private void SkipStage(SceneExitController self) { /*I actually dont know what this does * //self = explicitSceneExitController.GetComponent<SceneExitController>(); #if DEBUG * Chat.AddMessage("Turbo Edition: " + EquipmentName + " getComponent " + self); #endif*/ //CANNOT DO THIS!!!! Throws an exception on ExitStage.State newState! //self = new SceneExitController(); InstanceTracker.Add(self); #if DEBUG Chat.AddMessage("Turbo Edition: " + EquipmentName + " forced stage skip."); #endif //The game does this so lets do too if (NetworkServer.active) { //SceneExitController.ExitState == SceneExitController.ExitState.Idle; self.SetState(SceneExitController.ExitState.Idle); self.Begin(); } //If we are grabbing an already existing instance from the game thanks to InstanceTracker.FirstOrNull we are deleting that one //should be fine since we are leaving the scene though. InstanceTracker.Remove(self); }
public SafeTimer() { WaitFlag = false; timeout = 0; WOTcb = HandleTimer; InstanceTracker.Add(this); }
public SafeTimer(int Milliseconds, bool Auto) : this() { // SWC 20130227 Fix high cpu problem // SWC Validate Interval setting //if (Milliseconds <= 0 || Milliseconds >= Int32.MaxValue) Milliseconds = 1000; // This should never happen //Interval = Milliseconds; Interval = Math.Max(MINIMUM_INTERVAL, Milliseconds); AutoReset = Auto; InstanceTracker.Add(this); }
/// <summary> /// Constructs a new SSDP Server /// </summary> /// <param name="Expiration">The number of seconds before a Refresh will be triggered</param> public SSDP(int Expiration) { InstanceTracker.Add(this); LifeTimeHandler = SearchTimerSink; SearchTimer.OnExpired += LifeTimeHandler; SSDP_EXPIRATION = Expiration; if (SSDP_EXPIRATION < 5) { SSDP_EXPIRATION = 5; } int MinVal = (int)(SSDP_EXPIRATION * 0.25 * 1000); int MaxVal = (int)(SSDP_EXPIRATION * 0.45 * 1000); NotifyTimer.OnElapsed += __NotifyCheck; NotifyTimer.Interval = RND.Next(MinVal, MaxVal); NotifyTimer.AutoReset = true; NotifyTimer.Start(); NetInfo = new NetworkInfo(); SetupSessions(); }