コード例 #1
0
 public void Add(PlayRoom room)
 {
     if (!_rooms.Contains(room))
     {
         _rooms.Add(room);
     }
 }
コード例 #2
0
 public void Remove(PlayRoom room)
 {
     if (_rooms.Contains(room))
     {
         _rooms.Remove(room);
     }
 }
コード例 #3
0
ファイル: PongRHub.cs プロジェクト: vgheri/PongR
        /// <summary>
        /// Invoked when a new client joins the system
        /// </summary>        
        public void Joined()
        {
            // 1: Add user to list of connected users
            // 2: If waiting list is empty add user to waiting list
            // 3: Else find an opponent (first in the waiting list) and remove him from the waiting list
            // 4: Create room and assign both users
            // 5: Create a group for this room
            // 6: Setup match (playRoom Id, initial ball direction, player on the left and right etc...)
            // 7: Notify the group the match can start
            // 8: Add the game to the list of games that the Engine must simulate
            var user = new User()
            {
                Id = Context.ConnectionId,
                Username = Caller.username
            };
            _userRepository.AddUser(user);
            if (_userRepository.WaitingList.Count() == 0)
            {
                _userRepository.AddToWaitingList(user);
                Caller.wait();
            }
            else
            {
                var opponent = _userRepository.WaitingList.First();
                _userRepository.RemoveFromWaitingList(opponent);
                var playRoom = new PlayRoom()
                {
                    Id = Guid.NewGuid().ToString(),
                    Player1 = opponent,
                    Player2 = user
                };
                _roomRepository.Add(playRoom);
                Task t1 = Groups.Add(opponent.Id, playRoom.Id);
                Task t2 = Groups.Add(user.Id, playRoom.Id);

                t1.Wait();
                t2.Wait();

                // Rough solution. We have to be sure the clients have received the group add messages over the wire
                // TODO: ask maybe on Jabbr or on StackOverflow and think about a better solution
                Thread.Sleep(3000);

                Player player1 = Engine.CreatePlayer(playRoom.Player1, 1, true);
                Player player2 = Engine.CreatePlayer(playRoom.Player2, 2, false);

                Game game = Engine.CreateGame(playRoom.Id, player1, player2);

                dynamic matchOptions = new ExpandoObject();
                matchOptions.PlayRoomId = playRoom.Id;
                matchOptions.Player1 = playRoom.Player1;
                matchOptions.Player2 = playRoom.Player2;
                matchOptions.BallDirection = game.Ball.Direction;

                Clients[playRoom.Id].setupMatch(matchOptions);

                Thread.Sleep(3000);
                Engine.AddGame(game);
            }
        }