public override void Clear()
 {
     server.Clear();
     server = null;
     baseGameplay.Clear();
     base.Clear();
 }
        public MultiplayerClient(TcpClient tcpClient, MultiplayerServer server, IMultiplayerClientListener clientListener)
        {
            this.stats = MultiplayerStats.Singleton;
            this.clientListener = clientListener;

            this.server = server;
            this.tcpClient = tcpClient;

            this.tcpClient.NoDelay = true;
            this.tcpClient.Client.Blocking = false;

            serverSide = true;
        }
        public override void Init(CubeWorld.World.CubeWorld world)
        {
            base.Init(world);

            stats = MultiplayerStats.Singleton;
            stats.Reset();
            stats.serverMode = true;
            stats.connected = true;

            baseGameplay.Init(world);

            server = new MultiplayerServer(9999, this, this);
        }
Beispiel #4
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        public MultiplayerClient(TcpClient tcpClient, MultiplayerServer server, IMultiplayerClientListener clientListener)
        {
            this.stats          = MultiplayerStats.Singleton;
            this.clientListener = clientListener;

            this.server    = server;
            this.tcpClient = tcpClient;

            this.tcpClient.NoDelay         = true;
            this.tcpClient.Client.Blocking = false;

            serverSide = true;
        }