Fix mod checking

master
D4VID 3 months ago
parent 0cb01e5b23
commit 627507ff9b

@ -1,7 +1,7 @@
ID: CriticalPathAnalyzer ID: CriticalPathAnalyzer
Name: CriticalPathAnalyzer Name: CriticalPathAnalyzer
Author: D4VID Author: D4VID
Version: 0.3.0 Version: 0.3.1
Priority: 0 Priority: 0
Dependencies: Dependencies:
- EccsLogicWorldAPI - EccsLogicWorldAPI

@ -46,7 +46,7 @@ namespace CriticalPathAnalyzer.Server {
/// Used to check if the player has this mod installed /// Used to check if the player has this mod installed
/// </summary> /// </summary>
public void Verify(VerificationContext ctx) { public void Verify(VerificationContext ctx) {
bool hasMod = ctx.ApprovalPacket.ClientMods.Contains(Manifest.ID); bool hasMod = ctx.ApprovalPacket.ClientMods.Contains((Manifest.ID, Manifest.Version));
string playerName = ctx.PlayerID.Name; string playerName = ctx.PlayerID.Name;
_playerHasWireTracer[playerName] = hasMod; _playerHasWireTracer[playerName] = hasMod;
LoggerInstance.Info($"Verifying player {playerName}: hasMod={hasMod}"); LoggerInstance.Info($"Verifying player {playerName}: hasMod={hasMod}");

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