private void messageReceived(string gateway, UserModel user, string eventChannel, ChannelMessage content)
 {
     if (users.ContainsKey(user.UserName)) {
         var u = users[user.UserName];
         u.Socket.Emit("Client.Message", new SocketClientMessageModel(user, eventChannel, content));
     }
 }
        private void messageReceived(string name, UserModel user, ChannelMessage message)
        {
            user.Gateway = name;

            if (channels[message.Channel] != null)
                channels[message.Channel](user, message);
        }
        public void SendMessage(UserModel user, string channel, ChannelMessage message)
        {
            var pusher = (QueuePusher) qpCollection.GetByChannel(channel);

            if (pusher == null) {
                Global.Console.Log(channel + " No Existy");
                return;
            }

            pusher.Message(channel, Name, user, message);
        }
 public SocketClientMessageModel(UserModel user, string channel, ChannelMessage content)
 {
     User = user;
     Channel = channel;
     Content = content;
 }
        /// <summary>
        ///     the message received from the gameserver
        /// </summary>
        /// <param name="gatewayName">This will either be the gateway's name (gateway94) or just "gateway" meaning it was sent to all gateways and you are the one to pop it from the queue</param>
        /// <param name="channel">the queue channel, generally not needed</param>
        /// <param name="user"></param>
        /// <param name="content"></param>
        private void messageReceived(string gatewayName, UserModel user, ChannelMessage content)
        {
            if (users.ContainsKey(user.UserName)) {
                var u = users[user.UserName];

                if (content.Channel == "GameServer.Accept") {
            //if the gamserver has accepted the player, tell him he has joined

                    var message = ( (GameServerAcceptMessage) content );
                    u.GameServer = message.GameServer;

                    SocketClientMessageModel socketClientMessageModel = new SocketClientMessageModel(user, "GameServer.Joined", null);
                    u.Socket.Emit("Client.Message", socketClientMessageModel);
                } else {
            //otherwise this is a normal message, just forward it along.

                    SocketClientMessageModel socketClientMessageModel = new SocketClientMessageModel(user, content.Channel, content);
                    u.Socket.Emit("Client.Message", socketClientMessageModel);
                }
            } else throw new Exception(string.Format("client {0} no found so failure", user.UserName));
        }
 private void gameServerMessage(string name, UserModel user, ChannelMessage content)
 {
     switch (content.Channel) {
         case PlayerJoinMessage.MessageChannel:
             var c = (PlayerJoinMessage) content;
             var lampPlayer = new LampPlayer(user);
             myGame.MakePlayerActive(lampPlayer);
             PushPlayerMessage(lampPlayer, new GameServerAcceptMessage() {GameServer = myGameServerInfo.GameServerName});
             break;
     }
 }
 private void gameServerIndexMessage(string name, UserModel user, ChannelMessage content)
 {
     LampMessage message = (LampMessage) content;
     message.User = (LampPlayer) user;
     myGame.ReceiveMessage(message);
 }
 private void gameServerProductMessage(string name, UserModel user, ChannelMessage content)
 {
     var player = (LampPlayer) user;
 }
 public LampPlayer(UserModel user)
 {
     Gateway = user.Gateway;
     UserName = user.UserName;
     PlayerName = UserName;
 }
 public void Message(string channel, string name, UserModel user, ChannelMessage content)
 {
     var message = new QueueMessage(name, user, content);
     var value = Json.Stringify(message, Help.Sanitize);
     client1.RPush(channel, value); //todo:maybe sanitize
 }
 public QueueMessage(string name, UserModel user, ChannelMessage content)
 {
     Name = name;
     User = user;
     Content = content;
 }
Example #12
0
        public override void Init(LampPlayer[] players, CanvasContext2D context)
        {
            base.Init(players, context);
            gameManager.GameMode = GameMode.Play;

            TaskHandler.Start(
                    (completed) => { gameManager.LoadTiles(fakeJsonTileMap2(), completed); }).AddTask((completed) => { gameManager.LoadTiles(fakeJsonTileMap(), completed); }).AddTask((completed) => {
                                                                                                                                                                                           GameMap bigMap = gameManager.MapManager.LoadMap(fakeJsonMap2());
                                                                                                                                                                                           gameManager.MapManager.AddMapToRegion(bigMap, 0, 0);
                                                                                                                                                                                           gameManager.MapManager.AddMapToRegion(gameManager.MapManager.LoadMap(fakeJsonMap()), bigMap.MapWidth, 0);
                                                                                                                                                                                           completed();
                                                                                                                                                                                       }).Do();

            gameManager.Init();

            ReceiveChannelMessage("GameServer.Joined",
                                  (user,message) => {
                                      gameManager.UnitManager.MainCharacter.LampPlayer = new LampPlayer(MainUser = user);
                                  });
        }