private void SessionStateChanged(ITorchSession session, TorchSessionState newState) { switch (newState) { case TorchSessionState.Loaded: Dispatcher.InvokeAsync(() => DataContext = _server?.CurrentSession?.Managers.GetManager <MultiplayerManagerDedicated>()); _mpServer = _server.CurrentSession.Managers.GetManager <IMultiplayerManagerServer>(); _mpServer.PlayerPromoted += OnPlayerPromoted; break; case TorchSessionState.Unloading: Dispatcher.InvokeAsync(() => DataContext = null); break; } }
public AccountsManager(IConnectionFactory connectionFactory, IMultiplayerManagerServer multiplayerManager) : base(connectionFactory) { _multiplayerManager = multiplayerManager; }