Esempio n. 1
0
        public override DataPackage CreateFromBody(string b)
        {
            string[] split = b.Split(Seperator);

            PlayerReadyPackage prp = new PlayerReadyPackage();
            prp.LobbyId = int.Parse(split[0]);
            prp.Ready = bool.Parse(split[1]);
            return prp;
        }
Esempio n. 2
0
        public override DataPackage CreateFromBody(string b)
        {
            string[] split = b.Split(Seperator);

            PlayerReadyPackage prp = new PlayerReadyPackage();

            prp.LobbyId = int.Parse(split[0]);
            prp.Ready   = bool.Parse(split[1]);
            return(prp);
        }
Esempio n. 3
0
    void UpdateReadyState(Action onReceive)
    {
        WaitForResponse(PlayerReadyPackage.factory.Id,
                        x =>
        {
            if (onReceive != null)
            {
                onReceive();
            }
        });

        PlayerReadyPackage prp = new PlayerReadyPackage();

        prp.LobbyId = GetLobbyId(currentLobby);
        prp.Ready   = ready;
        c2s.WriteAll(prp);
    }
Esempio n. 4
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        void OnPlayerReady(PlayerReadyPackage dp)
        {
            if (dp.LobbyId != LobbyId)
            {
                return;
            }

            if (!Members.ContainsKey(dp.SenderTcpClient))
            {
                return;
            }

            Members[dp.SenderTcpClient] = dp.Ready;

            UpdateClients();

            Console.WriteLine(dp.SenderRemoteIPEndpoint.ToString() + " ready status changed: " + dp.Ready);

            int ready = 0;

            foreach (var v in Members)
            {
                if (v.Value)
                {
                    ready++;
                }
            }
            if (ready != Members.Count)
            {
                return;
            }

            freeze = true;

            UpdateClients(true);

            Console.WriteLine("GAME START MESSAGE SENT!");
        }
Esempio n. 5
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        void OnPlayerReady(PlayerReadyPackage dp)
        {
            if (dp.LobbyId != LobbyId)
                return;

            if (!Members.ContainsKey(dp.SenderTcpClient))
                return;

            Members[dp.SenderTcpClient] = dp.Ready;

            UpdateClients();

            Console.WriteLine(dp.SenderRemoteIPEndpoint.ToString() + " ready status changed: " + dp.Ready);

            int ready = 0;
            foreach (var v in Members)
            {
                if (v.Value)
                    ready++;
            }
            if (ready != Members.Count)
                return;

            freeze = true;

            UpdateClients(true);

            Console.WriteLine("GAME START MESSAGE SENT!");
        }
Esempio n. 6
0
    void UpdateReadyState(Action onReceive)
    {
        WaitForResponse(PlayerReadyPackage.factory.Id,
        x =>
        {
            if (onReceive != null)
                onReceive();
        });

        PlayerReadyPackage prp = new PlayerReadyPackage();
        prp.LobbyId = GetLobbyId(currentLobby);
        prp.Ready = ready;
        c2s.WriteAll(prp);
    }