Promotion: fix sauvegarde des missions en zone (raid client-hosted) #4
@@ -25,6 +25,24 @@ public class EnterMatchmakingFunction : ICloudScriptFunction<FYEnterMatchAzureFu
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// SquadID = request.SquadId,
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//});
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// Dedicated-server mode (2nd preprod): if GAMESERVER_ADDRESS ("host:port") is set, hand
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// the client the real game server to travel to instead of the client-hosted station.
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// Same image as preprod — only this env var flips the deployment type.
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var gameServer = Environment.GetEnvironmentVariable("GAMESERVER_ADDRESS");
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if (!string.IsNullOrEmpty(gameServer))
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{
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var parts = gameServer.Split(':');
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return new FYEnterMatchAzureFunctionResult
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{
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Success = true,
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ErrorMessage = "",
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SingleplayerStation = false,
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Address = parts[0],
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Port = parts.Length > 1 && int.TryParse(parts[1], out var gsPort) ? gsPort : 7777,
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MaintenanceMode = false,
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};
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}
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return new FYEnterMatchAzureFunctionResult
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{
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Success = true,
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@@ -100,9 +100,12 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
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// player (via their mapped SignalR connection) — broadcasting to Clients.All made
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// every connected player travel too. Fall back to broadcast only if the connection
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// isn't mapped yet.
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// Dedicated-server mode (2nd preprod): point the client at the real game server address
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// to travel to; otherwise keep the map name (client-hosted). Same image — env flips it.
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var gameServer = Environment.GetEnvironmentVariable("GAMESERVER_ADDRESS");
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var deployMessage = new OnSquadMatchmakingSuccessMessage {
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Success = true,
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SessionID = request.MapName, // TODO: pass real squad session info
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SessionID = string.IsNullOrEmpty(gameServer) ? request.MapName : gameServer,
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SquadID = request.SquadId,
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};
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var connectionId = _registry.GetConnection(userId);
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