private void FireCentralCreateGameRequestResolved(bool result, string msg, ClientServerOutboundConnection con, Game newGame)
 {
     if (CentralCreateGameRequestResolvedInvoker != null)
     {
         CentralCreateGameRequestResolvedInvoker(result, msg, con, newGame);
     }
 }
 private void FireJoinGameResolved(bool result, string msg, ClientServerOutboundConnection con, Game g)
 {
     if (JoinGameResolvedInvoker != null)
     {
         JoinGameResolvedInvoker(result, msg, con, g);
     }
 }
예제 #3
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 private void FireObserverRemovedFromGame(string msg, ClientServerOutboundConnection con, CharacterInfo player, Game g, PropertyBag parms)
 {
     if (ObserverRemovedFromGameInvoker != null)
     {
         ObserverRemovedFromGameInvoker(msg, con, player, g, parms);
     }
 }
예제 #4
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 private void FireContentGameCreationRequestResolved(bool result, string msg, ClientServerOutboundConnection con, Game g)
 {
     if (ContentGameCreationRequestResolvedInvoker != null)
     {
         ContentGameCreationRequestResolvedInvoker(result, msg, con, g);
     }
 }
예제 #5
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 void OnCentralServer_JoinResult(bool result, string msg, ClientServerOutboundConnection sender, Game g)
 {
     FireCentralServerJoinGameResolved(result, msg, sender, g);
 }
예제 #6
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 private void OnGameServer_PlayerJoined(bool isFromCentralServer, bool isFromContentServer, bool success, string msg, ClientServerOutboundConnection sender, CharacterInfo player, Game theGame, PropertyBag parms)
 {
     FirePlayerJoinedGame(false, true, success, msg, sender, player, theGame, parms);
 }
예제 #7
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 private void OnGameServer_PlayerRemoved(string msg, ClientServerOutboundConnection sender, CharacterInfo player, Game theGame, PropertyBag parms)
 {
     FirePlayerRemovedFromGame(msg, sender, player, theGame, parms);
 }
예제 #8
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        private void OnCentralServer_PlayerJoined(bool isFromCentralServer, bool isFromContentServer, bool success, string msg, ClientServerOutboundConnection sender, CharacterInfo player, Game theGame, PropertyBag parms)
        {
            if (theGame == null)
            {
                msg    += "Unknow game: null";
                success = false;
            }

            if (success)
            {
                m_PendingGameToJoin = theGame;
            }

            FirePlayerJoinedGame(true, false, success, msg, sender, player, theGame, parms);

            // let's disconnect from central and join the GS, if Central says it's okay.
            if (success)
            {
                Log.LogMsg("Successfully joined a game. Waiting for transfer confirmation. ");
            }
            else
            {
                Log.LogMsg("Failed to join content instance. " + msg);
            }
        }
예제 #9
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 private void OnGameServer_CreateGameRequestResolved(bool success, string msg, ClientServerOutboundConnection sender, Game newGame)
 {
     FireContentGameCreationRequestResolved(success, msg, sender, newGame);
 }
예제 #10
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        private void OnCentralServer_CreateGameRequestResolved(bool success, string msg, ClientServerOutboundConnection sender, Game newGame)
        {
            if (success && newGame != null)
            {
                m_PendingGameToJoin = newGame;
            }

            FireCentralGameCreationRequestResolved(success, msg, sender, newGame);
        }
예제 #11
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 private void FireObserverJoinedGame(bool isFromCentral, bool isFromContent, bool result, string msg, ClientServerOutboundConnection con, CharacterInfo player, Game g, PropertyBag parms)
 {
     if (ObserverJoinedGameInvoker != null)
     {
         ObserverJoinedGameInvoker(isFromCentral, isFromContent, result, msg, con, player, g, parms);
     }
 }