private void ProcessGmMessageDuringGameInProgress(Message message, ManagedClient client) { switch (message) { case ConnectPlayerResMsg _: case DiscoverResMsg _: case GameStartMsg _: case MoveResMsg _: case PickUpResMsg _: case PlaceResMsg _: case ReadyResMsg _: case SetupResMsg _: case TestResMsg _: ForwardMessageFromGM(message); break; //case GameOver msg: // break; default: CSLogger.LogMessage(message, state.Value); Kill(); break; } }
private void ProcessGmMessageDuringGameFinished(Message message, ManagedClient client) { switch (message) { //case GameOver msg: // break; default: CSLogger.LogMessage(message, state.Value); Kill(); break; } }
private void ProcessAgentMessageDuringAgentsAccepting(Message message, ManagedClient client) { switch (message) { case ConnectPlayerMsg msg: playerGuids.Add(msg.playerGuid.g); clients[0].SendMessage(message); //client.SendMessage(new ConnectPlayerResMsg(msg.portNumber, msg.playerGuid, "OK")); break; case ReadyMsg msg: client.SendMessage(new ReadyResMsg(msg.playerGuid, "YES")); break; default: CSLogger.LogMessage(message, state.Value); Kill(); break; } }
private void ProcessClientMessageDuringListening(Message message, ManagedClient client) { switch (message) { case ConnectPlayerMsg _: //client.SendMessage(new GmNotConnectedYet()); break; case ConnectGMMsg _: if (RegisterGM(client)) { HandleGmCommunication(client); } break; default: CSLogger.LogMessage(message, state.Value); Kill(); break; } }
private void ProcessAgentMessageDuringGameInProgress(Message message, ManagedClient client) { switch (message) { case ConnectPlayerMsg _: case DiscoverMsg _: case GameStartMsg _: case MoveMsg _: case PickUpMsg _: case PlaceMsg _: case ReadyMsg _: case SetupMsg _: case TestMsg _: clients[0].SendMessage(message); break; default: CSLogger.LogMessage(message, state.Value); Kill(); break; } }
private void ProcessGmMessageDuringAgentsAccepting(Message message, ManagedClient client) { switch (message) { case ConnectPlayerResMsg msg: ForwardMessageFromGM(msg); break; case GameStartMsg msg: //StartGame(); ForwardMessageFromGM(msg); break; case SetupMsg _: StartGame(); break; default: CSLogger.LogMessage(message, state.Value); Kill(); break; } }