Ejemplo n.º 1
0
 private static void Clean(Connection connection)
 {
     try
     {
         clientsPlaying.Remove(connection);
         clientAI.Remove(connection);
     }
     catch (ArgumentOutOfRangeException)             // Called in middle of stopping server
     {
         return;
     }
     for (int i = 0; i < futureMoves.Count; i++)
     {
         FutureMove tmp = futureMoves.Dequeue();
         if (tmp.connection != connection)
         {
             futureMoves.Enqueue(tmp);
         }
     }
     Program.playground.board[connection.position.X][connection.position.Y] = Square.Empty;
     GameLogic.changes.Add(new Change(new Point(connection.position.X, connection.position.Y), Square.Empty));
     lock (futureMoves)
     {
         if (futureMoves.Count == clientsPlaying.Count * 2)
         {
             ProcessMoves();
         }
     }
 }
Ejemplo n.º 2
0
        private static void ProcessMoves()
        {
            Program.playground.UpdateFire();
            int moveCount = futureMoves.Count / 2;

            for (int i = 0; i < moveCount; i++)
            {
                FutureMove futureMove = futureMoves.Dequeue();
                GameLogic.Process(futureMove.movement, futureMove.connection);
                futureMoves.Enqueue(futureMoves.Dequeue());
            }
            Program.playground.UpdateBombs();
            for (int i = 0; i < clientUpdate.Count; i++)
            {
                SendChanges(clientUpdate[i]);
            }
            GameLogic.changes.Clear();
            Form1.updatePictureBox();
            Program.playground.UpdateFire();
            moveCount = futureMoves.Count;
            for (int i = 0; i < moveCount; i++)
            {
                FutureMove futureMove = futureMoves.Dequeue();
                GameLogic.Process(futureMove.movement, futureMove.connection);
            }
            Program.playground.UpdateBombs();
            updateTimer.Enabled = true;
        }