//reads in server output and does what the server says public void HandleServerOutput() { List <string> serverOutput = udpListen.ReadMessages(); //get the whole output in one string, from oldest to newest messages string fullOutput = ""; foreach (string s in serverOutput) { fullOutput += s; } //turn the string into a nice list of messages List <Message> messages = DataParserAndFormatter.GetMessagesFromServerOutput(fullOutput); //handle each message (oldest to newest) foreach (Message message in messages) { UnityHandler.HandleMessage(message); if (debug == true) { // Debug.Log("CLIENT: Sent message to Unity Handler"); } } }
protected override void OnStartup(StartupEventArgs e) { UnityHandler.CreateContainer(); var appSettingService = UnityHandler.UnityContainer.Resolve <IAppSettingService>(); if (e.Args.Length > 0 && !string.IsNullOrEmpty(e.Args[0]) && e.Args[0] == "-removeAppData") { try { appSettingService.AutoStartWithWindows = false; appSettingService.RemoveAppConfigSettingFile(); Environment.Exit(0); } catch { Environment.Exit(1); } } base.OnStartup(e); // register this application specific action service UnityHandler.UnityContainer.RegisterType <IActionService, ActionService>(lifetimeManager: new SingletonLifetimeManager()); // ensure AppConfig Values exist bool firstTimeUser = appSettingService.RestoreDefaultAppConfigSetting(settingKey: null, overrideSetting: false); var hotkeyService = UnityHandler.UnityContainer.Resolve <IApplicationHotkeyService>(); actionService = UnityHandler.UnityContainer.Resolve <IActionService>(); ThemeManager.ChangeTheme(appSettingService.WindowTheme); // Show main window first, so that windows popping up (like new updates/new to app) are in foreground and escapable mainWindow = UnityHandler.UnityContainer.Resolve <MainWindow>(); actionService.OwnerControl = mainWindow; HandleFirstStartAndUpdates(actionService, appSettingService, hotkeyService, firstTimeUser); }