public void GameCreationThread() { try { Logger.Write("Starting game creation thread"); _makeNextGame = new AutoResetEvent(false); _nextGame = NextGameType.RunBot; _makeNextGame.WaitOne(); while (true) { Logger.Write("Signalled to start creating a game"); Thread.Sleep(Settings.Instance.GameStartDelay() * 1000); switch (_nextGame) { case NextGameType.RunBot: _bnet.MakeGameFromSettings(_difficulty, Settings.Instance.GameName(), Settings.Instance.GamePassword()); //_bnet.MakeRandomGame(_difficulty); break; case NextGameType.ItemTransfer: //_bnet.JoinGame(); break; default: break; } Logger.Write("Waiting for next signal"); _makeNextGame.WaitOne(); } } catch { Environment.Exit(3); } }
public void GameCreationThread() { Logging.Logger.Write("Starting game creation thread"); m_makeNextGame = new AutoResetEvent(false); m_nextGame = NextGameType.RUN_BOT; m_makeNextGame.WaitOne(); while (true) { Logging.Logger.Write("Signalled to start creating a game"); Thread.Sleep(35000); switch (m_nextGame) { case NextGameType.RUN_BOT: m_bnet.MakeRandomGame(m_difficulty); break; case NextGameType.ITEM_TRANSFER: //m_bnet.JoinGame(); break; default: break; } Logging.Logger.Write("Waiting for next signal"); m_makeNextGame.WaitOne(); } }
public void GameCreationThread() { try { Logging.Logger.Write("Starting game creation thread"); m_makeNextGame = new AutoResetEvent(false); m_nextGame = NextGameType.RUN_BOT; m_makeNextGame.WaitOne(); while (true) { Logging.Logger.Write("Signalled to start creating a game"); Thread.Sleep(Settings.Instance.GameStartDelay() * 1000); switch (m_nextGame) { case NextGameType.RUN_BOT: m_bnet.MakeRandomGame(m_difficulty); break; case NextGameType.ITEM_TRANSFER: //m_bnet.JoinGame(); break; default: break; } Logging.Logger.Write("Waiting for next signal"); m_makeNextGame.WaitOne(); } } catch { System.Environment.Exit(3); } }