public void MenuOptionMouseUp(object sender, System.Windows.Input.MouseEventArgs e)
 {
     try
     {
         if (m_MouseDownSender != sender) return;
         Image img = sender as Image;
         string selected = img.Name;
         if (selected == "CreateGame")
         {
             ClientGameEngine.Get().ChangeState(NewGameState.Get());
         }
         else if (selected == "JoinGame")
         {
             if (m_SelectedGame == null)
             {
                 RenderMessageDialog.RenderMessage("You need to select a game to join!");
             }
             else
             {
                 if (m_SelectedGame.HasPassword)
                 {
                     RenderMessageDialog.RenderInput("Please enter the password: "******"MainMenu")
         {
             ClientGameEngine.Get().ChangeState(MainMenuState.Get());
         }
     }
     catch (Exception)
     {
     }
 }
Beispiel #2
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        private void ProcessMessages()
        {
            // All generic server messages are handled here
            m_GenericServerMessageSubscriber = MessageSubject
                .Where(message => message is GenericServerMessage)
                .Subscribe(message =>
                {
                    var genericMessage = message as GenericServerMessage;
                    switch (genericMessage.MessageEnum)
                    {
                        case ServerMessage.ServerMessageEnum.StartServer:
                            break;
                        case ServerMessage.ServerMessageEnum.ServerStarted:
                            break;
                        default:
                            ConsoleLogger.Push("Unhandled GenericServerMessage was received: " + genericMessage.MessageEnum.ToString());
                            break;
                    }
                });

            // All server messages are handled here
            m_ServerMessageSubscriber = MessageSubject
                .Where(message => message is ServerMessage && !(message is GenericServerMessage))
                .Subscribe(message =>
                {
                    if (message is CreateGameMessage)
                    {
                        //CommandCreateGame commandCreateGame = command as CommandCreateGame; // create the new game instance
                        CreateGameMessage gameMessage = message as CreateGameMessage;
                        string gameId = Guid.NewGuid().ToString();
                        BesiegedGameInstance gameInstance = new BesiegedGameInstance(gameId, gameMessage.GameName, gameMessage.MaxPlayers, gameMessage.Password, gameMessage.ClientId);
                        m_Games.GetOrAdd(gameId, gameInstance);

                        JoinGameMessage join = new JoinGameMessage() { ClientId = message.ClientId, Password = gameMessage.Password, GameId = gameId };  // add the client that requested the new game to the game instance
                        m_MessageQueue.Add(join);

                        //string capacity = string.Format("{0}/{1} players", gameInstance.Players.Count, gameInstance.MaxPlayers);   // notify all connect clients of the updated game instance
                        //GameInfoMessage gameInfo = new GameInfoMessage(gameInstance.GameId, gameInstance.Name, capacity, gameInstance.IsGameInstanceFull, gameInstance.Password != string.Empty ? true : false);
                        ConsoleLogger.Push(string.Format("{0} has created a new game called: {1}", m_ConnectedClients[message.ClientId].Name, gameInstance.Name));
                        //NotifyAllConnectedClients(gameInfo.ToXml());
                    }
                });

            // Game messages that are no longer valid are handled here
            m_BadGameMessageSubscriber = MessageSubject
                .Where(message => message is GameMessage && !m_Games.ContainsKey(message.GameId))
                .Subscribe(message =>
                {
                    GenericClientMessage notFound = new GenericClientMessage() { MessageEnum = ClientMessage.ClientMessageEnum.GameNotFound };
                    m_ConnectedClients[message.ClientId].Callback.SendMessage(notFound.ToXml());
                });
        }