public SCReceiver(string host, int port) { this.eventSystem.RegisterListener(new EventListener <PacketReceivedEvent>(new Action <PacketReceivedEvent>(this.PacketReceived), null)); this.eventSystem.RegisterListener(new EventListener <ConnectionReadyEvent>(new Action <ConnectionReadyEvent>(this.ConnectionReady), null)); UpdateableObject uo = this; ThreadPool.QueueUserWorkItem(delegate(object s) { IAsyncResult asyncResult = this.client.BeginConnect(host, port, null, null); bool flag = asyncResult.AsyncWaitHandle.WaitOne(1000); if (flag) { this.controller = new PacketController(this); uo.SetActive(true); Debug.Log(string.Concat(new object[] { "Connected to ", host, ":", port, ", ", this.Active })); this.Connected = true; } else { this.eventSystem.Invoke <InitialTimeoutEvent>(new InitialTimeoutEvent()); } }); }
private void Update() { UpdateableObject.InternalTick(); this.SetContext(); if (this.AuthClient != null && this.AuthClient.Initialized() && !this.InitatedPosted) { this.InitatedPosted = true; this.init(); } this.TickSpeed = UpdateableObject.CoreTicksPerSecond; if (this.client != null && this.client.rec != null) { this.ClientSpeed = this.client.rec.TicksPerSecond; } }
public static void tryStart() { if (GameTracker.Me == null) { GameTracker.Me = new GameObject(); GameTracker.Tracker = GameTracker.Me.AddComponent <GameTracker>(); GameTracker.Tracker.start(); GameTracker.Me.SetActive(true); GameTracker.Tracker.SetContext(); UnityEngine.Object.DontDestroyOnLoad(GameTracker.Me); UpdateableObject.Initiate(); LoggerContext.setMainLogger(new LoggerInstance()); new Checker(); Translation.loadTranslations <SFST>(); } }