private void OnGameStateRefresh(int connectionID, NetworkPlayerReadyNotice msg) { if (info.IsConnected(connectionID)) { gameStateRefresh.PlayerNotifiedReady(connectionID, msg.ready); } }
private void OnReceivedNotice(int connectionID, NetworkPlayerReadyNotice notice) { bool allReady = readyCheck.PlayerNotifiedReady(connectionID, notice.ready); if (allReady) { readyCheck.Clear(); onLobbyInitialized.Send(); NetworkTracker.ServerSendLobbyInitAllReady(); } }
private void OnReceiveReady(int connectionID, NetworkPlayerReadyNotice ready) { if (info.IsConnected(connectionID)) { if (readyToPlay.PlayerNotifiedReady(connectionID, ready.ready)) { readyToPlay.Clear(); NetworkTracker.ServerSendLoadingExit(); } } }
private void ReceivedReady(int connectionID, NetworkPlayerReadyNotice notice) { bool allReady = readyChecker.PlayerNotifiedReady(connectionID, notice.ready); if (info.IsConnected(connectionID)) { NetworkTracker.ServerSendLobbyReadyRelay(info.OtherConnectionID(connectionID), notice); } if (allReady) { readyChecker.Clear(); NetworkTracker.ServerSendLobbyExitMessage(new LobbyExitMessage() { valid = LobbyInValidExitState(), modName = pickedMod, turnOrderChoice = pickedTurnOrder, }); } }
public static void ClientSendEoTRefresh(NetworkPlayerReadyNotice msg) { Instance.ClientSendMessage(Msgs.BoardClientEOTRefresh, msg); }
public static void ClientSendLoadingReadyState(NetworkPlayerReadyNotice msg) { Instance.ClientSendMessage(Msgs.LoadingReadyNotify, msg); }
public static void ClientSendLoadingGameStateRefresh(NetworkPlayerReadyNotice msg) { Instance.ClientSendMessage(Msgs.LoadingGameStateRefresh, msg); }
public static void ServerSendLobbyReadyRelay(int connectionID, NetworkPlayerReadyNotice message) { Instance.ServerSendMessage(connectionID, Msgs.LobbyReadyRelay, message); }
public static void ClientSendLobbyReadyNotice(NetworkPlayerReadyNotice notice) { Instance.ClientSendMessage(Msgs.LobbyNotifyReady, notice); }
public static void ClientSendLobbyInitReady(NetworkPlayerReadyNotice info) { Instance.ClientSendMessage(Msgs.LobbyInitReadyNotice, info); }
private void ReceiveReadyRelay(NetworkPlayerReadyNotice msg) { readyRelayReceived.Send(msg.ready); }
private void OnEoTRefreshed(int connectionID, NetworkPlayerReadyNotice ready) { eotReadyCheck.PlayerNotifiedReady(connectionID, ready.ready); }