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Shine sync sending might crash the game, try catch it lol
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parent
d074f8a5d6
commit
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1 changed files with 15 additions and 5 deletions
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@ -18,10 +18,14 @@ server.ClientJoined += async (c, type) => {
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};
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async Task ClientSyncShineBag(Client client) {
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foreach (int shine in shineBag.Except((ConcurrentBag<int>) client.Metadata["shineSync"]))
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await client.Send(new ShinePacket {
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ShineId = shine
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});
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try {
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foreach (int shine in shineBag.Except((ConcurrentBag<int>) client.Metadata["shineSync"]))
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await client.Send(new ShinePacket {
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ShineId = shine
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});
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} catch {
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// errors that can happen when sending will crash the server :)
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}
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}
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async void SyncShineBag() {
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@ -130,12 +134,18 @@ CommandHandler.RegisterCommand("flip", args => {
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});
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CommandHandler.RegisterCommand("shine", args => {
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const string optionUsage = "Valid options: list";
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const string optionUsage = "Valid options: list, clear";
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if (args.Length < 1)
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return optionUsage;
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switch (args[0]) {
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case "list" when args.Length == 1:
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return $"Shines: {string.Join(", ", shineBag)}";
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case "clear" when args.Length == 1:
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shineBag.Clear();
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foreach (ConcurrentBag<int> playerBag in server.Clients.Select(serverClient => (ConcurrentBag<int>) serverClient.Metadata["shineSync"])) {
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playerBag.Clear();
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}
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return "Cleared shine bags";
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default:
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return optionUsage;
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}
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