Exemple #1
0
        public void AddConnection(NetConnection connection)
        {
            var lobbyPlayer = new LobbyPlayer();
            lobbyPlayer.Id = idToGive;
            connection.Tag = lobbyPlayer;
            clients.Add(connection);
            idToGive++;

            var memory = new MemoryStream();
            var writer = new BinaryWriter(memory);
            writer.Write((byte) LobbyProtocol.SetID);
            writer.Write(lobbyPlayer.Id);
            myServer.SendLobbyData(memory.ToArray(), connection);

            memory = new MemoryStream();
            writer = new BinaryWriter(memory);
            writer.Write((byte)LobbyProtocol.SendAllPlayers);
            writer.Write(AllPlayersData());
            myServer.SendLobbyData(memory.ToArray());

            SendData(new byte[1]{MaxSlots}, LobbyProtocol.SendMaxSlots );

            memory = new MemoryStream();
            writer = new BinaryWriter(memory);
            writer.Write(Name);
            writer.Write(Description);
            SendData(memory.ToArray(), LobbyProtocol.SendLobbyName);
        }
Exemple #2
0
        public void UpdatePlayer(LobbyPlayer player)
        {
            var memory = new MemoryStream();
            var writer = new BinaryWriter(memory);

            writer.Write(player.Id);
            writer.Write(player.ToBytes());

            SendData(memory.ToArray(), LobbyProtocol.UpdatePlayer);
        }
Exemple #3
0
        public void ParseData(MemoryStream memory)
        {
            var reader = new BinaryReader(memory);

            var lobbyProtocol = (LobbyProtocol) reader.ReadByte();
            Console.WriteLine(lobbyProtocol);
            switch (lobbyProtocol)
            {
                case LobbyProtocol.UpdatePlayer:
                    {
                        var id = reader.ReadByte();
                        if (players.ContainsKey(id))
                        {
                            players[id].Load(memory);
                        }
                    }
                    break;
                case LobbyProtocol.SetTeam:

                    break;
                case LobbyProtocol.IsReady:
                    break;
                case LobbyProtocol.StartGame:
                    break;
                case LobbyProtocol.SetHost:
                    break;
                case LobbyProtocol.SetID:
                    {
                        myId = reader.ReadByte();
                        idSet = true;
                    }
                    break;
                case LobbyProtocol.SendAllPlayers:
                    {
                        var playerCount = reader.ReadByte();
                        for (var i = 0; i < playerCount; i++)
                        {
                            var playerAdd = new LobbyPlayer();
                            playerAdd.Load(memory);
                            if (players.ContainsKey(playerAdd.Id) == false)
                                players.Add(playerAdd.Id, playerAdd);
                        }
                    }
                    break;
                case LobbyProtocol.ChangeName:
                    break;
                case LobbyProtocol.SendMaxSlots:
                    {
                        MaxSlots = reader.ReadByte();
                    }
                    break;
                case LobbyProtocol.SendLobbyName:
                    {
                        Name = reader.ReadString();
                        Description = reader.ReadString();
                    }
                    break;
                case LobbyProtocol.SwitchingToGame:
                    {
                        FLAG_IsSwitchedToGame = true;
                    }
                    break;
                    case LobbyProtocol.StartGameState:
                    {
                        FLAG_StartGameState = true;
                    }
                    break;
                default:
                    break;
            }
        }