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* Accepting party invites from Steam overlay works * Menu start/join/play buttons are only enabled for the lobby leader * Can kick players from your party * Attempting to connect to a different server from the party leader will leave the party (e.g. if you accept another game invite from Steam overlay or our friends list) * Added message boxes for party join failure reasons * Can no longer join parties in editor * Can create lobbies with MaxPlayers 1
51 lines
1.3 KiB
C#
51 lines
1.3 KiB
C#
using Sandbox.Network;
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namespace Sandbox;
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/// <summary>
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/// These are arguments that were set when launching the current game.
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/// This is used to pre-configure the game from the menu
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/// </summary>
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public static class LaunchArguments
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{
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/// <summary>
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/// The map to start with. It's really up to the game to use this
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/// </summary>
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public static string Map { get; set; }
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/// <summary>
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/// Preferred max players for multiplayer games. Used by games, but not enforced.
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/// </summary>
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public static int MaxPlayers { get; set; }
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/// <summary>
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/// Default privacy for lobbies created on game start.
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/// </summary>
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public static LobbyPrivacy Privacy { get; set; } = LobbyPrivacy.Public;
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/// <summary>
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/// The game settings to apply on join. These are a list of convars.
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/// </summary>
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public static Dictionary<string, string> GameSettings { get; set; }
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/// <summary>
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/// The hostname for the server.
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/// </summary>
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public static string ServerName { get; set; }
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/// <summary>
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/// Should be called when leaving a game to set the properties back to default. We need to be
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/// aware and prevent these leaking between games.
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/// </summary>
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internal static void Reset()
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{
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GameSettings = default;
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Map = default;
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Privacy = default;
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ServerName = default;
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MaxPlayers = 0;
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}
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// TODO - save launch arguments and restore them, per game.
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}
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