remove Misc.cs; put its contents in sensible places.
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30
OpenRA.Game/Server/NullServerExtension.cs
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30
OpenRA.Game/Server/NullServerExtension.cs
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using System.Drawing;
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using OpenRA.Network;
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using OpenRA.Traits;
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namespace OpenRA.Server
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{
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public class NullServerExtension : IServerExtension
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{
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public virtual bool OnReadyUp(Connection conn, Session.Client client) { return true; }
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public virtual void OnStartGame() { }
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public virtual bool OnNickChange(Connection conn, Session.Client client, string newName) { return true; }
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public virtual bool OnRaceChange(Connection conn, Session.Client client, string newRace) { return true; }
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public virtual bool OnSlotChange(Connection conn, Session.Client client, Session.Slot slot, Map map) { return true; }
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public virtual bool OnTeamChange(Connection conn, Session.Client getClient, int team) { return true; }
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public virtual bool OnSpawnpointChange(Connection conn, Session.Client getClient, int spawnPoint) { return true; }
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public virtual bool OnColorChange(Connection conn, Session.Client getClient, Color fromArgb, Color color) { return true; }
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public virtual bool OnChat(Connection conn, string message, bool teamChat) { return true; }
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public virtual void OnServerStart() { }
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public virtual void OnServerStop(bool forced) { }
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// Good spot to manipulate number of spectators! ie set Server.MaxSpectators
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public virtual void OnLoadMap(Map map) { }
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public virtual bool OnValidateConnection(bool gameStarted, Connection newConn) { return true; }
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public virtual void OnLobbySync(Session lobbyInfo, bool gameStarted) { }
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public virtual bool OnPingMasterServer(Session lobbyInfo, bool gameStarted) { return true; }
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public virtual bool OnIngameChat(Session.Client client, string message, bool teamChat) { return true; }
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public virtual void OnIngameSetStance(Player player, Player stanceForPlayer, Stance newStance) { }
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public virtual void OnLobbyUp() { }
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public virtual void OnRejoinLobby(World world) { }
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}
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}
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