public void CloseNet(VMCloseNetReason reason) { if (reason == VMCloseNetReason.LeaveLot && !Ready) { return; } Driver.CloseReason = reason; Driver.Shutdown(); }
private void VMShutdown(VMCloseNetReason reason) { var controller = FindController <CoreGameScreenController>(); if (controller != null) { controller.HandleVMShutdown(reason); } }
private void VMShutdown(VMCloseNetReason reason) { if (reason == VMCloseNetReason.NetException || reason == VMCloseNetReason.NetExceptionDirect) { UIAlert.Alert("Fatal Networking Error", Driver.CloseString, true); } var controller = FindController <CoreGameScreenController>(); if (controller != null) { controller.HandleVMShutdown(reason); } }
private void NetClosed(VMCloseNetReason reason) { if (reason != VMCloseNetReason.ServerShutdown) { return; //only handle clean closes } var server = state.GetObjectByPersist(uint.MaxValue - 1); if (server != null) { server.Delete(true, state.Context); } CleanLot(); SaveLot(); System.Environment.Exit(0); }
public void CloseNet(VMCloseNetReason reason) { Driver.CloseReason = reason; Driver.CloseNet(); }
public void HandleVMShutdown(VMCloseNetReason reason) { JoinLotRegulator.AsyncTransition("Disconnect"); }
private void NetClosed(VMCloseNetReason reason) { if (reason != VMCloseNetReason.ServerShutdown) return; //only handle clean closes var server = state.GetObjectByPersist(uint.MaxValue - 1); if (server != null) server.Delete(true, state.Context); CleanLot(); SaveLot(); System.Environment.Exit(0); }