internal void ResolvePlayer(string id, bool accepts) { if (!PlayersReadyState.ContainsKey(id)) { return; } PlayersReadyState[id] = accepts ? Readiness.Ready : Readiness.NotReady; RaiseStateChanged(); if (GlobalState != Readiness.Unknown) { ResolveReadyPhase(); } }
internal bool ContainsPlayer(string uId) { return(PlayersReadyState.ContainsKey(uId)); }