private async Task StartNewGameAsync(IMessageChannel gameChannel) { if (Context.Message.Channel.Id != gameChannel.Id) { await gameChannel.SendMessageAsync($"{Context.Message.Author.Mention}, game will start here"); } var embed = new EmbedBuilder() .WithTitle("Starting game...") .WithDescription("Get ready!") .Build(); var message = await gameChannel.SendMessageAsync(null, false, embed); foreach (var reaction in _reactions) { await message.AddReactionAsync(reaction); await Task.Delay(450); } var game = new Game(10, 10) { Player = Context.Message.Author, Message = message, LoopTimeMs = Int32.Parse(_configuration["gameLoopInterval"]) }; _games.AddGame(Context.Message.Author.Id, game); game.Start(); }
public async Task PostMessage(CatanMessage message) { if (message == null) { return; } if (message.GameInfo == null) { return; } if (message.GameInfo.Id == null) { return; } Game game = Games.GetGame(message.GameInfo.Id); if (game != null) { game.PostLog(message, false); } string gameId = message.GameInfo.Id.ToString(); message.MessageDirection = MessageDirection.ServerToClient; switch (message.MessageType) { case MessageType.BroadcastMessage: message.MessageType = MessageType.BroadcastMessage; await Clients.Group(gameId).ToAllClients(message); break; case MessageType.PrivateMessage: await Clients.Group(gameId).ToAllClients(message); // no private message for now break; case MessageType.CreateGame: // // do nothing if game is already created if (game == default) { game = new Game() { GameInfo = message.GameInfo }; Games.AddGame(message.GameInfo.Id, game); await Groups.AddToGroupAsync(Context.ConnectionId, gameId); game.PostLog(message); } else { // // this will set the creator correctly message.GameInfo = game.GameInfo; } // // tell *all* the clients that a game was created await Clients.All.CreateGame(message); break; case MessageType.DeleteGame: Games.DeleteGame(message.GameInfo.Id, out Game _); // // tell *all* the clients that a game was deleted await Clients.All.DeleteGame(message); break; case MessageType.RejoinGame: // // this will only fail if the player is already there, but we don't care about that game.NameToPlayerDictionary.TryAdd(message.From, new Player(game.GameLog)); await Groups.AddToGroupAsync(Context.ConnectionId, gameId); // // the difference between Join and Rejoin is that on Rejoin only the caller is told // the client will (presumably) make the rejoin seamless to the user await Clients.Caller.RejoinGame(message); break; case MessageType.JoinGame: // // this will only fail if the player is already there, but we don't care about that game.NameToPlayerDictionary.TryAdd(message.From, new Player(game.GameLog)); await Groups.AddToGroupAsync(Context.ConnectionId, gameId); // // notify everybody else in the group that somebody has joined the game await Clients.Group(gameId).JoinGame(message); break; case MessageType.LeaveGame: game.NameToPlayerDictionary.TryRemove(message.From, out Player _); _ = Groups.RemoveFromGroupAsync(Context.ConnectionId, gameId); await Clients.Group(gameId).LeaveGame(message); break; case MessageType.Ack: await Clients.Group(gameId).OnAck(message); break; default: break; } }