// The main game loop public void QueueInput(GameInputUpdate update) { if (update.ClientId == ClientA.PlayerId()) { ClientA.QueueInput(update.Inputs); //Events.OnGuiLogMessageEvent($"Client A: Direction: {update.Inputs} Input Number: {update.Inputs.InputNumber}"); } else if (update.ClientId == ClientB.PlayerId()) { ClientB.QueueInput(update.Inputs); //Events.OnGuiLogMessageEvent($"Client B: Direction: {update.Inputs} Input Number: {update.Inputs.InputNumber}"); } }
private void HandleSendInputEvent(object sender, InputSendEventArgs e) { var msg = new GameInputUpdate { ClientId = Client.ClientId, Inputs = e.States }; var roomMessage = new RoomMessage() { RoomMessageId = GameInputUpdate.MessageId, RoomId = e.RoomId, Contents = msg }; var fullMsg = new Message() { MessageId = CommunicationMessageIds.RoomMessage, Contents = roomMessage }; Events.OnSendMessageEvent(this, new ByteArrayEventArgs(fullMsg.Serialize())); }