/// <summary> /// Der Client erhaelt vom Server eine Liste aller Clients, die im Editor sind. Diese werden in der Editorlist gespeichert. /// </summary> /// <param name="editorlist"></param> private void HandleClientsInEditorEvent(string[] editorlist) { Application.Current.Dispatcher.Invoke(delegate { Editorlist.Clear(); }); foreach (string username in editorlist) { if (username != "") { Application.Current.Dispatcher.Invoke(delegate { Editorlist.Add(username); }); } } }
private void HandleOpenEditorsEvent(string editorID, string roomName, int player) { // Suchen, ob Spiel in dieser Logik bereits als Button vorhanden foreach (EditorButtonData ebd in Editorlist) { if (ebd.EditorID.Equals(editorID)) { // Wenn gefunden Spielerzahl aktualisieren ebd.Player = player; return; } } EditorButtonData button = new EditorButtonData(editorID, roomName, player); button.JoinEditorEvent += HandleJoinEditorEvent; App.Current.Dispatcher.Invoke((Action) delegate { Editorlist.Add(button); OnPropertyChanged("Editorlist"); }); }