Remove int CurrentResearchId, long TechProgressContributed
INebulaConnection
Add IEquatable interface, now it can use .Equals(INebulaConnection other) to test value equality.
Add SendRawPacket(byte[] rawData)
IPlayerData
Remove Float4[] MechaColors
Nebula Mod
Remove MechaColors because it's now replaced by MechaAppearance
Remove tech contributed and refund code in NebulaPlayer.
Remove NebulaNetwork.StorageSyncManager and use SendPacketToStar instead.
Refactor joining process, now when the client successfully joins, the host will call SimulatedWorld.OnPlayerJoinedGame. When a connected client leaves, the host will call SimulatedWorld.OnPlayerLeftGame
Remove empty lines and hash strings in copied error message
If you think anything needs to change for API feel free to comments
Nebula API
NebulaModAPI
Action<int> OnDysonSphereLoadFinished
, which invokes after dyson sphere loading is completed on client.OnPlayerJoinedGame
trigger time, now it invokes when the player synced all the data.OnPlayerLeftGame
trigger time, now it invokes when the synced player disconnected.INetworkProvider
SendPacketExclude<T>(T packet, INebulaConnection exclude)
IPlayerManager
INebulaPlayer GetPlayerById(ushort playerId)
, which check player from all source (connected, syncing, pending)SendPacketToOtherPlayers<T>(T packet, INebulaConnection exclude)
SendTechRefundPackagesToClients(int techId)
INebulaPlayer
int CurrentResearchId
,long TechProgressContributed
INebulaConnection
.Equals(INebulaConnection other)
to test value equality.SendRawPacket(byte[] rawData)
IPlayerData
Float4[] MechaColors
Nebula Mod
MechaColors
because it's now replaced byMechaAppearance
NebulaPlayer
.NebulaNetwork.StorageSyncManager
and useSendPacketToStar
instead.SimulatedWorld.OnPlayerJoinedGame
. When a connected client leaves, the host will callSimulatedWorld.OnPlayerLeftGame
If you think anything needs to change for API feel free to comments