public void AsyncJoinToSavedGame() { UnifiedTestClient client = null; UnifiedTestClient client2 = null; try { var roomName = GenerateRandomizedRoomName(MethodBase.GetCurrentMethod().Name); client = this.CreateMasterClientAndAuthenticate(Player1); // try join game on gameServer this.ConnectAndAuthenticate(client, this.GameServerAddress); client.CreateRoom(roomName, new RoomOptions(), TypedLobby.Default, null, true, "SaveLoadStateTestPlugin"); Thread.Sleep(1000); client.Disconnect(); Thread.Sleep(1000); // try join game on master client2 = this.CreateMasterClientAndAuthenticate(Player2); client2.JoinGame(roomName); // try join game on gameServer this.ConnectAndAuthenticate(client2, this.GameServerAddress); var joinGameRequest = new JoinGameRequest { GameId = roomName, Plugins = new[] { "SaveLoadStateTestPlugin" } }; client2.WaitTimeout = 3000000; client2.JoinGame(joinGameRequest); } finally { DisposeClients(client, client2); } }