void OnConnect(RPCConnectResult result) { if (result.Success()) { WriteLine("Successfully connected to the server"); //OnConnect must return so we can't use the current thread to execute region handler logic. //This is a limitation imposed by FluorineFX. (new Thread(Run)).Start(); } else { WriteLine(result.GetMessage()); //Just reconnect right away //This is a bit of a hack, required to make this work with Mono because connections will just randomly fail there (new Thread(Connect)).Start(); } }
void OnConnect(RPCConnectResult result) { try { if (result.Success()) { Connected = true; WriteLine("Successfully connected to the server"); TerminateUpdateThread(); lock (TerminationEvent) { AutomaticUpdatesThread = new Thread(RunAutomaticUpdates); AutomaticUpdatesThread.Name = string.Format("{0} Automatic updates", Profile.Description); AutomaticUpdatesThread.Start(); } } else { if(result.Result == RPCConnectResultType.LoginFault && result.FlexLoginFault.FaultString == "com.riotgames.platform.login.LoginFailedException : null") WriteLine("The server has placed this client in the login queue. Please be patient."); else WriteLine(result.GetMessage()); TerminationEvent.WaitOne(Configuration.ReconnectDelay); ConnectInThread(); } } catch (Exception exception) { GlobalHandler.HandleException(exception); } }
void OnConnect(RPCConnectResult result) { ConnectionSuccess = result.Success(); Output.WriteLine(result.GetMessage()); OnConnectEvent.Set(); }
void OnConnect(RPCConnectResult result) { try { if (result.Success()) { Connected = true; WriteLine("Successfully connected to the server"); Thread thread = new Thread(RunAutomaticUpdates); thread.Name = string.Format("{0} Automatic updates", Profile.Description); thread.Start(); } else { WriteLine(result.GetMessage()); Thread.Sleep(Configuration.ReconnectDelay); ConnectInThread(); } } catch (Exception exception) { GlobalHandler.HandleException(exception); } }