public void FinishForReadyQueue()
    {
        Message_ClientResponse_ReadyCheck msg = new Message_ClientResponse_ReadyCheck()
        {
            readyCheckGUID_FromServerReadyCheck = messageHandler.GetReadyCheckGUID()
        };

        client.sender.Send(msg);
        logger.Log("Sending " + msg.GetType());
    }
Exemple #2
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    /// <summary>
    /// Recieved from players who has checked that they are ready
    /// </summary>
    /// <param name="data">The message sent from the client</param>
    /// <param name="client">The client connecting</param>
    /// <param name="server">The server</param>
    public void Handle(object objData, Server_ServerClient client)
    {
        Message_ClientResponse_ReadyCheck data = (Message_ClientResponse_ReadyCheck)objData;
        var queue = readyCheckGuidToMatchReadyQueue[data.readyCheckGUID_FromServerReadyCheck];

        queue.playersConnected.Add(client.info.GUID);
        Console.WriteLine("Recieved Message_ClientResponse_ReadyCheck!");
        if (queue.playersConnected.Count == ServerConfig.GetInt("PlayerCountInAMatch"))
        {
            Console.WriteLine("Creating a MATCH");
            List <Server_ServerClient> toJoinMatch = new List <Server_ServerClient>(ServerConfig.GetInt("PlayerCountInAMatch"));

            while (toJoinMatch.Count < ServerConfig.GetInt("PlayerCountInAMatch"))
            {
                var player = server.clientManager.GetClients()[0];
                server.clientManager.GetClients().RemoveAt(0);
                toJoinMatch.Add(player);
            }

            matchMakerCore.MakeMatch(toJoinMatch);//server.clientManager.GetClient(queue.playersConnected[0]), server.clientManager.GetClient(queue.playersConnected[1]));
        }
    }