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# Description I didn't make 2 PRs because the queue kinda depends on Discord auth and I didn't wanna spend the time splitting them up. The queue puts everyone except admins/whitelisted/previously in-game players into a queue after the soft max players is reached, hard cap still denies new connections (and queues) from everyone. Priority queuing is simple to add and I'll do that when I make donator benefits or whatever similar system. --- <details><summary><h1>Media</h1></summary> <p> Too big to embed and I don't wanna compress it :) https://youtu.be/NBqN6Piv94w </p> </details> --- # Changelog 🆑 - add: Added a queue for players so you don't need to spam reconnect and hope you join when someone leaves.
18 lines
569 B
C#
18 lines
569 B
C#
using Lidgren.Network;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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namespace Content.Shared.DiscordAuth;
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/// <summary>
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/// Client sends this event to force server check player Discord verification state
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/// </summary>
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public sealed class DiscordAuthCheckMessage : NetMessage
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{
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public override MsgGroups MsgGroup => MsgGroups.Command;
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public override void ReadFromBuffer(NetIncomingMessage buffer, IRobustSerializer serializer) { }
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public override void WriteToBuffer(NetOutgoingMessage buffer, IRobustSerializer serializer) { }
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}
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