Пример #1
0
        public override void UpdateBeforeSimulation()
        {
            frameCounter100++;
            frameCounter1000++;

            if (!_isInitialized)
            {
                return;
            }

            if (_delayedConnectionRequest)
            {
                ClientLogger.WriteInfo("Delayed Connection Request");
                _delayedConnectionRequest = false;
                MessageConnectionRequest.SendMessage(ModConfigurationConsts.ModCommunicationVersion, PrivateCommunicationKey);
            }

            ChatCommandService.UpdateBeforeSimulation();

            if (frameCounter100 >= 100)
            {
                frameCounter100 = 0;
                ChatCommandService.UpdateBeforeSimulation100();
            }

            if (frameCounter1000 >= 1000)
            {
                frameCounter1000 = 0;
                ChatCommandService.UpdateBeforeSimulation1000();
            }
        }
Пример #2
0
        private void InitClient()
        {
            _isClientRegistered = true;
            ClientLogger.Init(ModConfigurationConsts.ClientLogFileName, false, 0); // comment this out if logging is not required for the Client.
            ClientLogger.WriteStart($"{ModConfigurationConsts.ModName} Client Log Started");
            ClientLogger.WriteInfo($"{ModConfigurationConsts.ModName} Client Version {ModConfigurationConsts.ModCommunicationVersion}");

            MyAPIGateway.Utilities.MessageEntered += ChatMessageEntered;

            if (MyAPIGateway.Multiplayer.MultiplayerActive && !_isServerRegistered) // if not the server, also need to register the messagehandler.
            {
                ClientLogger.WriteStart("RegisterMessageHandler");
                MyAPIGateway.Multiplayer.RegisterMessageHandler(ModConfigurationConsts.ConnectionId, _messageHandler);
            }

            DelayedConnectionRequestTimer          = new Timer(10000);
            DelayedConnectionRequestTimer.Elapsed += DelayedConnectionRequestTimer_Elapsed;
            DelayedConnectionRequestTimer.Start();

            // let the server know we are ready for connections
            MessageConnectionRequest.SendMessage(ModConfigurationConsts.ModCommunicationVersion, PrivateCommunicationKey);

            ClientLogger.Flush();
        }