当前位置: 首页>>代码示例>>C#>>正文


C# MyMultiplayerBase.StartProcessingClientMessages方法代码示例

本文整理汇总了C#中MyMultiplayerBase.StartProcessingClientMessages方法的典型用法代码示例。如果您正苦于以下问题:C# MyMultiplayerBase.StartProcessingClientMessages方法的具体用法?C# MyMultiplayerBase.StartProcessingClientMessages怎么用?C# MyMultiplayerBase.StartProcessingClientMessages使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在MyMultiplayerBase的用法示例。


在下文中一共展示了MyMultiplayerBase.StartProcessingClientMessages方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: LoadMultiplayer

        internal static void LoadMultiplayer(MyObjectBuilder_World world, MyMultiplayerBase multiplayerSession)
        {
            //MyAudio.Static.Mute = true;
            Static = new MySession(multiplayerSession.SyncLayer);
            Static.Mods = world.Checkpoint.Mods;
            Static.Settings = world.Checkpoint.Settings;
            Static.CurrentPath = MyLocalCache.GetSessionSavesPath(MyUtils.StripInvalidChars(world.Checkpoint.SessionName), false, false);
            if (!MyDefinitionManager.Static.TryGetDefinition<MyScenarioDefinition>(world.Checkpoint.Scenario, out Static.Scenario))
                Static.Scenario = MyDefinitionManager.Static.GetScenarioDefinitions().FirstOrDefault();
            FixIncorrectSettings(Static.Settings);

            Static.InGameTime = MyObjectBuilder_Checkpoint.DEFAULT_DATE;

            Static.LoadMembersFromWorld(world, multiplayerSession);

            MySandboxGame.Static.SessionCompatHelper.FixSessionComponentObjectBuilders(world.Checkpoint, world.Sector);

            Static.PrepareBaseSession(world.Checkpoint, world.Sector);

            // No controlled object
            long hostObj = world.Checkpoint.ControlledObject;
            world.Checkpoint.ControlledObject = -1;

            if (multiplayerSession != null)
            {
                MyHud.Chat.RegisterChat(multiplayerSession);
                Static.Gpss.RegisterChat(multiplayerSession);
            }

            Static.CameraController = MySpectatorCameraController.Static;

            Static.LoadWorld(world.Checkpoint, world.Sector);

            if (Sync.IsServer)
            {
                Static.InitializeFactions();
            }

            Static.Settings.AutoSaveInMinutes = 0;

            Static.IsCameraAwaitingEntity = true;

            multiplayerSession.StartProcessingClientMessages();

            MyLocalCache.ClearLastSessionInfo();

            MyNetworkStats.Static.ClearStats();
            Sync.Layer.TransportLayer.ClearStats();

            Static.BeforeStartComponents();
        }
开发者ID:liiir1985,项目名称:SpaceEngineers,代码行数:51,代码来源:MySession.cs


注:本文中的MyMultiplayerBase.StartProcessingClientMessages方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。