Cleaned up code after my massive bug fix
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72
SeamlessTransfer/PingServer.cs
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72
SeamlessTransfer/PingServer.cs
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using Sandbox.Engine.Networking;
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using Sandbox.Game.Multiplayer;
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using SeamlessClientPlugin.ClientMessages;
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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 VRage.GameServices;
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namespace SeamlessClientPlugin.SeamlessTransfer
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{
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public class ServerPing
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{
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private static WorldRequest Request;
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private static Transfer Transfer;
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public static void StartServerPing(Transfer ClientTransfer)
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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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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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Transfer = ClientTransfer;
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Request = Transfer.WorldRequest;
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SeamlessClient.TryShow("Beginning Redirect to server: " + Transfer.TargetServerID);
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MyGameService.OnPingServerResponded += PingResponded;
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MyGameService.OnPingServerFailedToRespond += FailedToRespond;
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MyGameService.PingServer(Transfer.IPAdress);
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}
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private static void PingResponded(object sender, MyGameServerItem e)
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{
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//If server ping was successful we need to begin the switching proccess
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UnRegisterEvents();
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SeamlessClient.TryShow($"{e.Name} was successfully pinged!");
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SwitchServers Switcher = new SwitchServers(e, Request.DeserializeWorldData());
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Switcher.BeginSwitch();
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// LoadServer.LoadWorldData(e, Request.DeserializeWorldData());
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}
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private static void FailedToRespond(object sender, EventArgs e)
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{
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// If the target server failed to respond, we need to exit/return to menu
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UnRegisterEvents();
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}
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private static void UnRegisterEvents()
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{
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//Un-register ping events
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MyGameService.OnPingServerResponded -= PingResponded;
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MyGameService.OnPingServerFailedToRespond -= FailedToRespond;
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}
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}
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}
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