pub fn queue_recon(&mut self, gid: i32, key: Vec<u8>, key_time: u32) {
        if self.recon.blocking_reconnects == false {
            self.recon.recon_queued = true;
            self.recon.game_id = gid;
            self.recon.game_key = key;
            self.recon.game_key_time = key_time;
            self.recon.increment(false);
            self.clear_heaps();
            //do cleanups depending on the module
        }
    }
/// Queues the client to reconnect to the server
Queues the client to reconnect to the server
Queues the client to reconnect to the server
pub fn queue_recon(&mut self, gid: i32, key: Vec<u8>, key_time: u32) {
        if self.recon.blocking_reconnects == false {
            self.recon.recon_queued = true;
            self.recon.game_id = gid;
            self.recon.game_key = key;
            self.recon.game_key_time = key_time;
            self.recon.increment(false);
            self.clear_heaps();
            //do cleanups depending on the module
        }
    }
pub fn queue_recon ( & mut self , gid : i32 , key : Vec < u8 > , key_time : u32 ) { if self . recon . blocking_reconnects == false { self . recon . recon_queued = true ; self . recon . game_id = gid ; self . recon . game_key = key ; self . recon . game_key_time = key_time ; self . recon . increment ( false ) ; self . clear_heaps ( ) ; //do cleanups depending on the module } }
Queues the client to reconnect to the server
Queues the client to reconnect to the server
&mut self
gid
i32
key
Vec<u8>
key_time
u32
&mut self
gid
i32
key
Vec<u8>
key_time
u32