terraria-cpp2il-methodrecon v1.4.4.9
Terraria mobile dump, with reconstructed method body. Dump with CallAnalysis: https://infinitynichto.github.io/terraria-cpp2il
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◆ Connect()

void Telepathy.Client.Connect ( string ip,
int port )
inline

Definition at line 152 of file Client.cs.

153 {
154 for (;;)
155 {
156 Debug.Log("Connecting" + ip);
157 if (this._Connecting)
158 {
159 break;
160 }
162 if (tcpClient == null)
163 {
164 goto IL_0035;
165 }
166 Socket clientSocket = tcpClient.m_ClientSocket;
167 if (clientSocket == null || !clientSocket.is_connected)
168 {
169 goto IL_0035;
170 }
171 }
172 return;
173 IL_0035:
174 this._Connecting = true;
175 this.sendQueue.Clear();
176 this.receiveThread.Start();
177 }
class f__AnonymousType0<< Count > j__TPar
Thread receiveThread
Definition Client.cs:294
TcpClient client
Definition Client.cs:291
SafeQueue< byte[]> sendQueue
Definition Client.cs:303
static void Log(object message)
Definition Debug.cs:51

References Telepathy.Client._Connecting, Telepathy.SafeQueue< T >.Clear(), Telepathy.Client.client, j__TPar, UnityEngine.Debug.Log(), Telepathy.Client.receiveThread, Telepathy.Client.sendQueue, and System.Threading.Thread.Start().

Referenced by SaveSynchronisationManager.Connect(), and SaveSynchronisationClient.Connect().