RustTip

OnConnectionQueue

OxideCarbonQueue

Called when connection queue occurs.

object OnConnectionQueue(Network.Connection connection)
Works — the game method in this build is the one the hook was written for.

Parameters

connection
Network.Connection

Return value

objectReturn non-null to cancel the game action.

Example

object — you can affect the game: return a value to change or cancel the action.

private object OnConnectionQueue(Network.Connection connection)
{
    Puts("OnConnectionQueue");

    // change nothing — the game continues as usual
    return null;

    // to affect the game:
    // return false; // non-null cancels the game action
}

Works in both Oxide and Carbon: Carbon loads Oxide plugins as is.

Injection point

Rust.opj (Oxide)
void ConnectionQueue.Join(Network.Connection)

Passes: Network.Connection connection

WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: JustParamsAssembly-CSharp.dll

Where it is called (this branch's game code)

internal void Join(Connection connection)
{
	if (Interface.CallHook("OnConnectionQueue", connection) != null)
	{
		return;
	}
	nextMessageTime = 0f;
	if ((Queued == 0 && !IsServerFull) || CanJumpQueue(connection))
	{
		JoinGame(connection);
		return;
// …

Sources: Rust.opj from OxideMod/Oxide.Rust (MIT) and hook metadata of the Carbon documentation (MIT). Method code is decompiled from this branch's server.