public void UpdateClientTime(DateTime dateTime) { lock (_clients) { foreach (var kvp in _clientsByName.Values) { Handler2.SendClientTime(kvp, dateTime); } } }
public void OneIngameLoginLoad() { UpdateFriendsStatus(true, Client); //Write Later As Event WriteBlockList(); LoadMasterList(); SendReciveMasterCoper(); /* * LoadGuild();*/ Handler2.SendClientTime(Client, DateTime.Now); }