private static void ClientLoopSetup(RemoteAddress address) { Netplay.ResetNetDiag(); Main.ServerSideCharacter = false; if (Main.rand == null) { Main.rand = new Random((int)DateTime.Now.Ticks); } if (WorldGen.genRand == null) { WorldGen.genRand = new Random((int)DateTime.Now.Ticks); } Main.player[Main.myPlayer].hostile = false; Main.clientPlayer = (Player)Main.player[Main.myPlayer].clientClone(); for (int i = 0; i < 255; i++) { if (i != Main.myPlayer) { Main.player[i] = new Player(); } } Main.netMode = 1; Main.menuMode = 14; if (!Main.autoPass) { Main.statusText = "Connecting to " + address.GetFriendlyName(); } Netplay.disconnect = false; Netplay.Connection = new RemoteServer(); Netplay.Connection.ReadBuffer = new byte[1024]; }
private static void ClientLoopSetup(RemoteAddress address) { Netplay.ResetNetDiag(); Main.ServerSideCharacter = false; if (Main.rand == null) { Main.rand = new UnifiedRandom((int)DateTime.Now.Ticks); } Main.player[Main.myPlayer].hostile = false; Main.clientPlayer = (Player)Main.player[Main.myPlayer].clientClone(); for (int index = 0; index < (int)byte.MaxValue; ++index) { if (index != Main.myPlayer) { Main.player[index] = new Player(); } } Main.netMode = 1; Main.menuMode = 14; if (!Main.autoPass) { Main.statusText = Language.GetTextValue("Net.ConnectingTo", (object)address.GetFriendlyName()); } Netplay.disconnect = false; Netplay.Connection = new RemoteServer(); Netplay.Connection.ReadBuffer = new byte[1024]; }
private static void ClientLoopSetup(RemoteAddress address) { LogManager.GetLogger("Dimension Library Server").InfoFormat("Connecting to {0}", address.GetFriendlyName()); Netplay.ResetNetDiag(); Main.ServerSideCharacter = false; if (Main.rand == null) { Main.rand = new UnifiedRandom((int)DateTime.Now.Ticks); } Main.player[Main.myPlayer].hostile = false; Main.clientPlayer = (Player)Main.player[Main.myPlayer].clientClone(); for (int i = 0; i < 255; i++) { if (i != Main.myPlayer) { Main.player[i] = new Player(); } } Main.netMode = 1; Netplay.disconnect = false; Netplay.Connection = new RemoteServer(); Netplay.Connection.ReadBuffer = new byte[ushort.MaxValue]; }