/// <summary> /// executes a multiplayer play command /// </summary> /// <param name="args">arguments of the command</param> /// <param name="client">to give the command</param> /// <returns>the Status</returns> public Status Execute(string[] args, TcpClient client) { // checks if there is a connection with the server if (messageRec.IsMultiActive) { string message = String.Join(" ", args); messageRec.SendMessage(message); return(Status.Play); } Console.WriteLine("Game is not on"); return(Status.Disconnect); }
/// <summary> /// executes the close command /// </summary> /// <param name="args">arguments of the command</param> /// <param name="client">to give the command</param> /// <returns></returns> public Status Execute(string[] args, TcpClient client) { // if the connection is active if (messageRec.IsMultiActive) { string message = String.Join(" ", args); // send and receive a message messageRec.SendMessage(message); return(Status.Close); } Console.WriteLine("Can't close a game without playing"); return(Status.Disconnect); }
/// <summary> /// executes the close command /// </summary> /// <param name="args">arguments of the command</param> /// <param name="client">to give the command</param> /// <returns></returns> public Status Execute(string[] args, TcpClient client) { if (messageRec.IsMultiActive) { string message = String.Join(" ", args); // send and receive a message messageRec.SendMessage(message); Statues stat = Statues.FromJson(messageRec.GetMassage()); Console.WriteLine(stat.Message); return(stat.Stat); } Console.WriteLine("Can't close a game without playing"); return(Status.Disconnect); }