/// <summary> /// On load, get GUI ready. /// </summary> public void Frmmenu_Load(object sender, EventArgs e) { Strings.Init(0, "English"); LoadMenuGraphics(); pnlLoad.Width = 730; pnlLoad.Height = 550; Width = 730; pnlLogin.Top = pnlMainMenu.Top; pnlLogin.Left = pnlMainMenu.Left; pnlNewChar.Top = pnlMainMenu.Top; pnlNewChar.Left = pnlMainMenu.Left; pnlRegister.Top = pnlMainMenu.Top; pnlRegister.Left = pnlMainMenu.Left; pnlCredits.Top = pnlMainMenu.Top; pnlCredits.Left = pnlMainMenu.Left; pnlIPConfig.Top = pnlMainMenu.Top; pnlIPConfig.Left = pnlMainMenu.Left; pnlCharSelect.Top = pnlMainMenu.Top; pnlCharSelect.Left = pnlMainMenu.Left; if (C_General.Started == false) { C_General.Startup(); } C_NetworkConfig.Connect(); }
internal static bool ConnectToServer(int i) { bool returnValue = false; int Until; returnValue = false; // Check to see if we are already connected, if so just exit if (C_NetworkConfig.Socket.IsConnected) { return(true); } if (i == 4) { return(returnValue); } Until = GetTickCount() + 3500; C_NetworkConfig.Connect(); SetStatus(Strings.Get("mainmenu", "connectserver", i)); // Wait until connected or a few seconds have passed and report the server being down while ((!C_NetworkConfig.Socket.IsConnected) && (GetTickCount() <= Until)) { Application.DoEvents(); Thread.Sleep(10); } // return value if (C_NetworkConfig.Socket.IsConnected) { returnValue = true; } if (returnValue) { ConnectToServer(i + 1); } return(returnValue); }