fixes for nexus v3
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@@ -1,51 +1,41 @@
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using Sandbox.Engine.Networking;
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using Sandbox.Game.Multiplayer;
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using SeamlessClientPlugin.Messages;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using SeamlessClientPlugin.Messages;
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using VRage.GameServices;
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namespace SeamlessClientPlugin.SeamlessTransfer
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namespace SeamlessClientPlugin.SeamlessTransfer;
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public class ServerPing
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{
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public class ServerPing
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private static Transfer _transfer;
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private static WorldRequest Request => _transfer.WorldRequest;
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public static void StartServerPing(Transfer clientTransfer)
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{
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private static WorldRequest Request { get { return Transfer.WorldRequest; } }
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private static Transfer Transfer;
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// We need to first ping the server to make sure its running and so we can get a connection
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_transfer = clientTransfer;
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public static void StartServerPing(Transfer ClientTransfer)
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if (_transfer.TargetServerId == 0)
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{
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// We need to first ping the server to make sure its running and so we can get a connection
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Transfer = ClientTransfer;
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if (Transfer.TargetServerID == 0)
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{
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SeamlessClient.TryShow("This is not a valid server!");
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return;
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}
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MyGameServerItem E = new MyGameServerItem();
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E.ConnectionString = Transfer.IPAdress;
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E.SteamID = Transfer.TargetServerID;
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E.Name = Transfer.ServerName;
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SeamlessClient.TryShow("Beginning Redirect to server: " + Transfer.TargetServerID);
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var world = Request.DeserializeWorldData();
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SwitchServers Switcher = new SwitchServers(E, world);
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Switcher.BeginSwitch();
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SeamlessClient.TryShow("This is not a valid server!");
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return;
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}
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var e = new MyGameServerItem();
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e.ConnectionString = _transfer.IpAdress;
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e.SteamID = _transfer.TargetServerId;
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e.Name = _transfer.ServerName;
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SeamlessClient.TryShow($"Beginning Redirect to server: {_transfer.TargetServerId}");
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var world = Request.DeserializeWorldData();
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var switcher = new SwitchServers(e, world);
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switcher.BeginSwitch();
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}
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}
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}
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