We have a lobby! (#127)
It's shoddy as hell but it works for our purposes.
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f887d22a16
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845d0f9182
@@ -4,6 +4,7 @@ using Content.Client.GameObjects.Components.Construction;
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using Content.Client.GameObjects.Components.Power;
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using Content.Client.GameObjects.Components.SmoothWalling;
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using Content.Client.GameObjects.Components.Storage;
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using Content.Client.GameTicking;
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using Content.Client.Input;
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using Content.Client.Interfaces;
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using Content.Client.Interfaces.GameObjects;
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@@ -77,6 +78,7 @@ namespace Content.Client
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IoCManager.Register<IClientNotifyManager, ClientNotifyManager>();
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IoCManager.Register<ISharedNotifyManager, ClientNotifyManager>();
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IoCManager.Register<IClientGameTicker, ClientGameTicker>();
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IoCManager.BuildGraph();
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}
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@@ -89,6 +91,7 @@ namespace Content.Client
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ContentContexts.SetupContexts(inputMan.Contexts);
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IoCManager.Resolve<IClientNotifyManager>().Initialize();
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IoCManager.Resolve<IClientGameTicker>().Initialize();
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}
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public override void Update(AssemblyLoader.UpdateLevel level, float frameTime)
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@@ -98,7 +101,9 @@ namespace Content.Client
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switch (level)
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{
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case AssemblyLoader.UpdateLevel.FramePreEngine:
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IoCManager.Resolve<IClientNotifyManager>().FrameUpdate(new RenderFrameEventArgs(frameTime));
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var renderFrameEventArgs = new RenderFrameEventArgs(frameTime);
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IoCManager.Resolve<IClientNotifyManager>().FrameUpdate(renderFrameEventArgs);
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IoCManager.Resolve<IClientGameTicker>().FrameUpdate(renderFrameEventArgs);
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break;
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}
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}
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