private void InitGame()
        {
            if (NetworkClient != null)
            {
                var pkt = NetworkClient.Receive();
                Trace.Assert(pkt is ConnectionResponse);
                if ((pkt as ConnectionResponse).Settings.GameType == GameType.Pk1v1) _game = new Pk1v1Game();
                if ((pkt as ConnectionResponse).Settings.GameType == GameType.RoleGame) _game = new RoleGame();
                
                if (pkt is ConnectionResponse)
                {
                    _game.Settings = ((ConnectionResponse)pkt).Settings;
                    NetworkClient.SelfId = ((ConnectionResponse)pkt).SelfId;
                }
                else
                {
                    return;
                }
            }
            if (hasSeed != null)
            {
                _game.RandomGenerator = new Random((int)hasSeed);
                _game.IsPanorama = true;
            }
            Game.CurrentGameOverride = _game;
            if (_networkClient == null)
            {
                _game.Settings = new GameSettings();
                _game.Settings.Accounts = new List<Account>();
                _game.Settings.NumberOfDefectors = 1;
                _game.Settings.NumHeroPicks = 3;
                _game.Settings.DualHeroMode = false;
                _game.Settings.TotalPlayers = 8;
                _game.Settings.TimeOutSeconds = 15;
                for (int i = 0; i < 8; i++)
                {
                    _game.Settings.Accounts.Add(new Account() { UserName = "******" + i });
                }

            }

            ClientNetworkProxy activeClientProxy = null;
            if (NetworkClient != null)
            {
                for (int i = 0; i < _game.Settings.TotalPlayers; i++)
                {
                    Player player = new Player();
                    player.Id = i;
                    _game.Players.Add(player);
                }
            }
            else
            {
                for (int i = 0; i < 8; i++)
                {
                    Player player = new Player();
                    player.Id = i;
                    _game.Players.Add(player);
                }
            }

            if (NetworkClient != null)
            {
                _game.GameClient = NetworkClient;
            }
            else
            {
                _game.GlobalProxy = new GlobalDummyProxy();
            }
            GameViewModel gameModel = new GameViewModel();
            gameModel.Game = _game;
            if (NetworkClient != null)
            {
                gameModel.MainPlayerSeatNumber = NetworkClient.SelfId >= _game.Players.Count ? 0 : NetworkClient.SelfId;
            }
            else
            {
                gameModel.MainPlayerSeatNumber = 0;
            }

            _game.NotificationProxy = gameView;
            List<ClientNetworkProxy> inactive = new List<ClientNetworkProxy>();
            for (int i = 0; i < _game.Players.Count; i++)
            {
                var player = gameModel.PlayerModels[i].Player;
                if (NetworkClient != null)
                {
                    var proxy = new ClientNetworkProxy(
                                new AsyncProxyAdapter(gameModel.PlayerModels[i]), NetworkClient);
                    proxy.HostPlayer = player;
                    proxy.TimeOutSeconds = _game.Settings.TimeOutSeconds;
                    if (i == 0)
                    {
                        activeClientProxy = proxy;
                    }
                    else
                    {
                        inactive.Add(proxy);
                    }
                    _game.UiProxies.Add(player, proxy);
                }
                else
                {
                    var proxy = new AsyncProxyAdapter(gameModel.PlayerModels[i]);
                    _game.UiProxies.Add(player, proxy);
                }
            }
            if (NetworkClient != null)
            {
                _game.ActiveClientProxy = activeClientProxy;
                _game.GlobalProxy = new GlobalClientProxy(_game, activeClientProxy, inactive);
                _game.UpdateUiAttachStatus();
            }
            Application.Current.Dispatcher.Invoke((ThreadStart)delegate()
            {
                gameView.DataContext = gameModel;
                if (BackwardNavigationService != null && !ViewModelBase.IsDetached)
                {
                    BackwardNavigationService.Navigate(this);
                    BackwardNavigationService = null;
                }
            });
            _game.Run();
        }
 public GlobalClientProxy(Game g, ClientNetworkProxy p, List<ClientNetworkProxy> inactive)
 {
     game = g;
     proxy = p;
     inactiveProxies = inactive;
 }
Beispiel #3
0
 public GlobalClientProxy(Game g, ClientNetworkProxy p, List <ClientNetworkProxy> inactive)
 {
     game            = g;
     proxy           = p;
     inactiveProxies = inactive;
 }