Exemple #1
0
 /// <summary>
 /// Called when challenge socket is disconnected.
 /// </summary>
 /// <param name="sender">The sender.</param>
 /// <param name="e">The e.</param>
 private void OnChallengeDisconnect(object sender, SocketDisconnectArgs e)
 {
     log.ConditionalDebug("Disconnected from challenge socket.");
     if (challengeCon != null && !_disposing && !e.Initiated && e.ReconnectionAttempts < Settings.ReconnectionAttemptLimit)
     {
         log.ConditionalDebug("Reconnecting challenge socket.");
         challengeCon.Reconnect();
     }
 }
Exemple #2
0
 /// <summary>
 /// Called when the tournament socket disconnects.
 /// </summary>
 /// <param name="sender">The sender.</param>
 /// <param name="e">The e.</param>
 private void OnDisconnect(object sender, SocketDisconnectArgs e)
 {
     log.ConditionalDebug("Disconnected from /tournament/{0}", tournamentData.Id);
     if (socket != null && !e.Initiated && e.ReconnectionAttempts < Client.Settings.ReconnectionAttemptLimit)
     {
         log.ConditionalDebug("Reconnecting /tournament/{0}", tournamentData.Id);
         socket.Reconnect();
     }
 }
Exemple #3
0
        /// <summary>
        /// Called when the client is disconncted from the lobby.
        /// </summary>
        /// <param name="sender">The sender.</param>
        /// <param name="e">The e.</param>
        private void OnLobbyDisconnect(object sender, SocketDisconnectArgs e)
        {
            log.ConditionalDebug("Disconnected from lobby socket.");
            if (lobbyCon != null && !_disposing && !e.Initiated && Settings.AutoReconnect && e.ReconnectionAttempts < Settings.ReconnectionAttemptLimit)
            {
                Events.FireEventAsync(Events._onDisconnect, new Events.DisconnectEvent(this));

                if (Settings.AutoReconnect)
                {
                    log.ConditionalDebug("Reconnecting.");
                    lobbyCon.Reset();
                    ConnectLobbyInternal();
                }
            }
        }