public void FrmLogin_UnLoad(object sender, EventArgs e) { if (E_NetworkConfig.Socket != null && E_NetworkConfig.Socket.IsConnected) { E_NetworkSend.SendLeaveGame(); } E_Loop.CloseEditor(); }
private static void Socket_CrashReport(string err) { if (!E_Globals.GameDestroyed) { Interaction.MsgBox("There was a network error -> Report: " + err); } DestroyNetwork(); E_Loop.CloseEditor(); }
private static void Socket_ConnectionLost() { Interaction.MsgBox("Connection was terminated!"); DestroyNetwork(); E_Loop.CloseEditor(); }
public void FrmLogin_Load(object sender, EventArgs e) { E_Loop.Main(); }
public void FrmLogin_UnLoad(object sender, EventArgs e) { E_Loop.CloseEditor(); }