public void ResFriends(IMessage theData) { TimerStop(); Ag.LogStartWithStr(1, mName + " ResFriends Rcvd ... \t\t\t\t >>> Re Action <<<"); JSONNode argsJ = GetArguments(theData, mName); // JsonMapper.ToObject (dataJ ["args"] [0].ToJson ()); string status = argsJ ["status"]; int frdNum = argsJ ["friends"].Count; JSONNode friends = argsJ ["friends"]; Ag.LogString("status :: >> " + status + " , My Friend Num is ::: " + frdNum); arrFriends = new List <NodeUser> (); for (int k = 0; k < frdNum; k++) { Ag.LogString(" ________ . . . . . . . . . A Friend :: " + friends [k]); NodeUser aFrnd = new NodeUser(friends [k]); // = JsonMapper.ToObject<NodeUser> (friends [k]); if (aFrnd.ParseIntArr()) { arrFriends.Add(aFrnd); } Ag.LogString(" ________ . . . . . . . . . >>>> Parsed :: " + aFrnd.ToString()); //Ag.LogString (" ________ " + k + " A Friend :: " + aFrnd.ToString ()); } Ag.LogIntense(2, false); }
void ParseCurEnemy(JSONNode pData) { try { CurEnemy = new NodeUser(pData); // JsonMapper.ToObject<NodeUser> (pData); CurEnemy.ParseIntArr(); } catch { Ag.LogIntenseWord(mName + " NodeSocket :: ParseCurEnemy >>>>> E R R O R >>>>>"); } Ag.LogString(mName + " NodeSocket :: ParseCurEnemy >> Enemy Info :: > " + CurEnemy.ToString()); }
public void InviteAFriend(string nodeFriend) { NodeUser usr = GetFriend(nodeFriend); if (usr == null) { return; } MySocket.ActionInvite(usr.id); AmHost = true; }
public Dictionary <string, string> GetCurrentNodeUserDic(bool statusOnly, string statusGame = "ONLINE") { string kkoNick = MyUser.WAS.KkoNick == null || MyUser.WAS.KkoNick.Length == 0 ? "No name" : MyUser.WAS.KkoNick; NodeUser noUser = new NodeUser() { id = Ag.mGuest ? MyUser.DeviceID : MyUser.WAS.KkoID, country = MyUser.WAS.Country, teamName = MyUser.WAS.TeamName, league = MyUser.WAS.League, kkoNick = Ag.mGuest ? "No name" : MyUser.WAS.KkoNick, profileURL = Ag.mGuest ? "NO" : MyUser.WAS.profileURL, rankObj = MyUser.myRank.WAS, gameStatus = statusGame }; return(noUser.GetDicObj(statusOnly)); }
public bool?MatchOKwith(string friendID) { for (int k = 0; k < MySocket.arrFriends.Count; k++) { NodeUser curFrnd = MySocket.arrFriends [k]; if (curFrnd.id == friendID) { if (curFrnd.gameStatus == "ONLINE") { return(true); } else { return(false); } } } return(null); }
void ResLeave(IMessage theData) { Ag.LogIntense(1, true); Ag.LogString(mName + " ResLeave Rcvd ... \t\t\t\t >>> Re Action Enemy left <<<"); Ag.LogString(" >>> " + theData.MessageText); ActionLeave(); // I leave too ...!!! if (Ag.mFriendMode != 1) { Ag.mySelf.CoolTimeChooseOneMoreGameWin(); } if (Ag.GameStt.WillSendWasGameReport) { WasGameReport aObj = new WasGameReport() { User = Ag.mySelf, winnerID = Ag.mySelf.WAS.KkoID, loserID = Ag.NodeObj.EnemyUser.WAS.KkoID, winPo = (int)Ag.NodeObj.myGameLogic.CurAccumTotal, losPo = 0 }; aObj.messageAction = (int pInt) => { EnemyUser = null; CurEnemy = null; }; } else { EnemyUser = null; CurEnemy = null; } Ag.GameStt.EnemyOrMyselfLeftActionFromNode(myself: false, pComent: " Enemy Left case ..."); if (dlgtEnemyLeft != null) { dlgtEnemyLeft(); } Ag.LogIntense(2, false); }