GameMode Builder Edit this page on GitHub


The GameModeBuilder class is a utility to set up and configure your game mode instance, set up the communication with the SA-MP server and to configure some additional options. The builder should generally be created and run within the entry-point of your application, which by default is located within the Program class of you console application. Your entry point should look roughly like this if you use the default SampSharp configuration:

new GameModeBuilder()

Each method (except for Run) returns the updated game mode builder, which allows you to chain configuration methods. For example, if you wish to set a specific start behaviour, you can simply add UseStartBehaviour to the method chain:

new GameModeBuilder()

Game Mode Instance

In order for your game mode to properly function, you need to indicate which class provides the game mode functionality; a class which implements IGameModeProvider. The BaseMode class in the SampSharp.GameMode library implements this interface. Generally you'll want to create a class which inherits from BaseMode and use this class as the game mode provider. By using the Use method you can specify the game mode provider:


// or if you wish to specify the constructor manually:

.Use(new MyGameMode())

Start Behaviour

In SA-MP, certain actions are only available during OnGameModeInit, such as adding static vehicles, disabling interiors or setting the player animation type. Therefore, SampSharp needs to be attached to the SA-MP server before the OnGameModeInit callback is called. SampSharp provides 3 different startup behaviours. You can change the startup behaviour using .UseStartBehaviour(GameModeStartBehaviour.FakeGmx) with your desired startup behaviour.


A GMX (game mode exchange) RCON command is automatically send to the SA-MP server, allowing SampSharp to attach before the next OnGameModeInit call. This is the default start behaviour and should be used for servers running in production. Please note that a GMX takes several seconds.


A fake GMX is particularly useful while you are developing your game mode. SampSharp will not send an actual GMX RCON command to the SA-MP server, but will pretend a OnGameModeInit call has been received from the server. After it has processed this call, it will also call OnPlayerConnect for each player already connected to the server. Using the fake GMX startup behaviour can save you valuable time during development, because you don't need to restart your game client every time you restart your server. Please note you should not use the fake GMX startup behaviour on a production server because you will not be able to run functions which only work during OnGameModeInit.


This startup behaviour will not cause OnGameModeInit to be called at all. It is inadvisable to use this behaviour.

Exit Behaviour

When the OnGameModeExit callback has been received, your game mode will be cleaned up and unloaded. You can however specify what you wish to happen next. By enabling the restart behaviour using .UseExitBehaviour(GameModeExitBehaviour.restart), your game mode will be restarted after it has ended. By default the shut down behaviour is enabled (GameModeExitBehaviour.ShutDown). The shut down behaviour will cause GameModeBuilder's Run (see Introduction) method to return, which allows the application to close down.

Communication Client

As described in Getting Started, there are various ways in which the SA-MP server and the SampSharp server can communicate. If you've changed the communication config of the SA-MP server plugin in your server.cfg file, you'll also need to set the same settings here. If you are using the default configuration, you do not need to manually specify the communication client. The following methods are available:

// If you're using a TCP connection
.UseTcpClient(string ipAddress, int portNumber)

// If you're using a TCP connection to connect to your local machine
.UseTcpClient(int portNumber)

// If you're using a named pipe
.UsePipe(string pipeName)

// If you're using a unix domain socket
.UseUnixDomainSocket(string pathToSocket)

// If you've implemented a custom communication client (advanced)
.UseCommunicationClient(ICommunicationClient client)

Redirect Console Output

By using .RedirectConsoleOutput() you can forward all data written to the console using the System.Console class. It is however better to use a logging package from NuGet because there are much better options for logging other than logging to your server_log.txt file. Some examples of good logging packages are Log4Net, Micosoft.Extensions.Logging or NLog. Redirecting console output should only ever be used for debugging purposes.

SampSharp Logging

SampSharp provides some logs for debugging issues with the communication between the servers. By using .UseLogLevel(CoreLogLevel.Info) you can change the minimum level of SampSharp.Core log messages to appear. By default, the log messages are printed to the standard console output. If you wish to change the output stream, you can use .UseLogStream(stream). The following log levels are available:


C# uses Unicode for their strings, while SA-MP uses a "byte oriented" charset. The characters displayed by SA-MP depend on the active localization of the machine of the player. In SA-MP without SampSharp you might have noticed that if someone types something in Russian (using a Cyrillic charset), the text appears as some random symbols on the screen of an English user(using a Latin charset). This is because the bytes representing symbols in the Cyrillic charset represent different symbols in the Latin charset.

In order to let characters send by players represent the same characters on the server, the characters need to be translated to Unicode, which is used by C#. In order to do this, you will need to specify which character set (encoding) the server expects to receive. At the moment, SampSharp only supports one encoding to be active. In order to set the active encoding, you can use .UseEncoding(...). There are 3 overloads of the UseEncoding method:

A number of encoding description files can be found in the codepages folder inside the archieve which can be downloaded from the releases page.