async Task IOpeningMessenger.HostNotFoundAsync(IMessageChecker thisCheck) { await UIPlatform.ShowMessageAsync("Unable to connect to host"); OpeningStatus = EnumOpeningStatus.None; thisCheck.IsEnabled = true; //so can try again later. //hopefully this is okay. //Visible = true; //because its not visible. ShowOtherChangesBecauseOfNetworkChange(); CommandContainer !.OpenBusy = false; }
async Task IOpeningMessenger.ConnectedToHostAsync(IMessageChecker thisCheck, string hostName) { await _nets !.SendReadyMessageAsync(thisCheck.NickName, hostName); OpeningStatus = EnumOpeningStatus.ConnectedToHost; //hopefully okay. _data.Client = true; _data.MultiPlayer = true; //we do know its multiplayer for sure. _data.NickName = thisCheck.NickName; thisCheck.IsEnabled = true; //because you will receive more information from host. ShowOtherChangesBecauseOfNetworkChange(); await _aggregator.PublishAsync(new WaitForHostEventModel()); //if everything works, then on client, will simply wait. }
public WebhookController( IMyLogger <WebhookController> logger , IMessageChecker messageChecker , ICallbackChecker callbackChecker , IMapper mapper , IDataRepository repo) { _mapper = mapper; _logger = logger; _messageChecker = messageChecker; _callbackChecker = callbackChecker; _dataRepository = repo; }
public MultiplayerOpeningViewModel(CommandContainer commandContainer, IMultiplayerSaveState thisState, BasicData data, INetworkMessages nets, //iffy. TestOptions test, IGameInfo game, IEventAggregator aggregator, IMessageChecker checker ) { CommandContainer = commandContainer; CommandContainer.OpenBusy = true; //this was needed too. _state = thisState; _data = data; _nets = nets; _test = test; _game = game; _aggregator = aggregator; _checker = checker; }
Task IOpeningMessenger.HostConnectedAsync(IMessageChecker thisCheck) { _data.Client = false; thisCheck.IsEnabled = true; //so it can process the message from client; OpeningStatus = EnumOpeningStatus.HostingWaitingForAtLeastOnePlayer; _playerList = new PlayerCollection <P>(); //i think here too. P thisPlayer = new P(); thisPlayer.NickName = _data.NickName; thisPlayer.IsHost = true; thisPlayer.Id = 1; thisPlayer.InGame = true; //you have to show you are in game obviously to start with. thisPlayer.PlayerCategory = EnumPlayerCategory.OtherHuman; _playerList.AddPlayer(thisPlayer); if (_saveList != null) { PreviousNonComputerNetworkedPlayers = _saveList.Count() - 1; //i think } CommandContainer.OpenBusy = false; //because you may decide to cancel. return(Task.CompletedTask); }
public MessageHandler(IMessageChecker checker) { this._checker = checker; this._nextHandler = EndOfChainHandler.Instance; }
public IMessageChecker SetNext(IMessageChecker checker) { _nextChecker = checker; return(checker); }