Иконка ресурса

FREE BackToTheCarpet : 1.0.0 1.0.0

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C#:
using System;
using System.Collections.Generic;
using Network;
using UnityEngine;
using Newtonsoft.Json;


namespace Oxide.Plugins
{
    [Info("BackToTheCarpet", "MikeHawke", "1.0.0")]
    [Description("Send Custom Message if protocol is mis-matched")]
    class BackToTheCarpet : RustPlugin
    {
        private int ServerProt;

        void Unload()
        {  }
        void Init()
        { ServerProt = Rust.Protocol.network; }

        void OnServerInitialized()
        {
            LoadConfigVariables();
            SaveConfig(configData);
        }
        #region ConfigVar

        private ConfigData configData;
        class ConfigData
        {
           public Server ServerUpdateRequired = new Server();
           public Client ClientUpdateRequired = new Client();
        }
        class Server
        {
            [JsonProperty(PropertyName = "Server Update Required Message")]
            public string ServerMsg = "The Server Need Updating, Please Try Again Later";
        }
        class Client
        {
            [JsonProperty(PropertyName = "Client Update Required Message")]
            public string ClientMsg = "Your Client Needs Updating, Close Client And Reload";
        }
        
      #endregion

        private bool LoadConfigVariables()
        {   try
            {configData = Config.ReadObject<ConfigData>();}
            catch
            {return false;}
            SaveConfig(configData);
            return true;
        }

        protected override void LoadDefaultConfig()
        { Puts("Creating new config file."); var config = new ConfigData(); SaveConfig(config); }

        void SaveConfig(ConfigData config)
        { Config.WriteObject(config, true); }

        void OnClientAuth(Connection connection)
		{
			if (connection.protocol > ServerProt)
			{
				Network.Net.sv.Kick(connection, configData.ServerUpdateRequired.ServerMsg);
				NextTick(() => ServerMgr.Instance.connectionQueue.RemoveConnection(connection));
			}
			if (connection.protocol < ServerProt)
			{
				Network.Net.sv.Kick(connection, configData.ClientUpdateRequired.ClientMsg);
				NextTick(() => ServerMgr.Instance.connectionQueue.RemoveConnection(connection));
			}
		}
    }
}

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