/// <summary> /// Handles screen activation, which occurs every time the screen becomes the current /// active screen. Objects in here often will want to be destroyed on <see cref="GameScreen.Deactivate"/>(). /// </summary> public override void Activate() { base.Activate(); SetMessage(null); // If we are already connected to the server for some reason, disconnect if (_sockets.IsConnected) { _sockets.Disconnect(); } }
/// <summary> /// Handles screen activation, which occurs every time the screen becomes the current /// active screen. Objects in here often will want to be destroyed on Deactivate(). /// </summary> public override void Activate() { base.Activate(); // No reason to be connected while at the login screen if (_sockets.IsConnected) { _sockets.Disconnect(); } SetError(null); }