public MatchState(List <MatchClientState> clients, List <MatchPlayerState> players, MatchSettings settings, bool inRace, float curAutoStartTime) { Clients = clients; Players = players; Settings = settings; InRace = inRace; CurAutoStartTime = curAutoStartTime; }
public static MatchState ReadFromMessage(Lidgren.Network.NetBuffer message) { //Clients int clientCount = message.ReadInt32(); List <MatchClientState> clients = new List <MatchClientState>(); for (int i = 0; i < clientCount; i++) { System.Guid guid = message.ReadGuid(); string name = message.ReadString(); clients.Add(new MatchClientState(guid, name)); } //Players int playerCount = message.ReadInt32(); List <MatchPlayerState> players = new List <MatchPlayerState>(); for (int i = 0; i < playerCount; i++) { System.Guid clientGuid = message.ReadGuid(); ControlType ctrlType = (ControlType)message.ReadInt32(); bool readyToRace = message.ReadBoolean(); int characterId = message.ReadInt32(); players.Add(new MatchPlayerState(clientGuid, ctrlType, readyToRace, characterId)); } //Match settings MatchSettings settings = new MatchSettings() { StageId = message.ReadInt32(), Laps = message.ReadInt32(), AICount = message.ReadInt32(), AISkill = (AISkillLevel)message.ReadInt32(), AutoStartTime = message.ReadInt32(), AutoStartMinPlayers = message.ReadInt32(), AutoReturnTime = message.ReadInt32(), VoteRatio = message.ReadFloat(), StageRotationMode = (StageRotationMode)message.ReadInt32() }; bool inRace = message.ReadBoolean(); float curAutoStartTime = message.ReadFloat(); return(new MatchState(clients, players, settings, inRace, curAutoStartTime)); }