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类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();
}