private GameServerStream ProcessRequest(string clientTokenValue, GameServerStream current)
        {
            switch (current.MessageType)
            {
            case MsgType.Initialisation:
                return(new GameServerStream()
                {
                    MessageType = MsgType.Initialisation, MessageState = true, Message = string.Empty
                });

            case MsgType.Invitation:
                Log.Debug($"Invitation reply received.");
                goto case MsgType.InGame;

            case MsgType.InGame:
                ProcessGameData(current.MessageType, current.MessageState, JsonConvert.DeserializeObject <GameData>(current.Message));
                return(null);

            default:
                return(new GameServerStream()
                {
                    MessageType = MsgType.Initialisation, MessageState = false, Message = string.Empty
                });
            }
        }
Esempio n. 2
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        public void SendGameData(UserClient player, int playerId, MsgType messageType, bool messageState, GameDataType gameDataType, string gameDataObject = "")
        {
            var gameServerStream = new GameServerStream()
            {
                MessageType  = messageType,
                MessageState = messageState,
                Message      = JsonConvert.SerializeObject(new GameData()
                {
                    GameId         = GameId,
                    PlayerId       = playerId,
                    GameDataType   = gameDataType,
                    GameDataObject = gameDataObject
                })
            };

            player.responseQueue.Enqueue(gameServerStream);

            player.Visitors.ForEach(p => {
                p.responseQueue.Enqueue(gameServerStream);
            });

            if (true)
            {
                var gameLogPath = UserById(playerId) == Player1 ? _player1GameLogName : _player2GameLogName;

                using (StreamWriter outputFile = new StreamWriter(Path.Combine(Environment.CurrentDirectory, gameLogPath), true))
                {
                    outputFile.WriteLine(JsonConvert.SerializeObject(gameServerStream));
                }
            }
        }
        private GameServerStream ProcessRequest(GameServerStream current)
        {
            switch (current.MessageType)
            {
            case MsgType.Initialisation:
                return(new GameServerStream()
                {
                    MessageType = MsgType.Initialisation, MessageState = true, Message = string.Empty
                });

            case MsgType.Invitation:
            case MsgType.InGame:
                ProcessGameData(current.MessageType, current.MessageState, JsonConvert.DeserializeObject <GameData>(current.Message));
                return(null);

            default:
                return(new GameServerStream()
                {
                    MessageType = MsgType.Initialisation, MessageState = false, Message = string.Empty
                });
            }
        }