public PlayerRegistrationLobby() { StatusTimer = new OneShotTimer(5 * 1000 * 1000, false); m_maxPlayers = 2; Status = CreateStatusDrawString(); Status.Visible = false; Strings.Add(Status); Strings.Add(new DrawableString(new DrawingOptions() { Position = new Vector2(117, 50) }, "Press <Delete> to remove a player.")); RegistrationSelection = new RegistrationOptions(); RegisteredPlayers = new List <PlayerEntry>(); RegistrationSelection.TopLeft = new Vector2(100, 130); StringAddPlayerEntry = CreateAddPlayerStringEntry(); InsertAddPlayerString(); OnAddPlayerSelection(); UpdateEntryPositions(); Lists.Add(RegistrationSelection); }
private void ConnectElapsed() { connectAgainTimer.Stop(); connectAgainTimer = null; log.Debug("Timer Elapsed!"); Connect(); }
private void ConnectAgainLater() { log.Debug("Connect later..."); var waitTime = random.Next(800, 2000); connectAgainTimer = new OneShotTimer(waitTime); connectAgainTimer.OnElapsed += ConnectElapsed; connectAgainTimer.Start(); }
private void StartTimeoutTimer() { TimeoutTimer = null; int receiveTimeout = ReceiveTimeout; // copy to avoid race condition if (receiveTimeout > 0) { TimeoutTimer = new OneShotTimer(receiveTimeout * 1000); } }
public MatchmakingStatusControl(Control parent) : base(parent) { StatusLobby = new MatchmakingStatusLobby(); Visualizer = new LobbyVisualizer(StatusLobby); #if DEBUG const int CancelTime = 900; #else const int CancelTime = 5; #endif CancelTimer = new OneShotTimer(CancelTime * 1000 * 1000, false); Timeout = new OneShotTimer(15 * 1000 * 1000, false); }
public ResponseRequest(PackageType responseType, long milliseconds) { m_timer = new OneShotTimer(milliseconds * 1000); ResponsePackageType = responseType; State = ResponseState.Pending; }
public MatchmakingManager(UniqueIDGenerator sessionIDGenerator) { SessionIDGenerator = sessionIDGenerator; UpdateMatchmakingQueue = new OneShotTimer(MatchmakingRefreshIntervalInSeconds * 1000000, true); }
public void PauseBall(int millisecs) { GameOngoingTimer = new OneShotTimer(millisecs * 1000, true); }