public void Update() { Reloader.ReloadAssemblies(); if (client != null && client.IsConnected()) { ProcessPackets(); } }
public void Update() { Reloader.ReloadAssemblies(); if (multiplayerSession.CurrentState.CurrentStage != MultiplayerSessionConnectionStage.Disconnected) { ProcessPackets(); } }
public void Update() { Reloader.ReloadAssemblies(); if (clientBridge.CurrentState != ClientBridgeState.Disconnected && clientBridge.CurrentState != ClientBridgeState.Failed) { ProcessPackets(); } }