public TournamentPlayer(IMessagingClient client, ConfigurationProposal configProposal, IWorldState preferredWorldState) { this.client = client; this.configProposal = configProposal; this.preferredWorldState = preferredWorldState; }
static void InitConnection() { var client = new TestingClient(); var configs = new ConfigurationProposal { LoadingData = new LoadingData { AssemblyName = ToolConstants.AssemblyName, Level = ToolConstants.Level }, SettingsProposal = ToolConstants.Settings }; try { client.Configurate(ToolConstants.ServicePort, configs, ToolConstants.WorldState, ToolConstants.Ip); } catch (Exception e) { Console.WriteLine("maybe error while sending settings: " + e.Message); } client.Exit(); }
public static void AddPlayerToPool(CvarcClient client, Configuration configuration, IWorldState worldState, ConfigurationProposal configProposal) { if (haveForceGame) { if (UnityConstants.OnlyGamesThroughServicePort) HttpWorker.SendInfoToLocal(configProposal.SettingsProposal.CvarcTag); if (forceRunner.AddPlayerAndCheck(new TournamentPlayer(client, configProposal, worldState))) haveForceGame = false; return; } lock (pool) { if (!pool.ContainsKey(configuration.LoadingData)) { pool.Add(configuration.LoadingData, new TournamentRunner(worldState, configuration)); Dispatcher.AddRunner(pool[configuration.LoadingData]); } if (pool[configuration.LoadingData].AddPlayerAndCheck(new TournamentPlayer(client, configProposal, worldState))) pool.Remove(configuration.LoadingData); } }