private void OnRaceManagerStateChanged(RaceManager.State prev, RaceManager.State current) { switch (current) { case RaceManager.State.StartRequested: { //Tell station to play a tone and start measuring var toSend = new Message <StationCommands> { Command = StationCommands.StartMeasuring, Data = null }; SendMessage(_station, toSend); break; } case RaceManager.State.Ready when prev == RaceManager.State.InProgress: { //Tell station to stop measuring var toSend = new Message <StationCommands> { Command = StationCommands.StopMeasuring, Data = null }; SendMessage(_station, toSend); break; } } }
private void OnRaceManagerStateChanged(RaceManager.State prev, RaceManager.State current) { BroadcastCurrentState(); if (current == RaceManager.State.InProgress) { BroadcastRaceStart(); } if (prev == RaceManager.State.InProgress) { BroadcastRaceEnd(); BroadcastRaces(); } }
private void OnRaceManagerStateChanged(RaceManager.State prev, RaceManager.State current) { SendCurrentState(); if (current == RaceManager.State.InProgress) { SendRaceStart(); } if (prev != RaceManager.State.InProgress) { return; } SendRaceEnd(); SendAvailableRaces(); }