private void WaitForConnection() { Console.WriteLine("Waiting for other player..."); socket = tcp.AcceptSocket(); connected = running = true; Console.WriteLine("Opponent has joined the game"); GameSetupState state = new GameSetupState(); Program.SwitchState(state); state.HandleCommand(true, "opponent_name", new List <string>() { Globals.localUser.GetName() }, ""); Thread thread = new Thread(ConnectionListener); thread.Start(); }
public override void HandleLocal(string command, List <string> args, string line) { switch (command) { case "host": { NetConnection connection = new Server(); if (!connection.initialized) { Console.WriteLine("Server could not be created"); return; } Program.connection = connection; } return; case "join": { if (args.Count <= 0) { Console.WriteLine("Ip not set"); return; } IPAddress ip; if (!IPAddress.TryParse(args[0], out ip)) { Console.WriteLine("Bad ip adress"); return; } Console.WriteLine("Sucessfully joined server"); Program.connection = new Client(ip); GameSetupState state = new GameSetupState(); Program.SwitchState(state); state.HandleCommand(true, "opponent_name", new List <string>() { Globals.localUser.GetName() }, ""); } return; } base.HandleLocal(command, args, line); }