This repository provides an API that can be used to handle events on your community server(s) and manipulate them.
- Your own community server within BattleBit Remastered with progression disabled and access to its launch options.
- The ability to write and compile .NET 6.0 C# code.
- (for production) A place to host this API on.
Documentation and examples can be found on the wiki (WIP).
The way to use this API is to make an instance of ServerListener
(and start it) on which you pass the types of your own subclasses of Player
& GameServer
. In those subclasses, you can make your own overrides to the already existing methods in Player
and GameServer
. You can also add your own methods and fields/properties.
The easiest way to get started with all of this, is to use Program.cs
and add your overrides etc. into MyPlayer
& MyGameServer
.
This project can either be built by using dotnet build
on the command-line or by using the run / build options inside your preferred IDE.
After writing and compiling this project. You will want to host it somewhere. This could be on the same server that the gameserver runs on, or somewhere completely different. We do recommend to keep the latency to the gameserver minimal for smoother and faster communication. The same ServerListener
can be used for multiple gameservers at the same time. You can specify the API server (address & port) in the launch options of the gameserver.
Chinese Version
这个是BBR(像素战地)的服务端API
- 拥有 BBR 服务端的开服权限,且满足开服条件。
- 可以写基于 .NET 6.0 的 C# 代码.
- 生产环境中可以部署此代码.
查看维基 此页面.
使用这个 API 将开启一个ServerListener
的监听进程,来了解你的服务端中正在发生什么。
如果想给你的服务端添加功能,可以直接把功能写在 Program.cs
中,当然也可以按照框架规范进行其他的功能纂写。
可以直接使用 dotnet build
的命令进行编译,或者在你的 VSC 等 IDE 中自定义编译.
当你将此项目的功能写完并进行了编译后,需要将此 API 进行部署。此服务可以部署在本地网络、本机网络或者广域网中。我们强烈建议以「最低延迟」为基准进行部署,以保证 ServerListener
可以同时监听多个游戏服务端。
你可以在游戏服务端的启动配置文件中对 API 的地址和端口进行设定。