//method for adding ipdate game data for players to lists private static void AddOnePlayerDataForUpdateLists(ref List <object> requestsOutput, ref List <string> listOfIDoutput, string playerID, int minNumber, int maxNumber) { var logger = NLog.LogManager.GetCurrentClassLogger(); PersonalizedPlayerDataRequest data = GetUpdateGameStateDataForSpecificPlayer(playerID, minNumber, maxNumber); logger.Info($"Personalized updating data for player with number: {data.DataOfThisPlayer.ThisPlayerNumber},."); requestsOutput.Add((object)data); listOfIDoutput.Add(playerID); logger.Info($"Obtained personalized updating data for player with name and ID: {data.DataOfThisPlayer.ThisPlayerName}, {playerID}."); }
//method that starts algorithm public PersonalizedPlayerDataRequest GetDataForPlayer() { PersonalizedPlayerDataRequest returnData = new PersonalizedPlayerDataRequest(); if (constructorDataCorrect) { returnData.PlayerID = playerID; returnData.NewCardsOnTheTableList = DataPlaceholders.GameStateHolder.EngineInstance.CardsLatelyPutOnTheTable; returnData.CurrentPlayerNumber = DataPlaceholders.GameStateHolder.EngineInstance.CurrentPlayer; returnData.AmountOfCardsInDeck = DataPlaceholders.GameStateHolder.EngineInstance.Deck.Count; returnData.CurrentGameStatusData = GetCurrentGameStateSata(); returnData.DataOfThisPlayer = GetInfoAboutCurrentPlayer(); returnData.DataOfOtherPlayers = GetInfoAboutOtherPlayers(); } else { returnData = null; } return(returnData); }
//data received from host - update of game state UpdatingGameStatusResponse IMakaoGameClientService.UpdateGameStateAndData(PersonalizedPlayerDataRequest request) { DataPlaceholder.OnUpdteTheGame(request); return(GenerateGameUpdatingResponse()); }
public static void OnUpdteTheGame(PersonalizedPlayerDataRequest args) { UpdteTheGame?.Invoke(null, new UpdateGameWindowEventArgs { ReceivedData = args }); }