, damit es dort auch regnet.
/// Die anderen Spieler bekommen den Befehl über eine MSCO-Nachricht und führen ihn genauso aus.
/// </summary>
public static class WorldAdmin
{
public const string MessageId = "msco.world";
public const byte KindHour = 1, KindWeather = 2;
public static readonly string[] WeatherStates = { "No weather", "Rain", "Thunder" };
public static readonly string[] WeatherEvents = { "NORAIN", "RAIN", "THUNDER" };
public static readonly string[] WeatherNames = { "clear", "rain", "thunder" };
static PlayMakerFSM sun, weather;
static float searchedAt = -100f;
static void Find()
{
if (sun != null && weather != null) return;
if (Time.realtimeSinceStartup - searchedAt < 3f) return;
searchedAt = Time.realtimeSinceStartup;
foreach (PlayMakerFSM f in SceneCache.Fsms(5f))
{
if (f == null) continue;
if (sun == null && f.FsmVariables.FindFsmInt("Time") != null && f.Fsm.GetState("12-14") != null
&& f.Fsm.GetState("22-00") != null && f.Fsm.GetState("State 1") != null && f.Fsm.GetState("Next day") != null)
sun = f;
if (weather == null && f.FsmName == "Weather" && f.Fsm.GetState("No weather") != null && f.Fsm.GetState("Rain") != null)
weather = f;
}
}
// ---------------------------------------------------------------- Anzeige
/// <summary>Aktueller 2-Stunden-Block der Uhr (Startstunde) oder -1.</summary>
public static int CurrentHour
{
get
{
Find();
string s = sun != null ? sun.ActiveStateName : null;
int h;
if (s != null && s.Length == 5 && s[2] == '-' && int.TryParse(s.Substring(0, 2), out h)) return h;
return -1;
}
}
/// <summary>Aktuelles Wetter (0 klar, 1 Regen, 2 Gewitter) oder -1.</summary>
public static int CurrentWeather
{
get
{
Find();
if (weather == null) return -1;
FsmInt type = weather.FsmVariables.FindFsmInt("WeatherType");
if (type == null) return -1;
FsmState check = weather.Fsm.GetState("State 2");
for (int i = 0; i < WeatherEvents.Length; i++)
{
int value;
if (check != null && IntCompareValue(check, WeatherEvents[i], out value) && value == type.Value) return i;
}
return -1;
}
}
// ---------------------------------------------------------------- Ausführen
/// <summary>Befehl lokal ausführen. Gibt null zurück oder einen Fehlertext.</summary>
public static string Apply(byte kind, int value, Vector3 position)
{
Find();
try
{
if (kind == KindHour) return SetHour(value);
if (kind == KindWeather) return SetWeather(value, position);
}
catch (Exception e)
{
MscoLog.Error("[MSCO] world admin: " + e);
return "failed: " + e.Message;
}
return "unknown command";
}
static string SetHour(int hour)
{
if (sun == null) return "Clock not found.";
int start = ((hour % 24 + 24) % 24) / 2 * 2;
string block = start.ToString("00") + "-" + ((start + 2) % 24).ToString("00");
FsmState target = sun.Fsm.GetState(block);
if (target == null) return "Clock state " + block + " not found.";
// wie beim Laden: "Time" setzen, "State 1" wählt daraus den Zustand (und stellt Licht/Farben ein)
FsmState dispatch = sun.Fsm.GetState("State 1");
int timeValue;
if (dispatch != null && IntCompareValue(dispatch, block, out timeValue))
{
sun.FsmVariables.FindFsmInt("Time").Value = timeValue;
FsmSync.SwitchStateSilently(sun, dispatch);
}
else FsmSync.SwitchStateSilently(sun, target);
return null;
}
static string SetWeather(int kind, Vector3 position)
{
if (weather == null) return "Weather not found.";
if (kind < 0 || kind >= WeatherStates.Length) return "Unknown weather.";
FsmState state = weather.Fsm.GetState(WeatherStates[kind]);
if (state == null) return "Weather state not found.";
FsmSync.SwitchStateSilently(weather, state);
if (kind > 0) MoveFrontOver(position);
return null;
}
/// <summary>
/// Wolkenfront über eine Stelle setzen: "Move clouds" setzt jedes Bild die Position aus PosX/PosZ - also diese
/// beiden so wählen, dass die Front über der Stelle steht (Koordinatenraum aus der SetPosition-Aktion).
/// </summary>
static void MoveFrontOver(Vector3 position)
{
FsmState move = weather.Fsm.GetState("Move clouds");
if (move == null) return;
if (!move.ActionsLoaded) move.LoadActions();
if (move.Actions == null) return;
foreach (FsmStateAction a in move.Actions)
{
if (a == null || a.GetType().Name != "SetPosition") continue;
Type t = a.GetType();
var owner = Field(t, a, "gameObject") as FsmOwnerDefault;
var x = Field(t, a, "x") as FsmFloat;
var z = Field(t, a, "z") as FsmFloat;
object space = Field(t, a, "space");
GameObject go = owner != null ? weather.Fsm.GetOwnerDefaultTarget(owner) : null;
if (go == null) continue;
bool local = space is Space && (Space)space == Space.Self && go.transform.parent != null;
Vector3 p = local ? go.transform.parent.InverseTransformPoint(position) : position;
SetVar(x, p.x);
SetVar(z, p.z);
go.transform.position = new Vector3(position.x, go.transform.position.y, position.z);
return;
}
}
static void SetVar(FsmFloat field, float value)
{
if (field == null || field.IsNone || string.IsNullOrEmpty(field.Name)) return;
FsmFloat v = weather.FsmVariables.FindFsmFloat(field.Name);
if (v != null) v.Value = value;
}
static object Field(Type t, object o, string name)
{
var f = t.GetField(name);
return f != null ? f.GetValue(o) : null;
}
/// <summary>In einem Verteiler-Zustand die Zahl finden, bei der IntCompare das Event auslöst ("gleich").</summary>
static bool IntCompareValue(FsmState state, string eventName, out int value)
{
value = 0;
if (!state.ActionsLoaded) state.LoadActions();
if (state.Actions == null) return false;
foreach (FsmStateAction a in state.Actions)
{
if (a == null || a.GetType().Name != "IntCompare") continue;
Type t = a.GetType();
var equal = Field(t, a, "equal") as FsmEvent;
var number = Field(t, a, "integer2") as FsmInt;
if (equal == null || number == null || equal.Name != eventName) continue;
value = number.Value;
return true;
}
return false;
}
// ---------------------------------------------------------------- Netz
public static byte[] Build(byte kind, int value, Vector3 position)
{
using (var ms = new MemoryStream())
using (var w = new BinaryWriter(ms))
{
w.Write(kind); w.Write(value);
w.Write(position.x); w.Write(position.y); w.Write(position.z);
w.Flush();
return ms.ToArray();
}
}
public static void Receive(byte[] data)
{
if (!MenuHelper.InGame || data == null || data.Length < 17) return;
using (var r = new BinaryReader(new MemoryStream(data)))
{
byte kind = r.ReadByte();
int value = r.ReadInt32();
var pos = new Vector3(r.ReadSingle(), r.ReadSingle(), r.ReadSingle());
string error = Apply(kind, value, pos);
if (error != null) MscoLog.Warning("[MSCO] world admin from other player: " + error);
}
}
}
}