public ObjectComponent(GameServer server) : base(server) { _updateEventScheduler = new GameServerTimer(TimeSpan.FromSeconds(ServerContext.Config.ObjectHandlerInterval)); _updateMediatorScheduler = new GameServerTimer(TimeSpan.FromMilliseconds(ServerContext.Config.ObjectGarbageCollectorInterval)); }
public void Update(TimeSpan elapsedTime) { _timer.Update(elapsedTime); if (_timer.Elapsed) { Expired = true; _timer = null; } }
public MonolithComponent(GameServer server) : base(server) { _timer = new GameServerTimer(TimeSpan.FromMilliseconds(ServerContext.Config.GlobalSpawnTimer)); var spawnThread = new Thread(SpawnEmitter) { IsBackground = true }; spawnThread.Start(); }
public ObjectComponent(GameServer server) : base(server) { _updateEventScheduler = new GameServerTimer(TimeSpan.FromSeconds(ServerContext.Config.ObjectHandlerInterval)); _cacheEventScheduler = new GameServerTimer(TimeSpan.FromSeconds(ServerContext.Config.ObjectCacheInterval)); _updateMediatorScheduler = new GameServerTimer(TimeSpan.FromMilliseconds(ServerContext.Config.ObjectGarbageCollectorInterval)); OnAdded(OnObjectAdded); OnUpdated(OnObjectUpdate); OnRemoved(OnObjectRemoved); }
public EphemeralReactor(string lpKey, int lpTimeout) { YamlKey = lpKey; _timer = new GameServerTimer(TimeSpan.FromSeconds(lpTimeout)); }
public GrimReaper(GameClient client) : base(client) { GrimTimer = new GameServerTimer(TimeSpan.FromMilliseconds(ServerContext.Config.HealoutTolerance)); Client = client; }
public Save(GameServer server) : base(server) { Timer = new GameServerTimer(TimeSpan.FromSeconds(45)); }
public MessageComponent(GameServer server) : base(server) { Timer = new GameServerTimer( TimeSpan.FromSeconds(ServerContextBase.GlobalConfig.MessageClearInterval)); }
public Barrens(Area area) : base(area) { this.Timer = new GameServerTimer(TimeSpan.FromMilliseconds(ServerContext.Config.MapUpdateInterval)); }
public MonolithComponent(GameServer server) : base(server) { _timer = new GameServerTimer(TimeSpan.FromMilliseconds(ServerContext.Config.GlobalSpawnTimer)); }
public ServerCacheComponent(GameServer server) : base(server) { Timer = new GameServerTimer(TimeSpan.FromSeconds(45)); }
public Arena(Area area) : base(area) { this.Timer = new GameServerTimer(TimeSpan.FromMilliseconds(2000)); }
public AfkComponent(GameServer server) : base(server) { _timer = new GameServerTimer(TimeSpan.FromSeconds(6)); }
public DayLightComponent(GameServer server) : base(server) { _timer = new GameServerTimer(TimeSpan.FromSeconds(20.0f)); }
public WishingWell(GameClient client) : base(client) { Timer = new GameServerTimer(TimeSpan.FromMilliseconds(200)); }
public Reactors(GameClient client) : base(client) { Timer = new GameServerTimer(TimeSpan.FromMilliseconds(100)); LoadReactorScripts(); }
public PingComponent(GameServer server) : base(server) { Timer = new GameServerTimer( TimeSpan.FromSeconds(ServerContextBase.GlobalConfig.PingInterval)); }
public MundaneComponent(GameServer server) : base(server) { Timer = new GameServerTimer(TimeSpan.FromSeconds(ServerContext.Config.MundaneRespawnInterval)); }
public ClientTickComponent(GameServer server) : base(server) { _timer = new GameServerTimer( TimeSpan.FromSeconds(30)); }
public Debuff() { Timer = new GameServerTimer(TimeSpan.FromSeconds(1)); }
public DaytimeComponent(GameServer server) : base(server) { _timer = new GameServerTimer( TimeSpan.FromSeconds(ServerContextBase.GlobalConfig.DayTimeInterval)); }
public Buff() { Timer = new GameServerTimer(TimeSpan.FromSeconds(1.0)); }
public Tut(GameClient client) : base(client) { Timer = new GameServerTimer(TimeSpan.FromMilliseconds(200)); CreateReactors(); }