/// <inheritdoc /> public void DisconnectFromServer(string reason) { DebugTools.Assert(RunLevel > ClientRunLevel.Initialize); DebugTools.Assert(_net.IsConnected); // run level changed in OnNetDisconnect() // are both of these *really* needed? _net.ClientDisconnect(reason); }
private void button_quit_Clicked(Button sender) { // request disconnect _netMgr.ClientDisconnect("Client disconnected from game."); Destroy(); }
public void Run() { Logger.Debug("Initializing GameController."); _configurationManager.LoadFromFile(PathHelpers.ExecutableRelativeFile("client_config.toml")); _resourceCache.LoadBaseResources(); // Load resources used by splash screen and main menu. LoadSplashResources(); ShowSplashScreen(); _resourceCache.LoadLocalResources(); //identical code for server in baseserver if (!AssemblyLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Content.Shared")) { if (!AssemblyLoader.TryLoadAssembly <GameShared>(_resourceManager, $"Sandbox.Shared")) { Logger.Warning($"[ENG] Could not load any Shared DLL."); } } if (!AssemblyLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Content.Client")) { if (!AssemblyLoader.TryLoadAssembly <GameClient>(_resourceManager, $"Sandbox.Client")) { Logger.Warning($"[ENG] Could not load any Client DLL."); } } IoCManager.Resolve <ILightManager>().Initialize(); // Call Init in game assemblies. AssemblyLoader.BroadcastRunLevel(AssemblyLoader.RunLevel.Init); //Setup Cluwne first, as the rest depends on it. SetupCluwne(); CleanupSplashScreen(); //Initialization of private members _tileDefinitionManager.InitializeResources(); _serializer.Initialize(); var prototypeManager = IoCManager.Resolve <IPrototypeManager>(); prototypeManager.LoadDirectory(@"Prototypes"); prototypeManager.Resync(); _networkManager.Initialize(false); _console.Initialize(); _netGrapher.Initialize(); _userInterfaceManager.Initialize(); _mapManager.Initialize(); _placementManager.Initialize(); _entityManager.Initialize(); _networkManager.RegisterNetMessage <MsgFullState>(MsgFullState.NAME, message => IoCManager.Resolve <IGameStateManager>().HandleFullStateMessage((MsgFullState)message)); _networkManager.RegisterNetMessage <MsgStateUpdate>(MsgStateUpdate.NAME, message => IoCManager.Resolve <IGameStateManager>().HandleStateUpdateMessage((MsgStateUpdate)message)); _client.Initialize(); _stateManager.RequestStateChange <MainScreen>(); #region GameLoop // maximum number of ticks to queue before the loop slows down. const int maxTicks = 5; _time.ResetRealTime(); var maxTime = TimeSpan.FromTicks(_time.TickPeriod.Ticks * maxTicks); while (CluwneLib.IsRunning) { var accumulator = _time.RealTime - _lastTick; // If the game can't keep up, limit time. if (accumulator > maxTime) { // limit accumulator to max time. accumulator = maxTime; // pull lastTick up to the current realTime // This will slow down the simulation, but if we are behind from a // lag spike hopefully it will be able to catch up. _lastTick = _time.RealTime - maxTime; // announce we are falling behind if ((_time.RealTime - _lastKeepUpAnnounce).TotalSeconds >= 15.0) { Logger.Warning("[ENG] MainLoop: Cannot keep up!"); _lastKeepUpAnnounce = _time.RealTime; } } _time.StartFrame(); var realFrameEvent = new FrameEventArgs((float)_time.RealFrameTime.TotalSeconds); // process Net/KB/Mouse input Process(realFrameEvent); _time.InSimulation = true; // run the simulation for every accumulated tick while (accumulator >= _time.TickPeriod) { accumulator -= _time.TickPeriod; _lastTick += _time.TickPeriod; // only run the sim if unpaused, but still use up the accumulated time if (!_time.Paused) { // update the simulation var simFrameEvent = new FrameEventArgs((float)_time.FrameTime.TotalSeconds); Update(simFrameEvent); _time.CurTick++; } } // if not paused, save how close to the next tick we are so interpolation works if (!_time.Paused) { _time.TickRemainder = accumulator; } _time.InSimulation = false; // render the simulation Render(realFrameEvent); } #endregion GameLoop _networkManager.ClientDisconnect("Client disconnected from game."); CluwneLib.Terminate(); Logger.Info("GameController terminated."); IoCManager.Resolve <IConfigurationManager>().SaveToFile(); }
private void button_quit_Clicked(Button sender) { _netMgr.ClientDisconnect("Client disconnected from game."); _stateManager.RequestStateChange <MainScreen>(); Dispose(); }