Example #1
0
        public static async void DialogASyncCommandLogintest(GtaPlayer player)
        {
            var dialog = new InputDialog("Hello", "Login please!", true, "Login", "Cancel");

            var timerToShowThingsWork = new Timer(1000, true);
            timerToShowThingsWork.Tick += (sender, args) =>
            {
                player.SendClientMessage("Things still work in the background!");
            };

            var response = await dialog.ShowAsync(player);

            player.SendClientMessage("Your input was {1}... Do we require a sync? {0}. So thats awesome! Lets move you up a lill. ", Sync.IsRequired, response.InputText);
            player.Position += new Vector3(0,1,0);

            timerToShowThingsWork.Dispose();
        }
Example #2
0
        public void Start(GameMode gameMode)
        {
            //Proof timers and C# async can run at the same time
            //while the game is still functioning properly
            //also proof calls to native from other threads work all right. (due to being synced)
            _main = Thread.CurrentThread;

            ASyncTestMethod();
            ASyncTestMethod2();
            ASyncTestMethod3();
            ASyncTestMethod4();

            _timerStart = DateTime.Now;
            var timer = new Timer(new TimeSpan(0, 0, 0, 2, 500), false);
            timer.Tick += TimerOnTick;
            
            gameMode.PlayerConnected += gameMode_PlayerConnected;
        }
        public void Start(GameMode gameMode)
        {
            //Proof timers and C# async can run at the same time
            //while the game is still functioning properly
            //also proof calls to native from other threads work all right. (due to being synced)
            _main = Thread.CurrentThread;

            ASyncTestMethod();
            ASyncTestMethod2();
            ASyncTestMethod3();
            ASyncTestMethod4();

            _timerStart = DateTime.Now;
            var timer = new Timer(new TimeSpan(0, 0, 0, 2, 500), false);

            timer.Tick += TimerOnTick;

            gameMode.PlayerConnected += gameMode_PlayerConnected;
        }
Example #4
0
        public void Start(GameMode gameMode)
        {
            //Proof timers and C# async can run at the same time
            //while the game is still functioning properly

            _main = Thread.CurrentThread;

            ASyncTestMethod();
            ASyncTestMethod2();
            ASyncTestMethod3();
            ASyncTestMethod4();

            DateTime tstart = DateTime.Now;
            var timer = new Timer(new TimeSpan(0, 0, 0, 2, 500), false);
            timer.Tick +=
                (sender, args) =>
                    Console.WriteLine("Timer: Mainthread: {0} !{2}!; took {1}", _main == Thread.CurrentThread,
                        DateTime.Now - tstart, Native.IsMainThread());

            Console.WriteLine("Started async methods !{0}!", Native.IsMainThread());

            gameMode.PlayerConnected += gameMode_PlayerConnected;
        }
Example #5
0
        public void Start(GameMode gameMode)
        {
            //Proof timers and C# async can run at the same time
            //while the game is still functioning properly

            _main = Thread.CurrentThread;

            ASyncTestMethod();
            ASyncTestMethod2();
            ASyncTestMethod3();
            ASyncTestMethod4();

            DateTime tstart = DateTime.Now;
            var      timer  = new Timer(new TimeSpan(0, 0, 0, 2, 500), false);

            timer.Tick +=
                (sender, args) =>
                Console.WriteLine("Timer: Mainthread: {0} !{2}!; took {1}", _main == Thread.CurrentThread,
                                  DateTime.Now - tstart, Native.IsMainThread());

            Console.WriteLine("Started async methods !{0}!", Native.IsMainThread());

            gameMode.PlayerConnected += gameMode_PlayerConnected;
        }