private void OnTurnOrderUpdateReceived(INetworkConnection sender, Packet p) { try { PacketTurnOrderUpdate msg = p as PacketTurnOrderUpdate; PlayerTurnOrder = msg.CharacterIdOrder; } catch { } }
protected override void OnGameStarted() { base.OnGameStarted(); RegisterGamePacketHandler((int)TurnedGameMessageSubType.PlayerDone, OnPlayerDone); ReorderPlayerTurnOrder(); PacketTurnOrderUpdate update = new PacketTurnOrderUpdate(); update.CharacterIdOrder = PlayerTurnOrder; BroadcastToPlayersInGame(update, true); // don't begin the round until all clients are loaded in // BeginNextRound(); }