private void DoTunnelPinged(int index) { if (TunnelPinged != null) { wm.AddCallback(TunnelPinged, index); } }
public void UpdatePing(WindowManager wm) { using (Ping p = new Ping()) { try { PingReply reply = p.Send(System.Net.IPAddress.Parse(IPAddress), LAN_PING_TIMEOUT); if (reply.Status == IPStatus.Success) { Ping = Convert.ToInt32(reply.RoundtripTime); } wm.AddCallback(PlayerPinged, this, EventArgs.Empty); } catch (PingException ex) { Logger.Log($"Caught an exception when pinging {Name} LAN player: {ex.Message}"); } } }
private void SharedUILogic_GameProcessExited() { WindowManager.AddCallback(new Action(HandleGameProcessExited), null); }
public void OnAttemptedServerChanged(string serverName) { // AddCallback is necessary for thread-safety; OnAttemptedServerChanged // is called by the networking thread, and AddCallback schedules DoAttemptedServerChanged // to be executed on the main (UI) thread. wm.AddCallback(new Action <string>(DoAttemptedServerChanged), serverName); }
/// <summary> /// Called whenever a custom component download is finished. /// </summary> /// <param name="c">The CustomComponent object.</param> /// <param name="success">True if the download succeeded, otherwise false.</param> private void cc_DownloadFinished(CustomComponent c, bool success) { WindowManager.AddCallback(new Action <CustomComponent, bool>(HandleDownloadFinished), c, success); }
/// <summary> /// Called whenever a custom component download's progress is changed. /// </summary> /// <param name="c">The CustomComponent object.</param> /// <param name="percentage">The current download progress percentage.</param> private void cc_DownloadProgressChanged(CustomComponent c, int percentage) { WindowManager.AddCallback(new Action <CustomComponent, int>(HandleDownloadProgressChanged), c, percentage); }
private void GameProcessExited_Callback() { WindowManager.AddCallback(new Action(GameProcessExited), null); }
private void CUpdater_FileIdentifiersUpdated() { WindowManager.AddCallback(new Action(HandleFileIdentifierUpdate), null); }
private void CUpdater_Restart(object sender, EventArgs e) => WindowManager.AddCallback(new Action(ExitClient), null);
private void DoTunnelPinged(int tunnelIndex, int pingInMs) { wm.AddCallback(new Action <int, int>(HandleTunnelPinged), tunnelIndex, pingInMs); }
/// <summary> /// Reloads Keyboard.ini when the game process has exited. /// </summary> private void GameProcessLogic_GameProcessExited() { WindowManager.AddCallback(new Action(LoadKeyboardINI), null); }
private void CUpdater_Restart(object sender, EventArgs e) { WindowManager.AddCallback(new Action(WindowManager.CloseGame), null); }