public Game(int gameId) { this.GameId = gameId; this._objects = new Dictionary<uint, DynamicObject>(); this._worlds = new Dictionary<int, World>(); this._worldGenerator = new WorldGenerator(this); this.StartWorldSNO = 71150; // FIXME: This must be set according to the game settings (start quest/act). Better yet, track the player's save point and toss this stuff }
public Game(int gameId) { this.GameId = gameId; this._objects = new ConcurrentDictionary<uint, DynamicObject>(); this._worlds = new ConcurrentDictionary<int, World>(); this._worldGenerator = new WorldGenerator(this); this.StartWorldSNO = 71150; // FIXME: This must be set according to the game settings (start quest/act). Better yet, track the player's save point and toss this stuff var loopThread=new Thread(Update) { IsBackground = true }; loopThread.Start(); }
public Game(int gameId) { this.GameId = gameId; this._objects = new Dictionary<uint, DynamicObject>(); this._worlds = new Dictionary<int, World>(); this.WorldGenerator = new WorldGenerator(this); this.PowerManager = new PowerManager(this); // FIXME: This must be set according to the game settings (start quest/act). Better yet, track the player's save point and toss this stuff this.StartWorldSNO = 71150; //Quick implementation of gametick _tickThread = new Thread(() => _tickThread_Run()); _tickThread.Start(); }