public void On(JoinTableResponse request)
    {
        if (request.isReject)
        {
            didSendJoinRequest = false;
            lobbyPanel.SetStatusbarText("Rejected. Reason: " + request.rejectionMessage);
            return;
        }

        agent.fsm.ChangeState <ClientStateInTable>();
    }
Esempio n. 2
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    private bool RejectIfNeeded(JoinTableRequest request)
    {
        var table = Server.Instance.GetNonFullTable();

        if (!table || table.isFull)
        {
            var message = JoinTableResponse.MakeReject("The table is already full.");
            agent.connection.Send(message);
            return(true);
        }

        return(false);
    }
Esempio n. 3
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        public async Task <JoinTableResponse> Join(String host, JoinTableRequest param)
        {
            IRequest request = new Models.Messages.RPCRequest()
            {
                Method = "BuyIn",
                Params = param
            };

            String endPoint = String.Format("{0}", host);

            String        json           = JsonConvert.SerializeObject(request);
            StringContent requestContent = new StringContent(json, Encoding.UTF8, "application/json");
            String        jsonResponse   = await PostAsync(requestContent, endPoint);

            JoinTableResponse response = JsonConvert.DeserializeObject <JoinTableResponse>(jsonResponse);

            return(response);
        }
Esempio n. 4
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        public void FirstTableInfoReceived(JoinTableResponse cmd)
        {
            lock (m_PokerTable)
            {
                IsPlaying = cmd.GameHasStarted;
                //InitPotAmounts(cmd.PotsAmount, cmd.TotalPotAmount);
                //SetCards(cmd.BoardCards);
                m_PokerTable.Params = cmd.Params;
                m_PokerTable.People.Clear();

                for (var i = 0; i < cmd.Params.MaxPlayers; ++i)
                {
                    m_PokerTable.SetSeat(cmd.Seats[i]);
                    m_PokerTable.People.Add(m_PokerTable.Seats[i].Player);
                }
                Observer.RaiseGameGenerallyUpdated();
            }
        }