public override void UpdateBeforeSimulation() { frameCounter100++; frameCounter1000++; if (!_isInitialized) { return; } if (_delayedConnectionRequest) { ClientLogger.WriteInfo("Delayed Connection Request"); _delayedConnectionRequest = false; MessageConnectionRequest.SendMessage(ModConfigurationConsts.ModCommunicationVersion, PrivateCommunicationKey); } ChatCommandService.UpdateBeforeSimulation(); if (frameCounter100 >= 100) { frameCounter100 = 0; ChatCommandService.UpdateBeforeSimulation100(); } if (frameCounter1000 >= 1000) { frameCounter1000 = 0; ChatCommandService.UpdateBeforeSimulation1000(); } }
private void InitClient() { _isClientRegistered = true; ClientLogger.Init(ModConfigurationConsts.ClientLogFileName, false, 0); // comment this out if logging is not required for the Client. ClientLogger.WriteStart($"{ModConfigurationConsts.ModName} Client Log Started"); ClientLogger.WriteInfo($"{ModConfigurationConsts.ModName} Client Version {ModConfigurationConsts.ModCommunicationVersion}"); MyAPIGateway.Utilities.MessageEntered += ChatMessageEntered; if (MyAPIGateway.Multiplayer.MultiplayerActive && !_isServerRegistered) // if not the server, also need to register the messagehandler. { ClientLogger.WriteStart("RegisterMessageHandler"); MyAPIGateway.Multiplayer.RegisterMessageHandler(ModConfigurationConsts.ConnectionId, _messageHandler); } DelayedConnectionRequestTimer = new Timer(10000); DelayedConnectionRequestTimer.Elapsed += DelayedConnectionRequestTimer_Elapsed; DelayedConnectionRequestTimer.Start(); // let the server know we are ready for connections MessageConnectionRequest.SendMessage(ModConfigurationConsts.ModCommunicationVersion, PrivateCommunicationKey); ClientLogger.Flush(); }