/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here Settings.Instance.loadSettings(); TextureCollection.Instance.SetContent(Content); SoundCollection.Instance.SetContent(Content); FontCollection.Instance.LoadFonts(Content); spriteBatch = new SpriteBatch(GraphicsDevice); lobbyOnline = new LobbyOnline(spriteBatch, this); localUpdates = new Network.LocalUpdates(this, lobbyOnline); networkThread = new Network.NetworkThread(localUpdates); scene = new Scene(spriteBatch, Content, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), this); lobbySearch = new LobbySearch(spriteBatch, this); localUpdates.SetNetworkThread(networkThread); localUpdates.SetScene(scene); mainMenu = new MainMenu(spriteBatch, this); postGameMenu = new PostGameMenu(spriteBatch, this); modifierMenu = new ModifierMenu(spriteBatch, this); menuSettings = new MenuSettings(spriteBatch, this); menuControls = new MenuControls(spriteBatch, this); menuPause = new MenuPause(spriteBatch, this); creditScreen = new CreditScreen(spriteBatch, this); loadingScreen = new LoadingScreen(spriteBatch, this); launchMenu = new LaunchMenu(spriteBatch, this, networkThread); waitForServerStart = new WaitForServerStart(networkThread, spriteBatch); music = SoundCollection.Instance.GetSoundInstance(SoundType.Menu_Music); music.IsLooped = true; music.Volume = 0.5f * Settings.Instance.VolumeMusic; music.Play(); }
public NetworkThread(LocalUpdates localUpdates) { this.localUpdates = localUpdates; NetPeerConfiguration config = new NetPeerConfiguration("GameServer"); config.AutoFlushSendQueue = false; config.EnableMessageType(NetIncomingMessageType.UnconnectedData); s_client = new NetClient(config); //s_client.RegisterReceivedCallback(new SendOrPostCallback(GotMessage),new SynchronizationContext()); port = 23451; Instance = this; s_client.Start(); }