protected virtual void Reset(IPieceProvider provider) { provider.Reset(); }
public void StartGame() { Log.Default.WriteLine(LogLevels.Info, "Starting game"); if (State == ServerStates.WaitingStartGame) { if (_playerManager.PlayerCount > 0) { // Reset action list _gameActionQueue.Reset(); // Reset special id SpecialId = 0; // Reset Piece Queue _pieceProvider.Reset(); // TODO: random seed //Pieces firstPiece = _pieceProvider[0]; //Pieces secondPiece = _pieceProvider[1]; //Pieces thirdPiece = _pieceProvider[2]; //Log.Default.WriteLine(LogLevels.Info, "Starting game with {0} {1} {2}", firstPiece, secondPiece, thirdPiece); List <Pieces> pieces = new List <Pieces>(); for (int i = 0; i < PiecesSendOnGameStarted; i++) { pieces.Add(_pieceProvider[i]); } Log.Default.WriteLine(LogLevels.Info, "Starting game with {0}", pieces.Select(x => x.ToString()).Aggregate((n, i) => n + "," + i)); _gameStartTime = DateTime.Now; // Reset sudden death _isSuddenDeathActive = false; if (Options.DelayBeforeSuddenDeath > 0) { _suddenDeathStartTime = DateTime.Now.AddMinutes(Options.DelayBeforeSuddenDeath); _isSuddenDeathActive = true; Log.Default.WriteLine(LogLevels.Info, "Sudden death will be activated after {0} minutes and send lines every {1} seconds", Options.DelayBeforeSuddenDeath, Options.SuddenDeathTick); } // Reset statistics ResetStatistics(); // Send game started to players foreach (IPlayer p in _playerManager.Players) { p.PieceIndex = 0; p.State = PlayerStates.Playing; p.LossTime = DateTime.MaxValue; //p.OnGameStarted(firstPiece, secondPiece, thirdPiece, _options); p.OnGameStarted(pieces); } // Send game started to spectators foreach (ISpectator s in _spectatorManager.Spectators) { s.OnGameStarted(pieces); } State = ServerStates.GameStarted; Log.Default.WriteLine(LogLevels.Info, "Game started"); } else { Log.Default.WriteLine(LogLevels.Warning, "Cannot start game, no players found"); } } else { Log.Default.WriteLine(LogLevels.Info, "Cannot start game"); } }
protected virtual void Reset(IPieceProvider provider) { provider.Reset(); }