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- package Objective;
- public class bukkit {
- public GameClient Clients;
- public int clientsConnected;
- public int clientsTryingToConnect;
- // Packet Structure trying to carry an int()
- public int DedicatedMessage = 1;
- public void SendDedicatedMessage(String Message) {
- DedicatedMessage.Append(Message);
- DedicatedMessage.Append(0);
- Client.SendAllPacketsToClient();
- }
- public void SendClientMessage(String Message) {
- DedicatedMessage.Append(Message);
- DedicatedMessage.Append(1);
- Client.SendAllPacketsToClient();
- }
- public class bukkitServer extends bukkit {
- char[] bukkitSession;
- public float maxBukkitConnections;
- public float minBukkitConnections;
- public void mainBukkitConnector() {
- try {
- if (clientsConnected >= 200) {
- SendDedicatedMessage("Server Error: The Game has had its max connections of [" + clientsConnected + "/" + maxBukkitConnections +"]");
- return;
- }
- else if (clientsConnected < 200) {
- Thread.sleep(1500);
- SendDedicatedMessage("Loading the bricks and the blocks...!");
- Client.LoadGameEnvironment();
- Client.RefreshMessages();
- Thread.sleep(1500);
- SendDedicatedMessage("Loading the game settings...!");
- Client.LoadGameSettings();
- Client.RefreshMessages();
- Thread.sleep(1500);
- SendDedicatedMessage("The server is ready for a connection");
- continue;
- }
- bukkitClients(Integer.parseInt(bukkitSession) - 1);
- }
- catch(Exception ex)
- {
- System.out.println("An error has been logged: " + ex);
- return;
- }
- }
- }
- public void bukkitClients(int UserID) {
- while(true) {
- switch(UserID) {
- case 1: {
- this.SendClientMessage("Welcome User, would you like to skip the tutorial?");
- return;
- }
- case 2: {
- this.SendClientMessage("Welcome VIP User, loading your previous coordinates!");
- Client.LoadVIPRights(UserID);
- return;
- }
- case 3: {
- this.SendClientMessage("Welcome back Administrator, loading your previous coordinates!");
- Client.LoadrightsPerSTD();
- }
- }
- }
- }
- }
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