static void Client() { /// Wait for the server to create a DSS-lobby network.StartLocatingLobbies(locator); LobbyInfo foundLobby = locator.WaitForFirstLobby(); network.StopLocatingLobbies(); DssServiceAccess.ConnectDSS(foundLobby, network, guest, guest); }
protected override void DssThreadProc() { DssServiceAccess.ConnectDSS(this.targetLobby, this.network, this, this); /// End of DSS --> deactivate the players for (int i = 0; i < this.simulator.MaxNumOfPlayers; i++) { Player currPlayer = this.simulator.GetPlayer(i); if (currPlayer.IsActive) { currPlayer.Deactivate(); } } /// Refresh the display Rectangle refreshedArea; Display.Instance.RenderOneFrame(out refreshedArea); this.uiCallMarshal.RefreshDisplay(); this.uiCallMarshal.EndOfDss(); }