pub fn start(mut self, gid: i32, key: Vec<u8>, key_time: u32) -> Self {
        self.is_running = true;
        self.time_keeper.thread_delay_ms = self.config.thread_delay_ms as i32;
        self.recon.game_id = gid;
        self.recon.game_key = key;
        self.recon.game_key_time = key_time;
        self.recon.current_server = self.base.server_ip.clone();
        self.game_loop();
        self
    }
/// Sets variables that might not be created at creation time, then starts the client. Returns the Client back if it ever needs to be relaunched.
Sets variables that might not be created at creation time, then starts the client. Returns the Client back if it ever needs to be relaunched.
Sets variables that might not be created at creation time then starts the client . Returns the Client back if it ever needs to be relaunched .
pub fn start(mut self, gid: i32, key: Vec<u8>, key_time: u32) -> Self {
        self.is_running = true;
        self.time_keeper.thread_delay_ms = self.config.thread_delay_ms as i32;
        self.recon.game_id = gid;
        self.recon.game_key = key;
        self.recon.game_key_time = key_time;
        self.recon.current_server = self.base.server_ip.clone();
        self.game_loop();
        self
    }
pub fn start ( mut self , gid : i32 , key : Vec < u8 > , key_time : u32 ) -> Self { self . is_running = true ; self . time_keeper . thread_delay_ms = self . config . thread_delay_ms as i32 ; self . recon . game_id = gid ; self . recon . game_key = key ; self . recon . game_key_time = key_time ; self . recon . current_server = self . base . server_ip . clone ( ) ; self . game_loop ( ) ; self }
Sets variables that might not be created at creation time, then starts the client.
Sets variables that might not be created at creation time then starts the client .
mut self
gid
i32
key
Vec<u8>
key_time
u32
mut self
gid
i32
key
Vec<u8>
key_time
u32