OnConnectionQueue
OxideCarbonQueueCalled 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.