public void ShouldUsePublicNetwork() { Stellar.Network.UsePublicNetwork(); Library.Client client = new Library.Client(); Assert.Equal(client.Network.NetworkPassphrase, Stellar.Network.Current.NetworkPassphrase); Assert.True(Stellar.Network.IsPublicNetwork(client.Network)); }
public Multiplayer() { InitializeComponent(); playwave = new Playwave(); client = new Library.Client(); client.ClientConnectedEvent += client_ClientConnectedEvent; client.ClientDisconnectedEvent += client_ClientDisconnectedEvent; client.ClientKeyPlayedEvent += client_ClientKeyPlayedEvent; //client_ClientConnectedEvent("aaaa"); }