private async Task <bool> WaitForServerReadyToConnect(Guid customerGUID, int zoneInstanceID) { DateTime StartPollingTime = DateTime.Now; while (DateTime.Now < StartPollingTime.AddSeconds(owsGeneralConfig.Value.SecondsToWaitForServerSpinUp)) { //Check Map Status var resultCheckMapInstanceStatus = await charactersRepository.CheckMapInstanceStatus(CustomerGUID, zoneInstanceID); if (resultCheckMapInstanceStatus.MapInstanceStatus == 2) //Ready to play { return(true); } System.Threading.Thread.Sleep(owsGeneralConfig.Value.SecondsToWaitInBetweenSpinUpPolling); } //The server did not spin up in time so shut it down return(false); }
private async Task <bool> WaitForServerReadyToConnect(int mapInstanceID) { DateTime StartPollingTime = DateTime.Now; while (DateTime.Now < StartPollingTime.AddSeconds(90)) { //Check Map Status var resultCheckMapInstanceStatus = await charactersRepository.CheckMapInstanceStatus(CustomerGUID, mapInstanceID); if (resultCheckMapInstanceStatus.MapInstanceStatus == 2) //Ready to play { /*using (RPGDataDataContext dc = new RPGDataDataContext()) * { * dc.AddCharacterToMapInstanceByCharName(gCustomerGUID, id, MapInstanceID); //id = CharName * }*/ return(true); } System.Threading.Thread.Sleep(2); } return(false); }