BattleBit-Community-Server-API/Program.cs

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using BattleBitAPI;
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using BattleBitAPI.Common;
using BattleBitAPI.Server;
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using System.Linq.Expressions;
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using System.Net;
using System.Numerics;
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using System.Threading.Channels;
using System.Xml;
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class Program
{
static void Main(string[] args)
{
var listener = new ServerListener<MyPlayer, MyGameServer>();
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listener.OnCreatingGameServerInstance += OnCreatingGameServerInstance;
listener.OnCreatingPlayerInstance += OnCreatingPlayerInstance;
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listener.Start(29294);
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Thread.Sleep(-1);
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}
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private static MyPlayer OnCreatingPlayerInstance()
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{
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return new MyPlayer("asdasd");
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}
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private static MyGameServer OnCreatingGameServerInstance()
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{
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return new MyGameServer("mysecretDBpass");
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}
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}
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class MyPlayer : Player<MyPlayer>
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{
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private string mydb;
public MyPlayer(string mydb)
{
this.mydb = mydb;
}
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public override async Task OnSpawned()
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{
}
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}
class MyGameServer : GameServer<MyPlayer>
{
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private string myDbConnection;
public MyGameServer(string mySecretDBConnection)
{
this.myDbConnection = mySecretDBConnection;
}
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public override async Task OnConnected()
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{
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ForceStartGame();
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ServerSettings.PlayerCollision = true;
}
public override async Task OnTick()
{
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}
public override async Task<OnPlayerSpawnArguments> OnPlayerSpawning(MyPlayer player, OnPlayerSpawnArguments request)
{
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request.Wearings.Eye = "Eye_Zombie_01";
request.Wearings.Face = "Face_Zombie_01";
request.Wearings.Face = "Hair_Zombie_01";
request.Wearings.Skin = "Zombie_01";
request.Wearings.Uniform = "ANY_NU_Uniform_Zombie_01";
request.Wearings.Head = "ANV2_Universal_Zombie_Helmet_00_A_Z";
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request.Wearings.Belt = "ANV2_Universal_All_Belt_Null";
request.Wearings.Backbag = "ANV2_Universal_All_Backpack_Null";
request.Wearings.Chest = "ANV2_Universal_All_Armor_Null";
return request;
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}
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public override async Task OnPlayerConnected(MyPlayer player)
{
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await Console.Out.WriteLineAsync("Connected: " + player);
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player.Modifications.CanSpectate = true;
player.Modifications.CanDeploy = false;
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}
public override async Task OnPlayerSpawned(MyPlayer player)
{
await Console.Out.WriteLineAsync("Spawned: " + player);
}
public override async Task OnAPlayerDownedAnotherPlayer(OnPlayerKillArguments<MyPlayer> args)
{
await Console.Out.WriteLineAsync("Downed: " + args.Victim);
}
public override async Task OnPlayerGivenUp(MyPlayer player)
{
await Console.Out.WriteLineAsync("Giveup: " + player);
}
public override async Task OnPlayerDied(MyPlayer player)
{
await Console.Out.WriteLineAsync("Died: " + player);
}
public override async Task OnAPlayerRevivedAnotherPlayer(MyPlayer from, MyPlayer to)
{
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await Console.Out.WriteLineAsync(from + " revived " + to);
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}
public override async Task OnPlayerDisconnected(MyPlayer player)
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{
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await Console.Out.WriteLineAsync("Disconnected: " + player);
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}
}