private void PlacePieceAction(IClient client, int pieceIndex, int highestIndex, Pieces piece, int orientation, int posX, int posY, byte[] grid) { Log.Default.WriteLine(LogLevels.Debug, "Game {0}: PlacePieceAction[{1}]{2}:{3} {4} {5} at {6},{7} {8}", Name, client.Name, pieceIndex, highestIndex, piece, orientation, posX, posY, grid == null ? -1 : grid.Count(x => x > 0)); //if (index != player.PieceIndex) // Log.Default.WriteLine(LogLevels.Error, "!!!! piece index different for player {0} local {1} remote {2}", player.Name, player.PieceIndex, index); bool sendNextPieces = false; // Set grid client.Grid = grid; // Get next piece client.PieceIndex = pieceIndex; List<Pieces> nextPiecesToSend = new List<Pieces>(); Log.Default.WriteLine(LogLevels.Debug, "{0} {1} indexes: {2} {3}", client.Id, client.Name, highestIndex, pieceIndex); if (highestIndex < pieceIndex) Log.Default.WriteLine(LogLevels.Error, "PROBLEM WITH INDEXES!!!!!"); if (highestIndex < pieceIndex + PiecesSendOnPlacePiece) // send many pieces when needed { for (int i = 0; i < 2 * PiecesSendOnPlacePiece; i++) nextPiecesToSend.Add(_pieceProvider[highestIndex + i]); sendNextPieces = true; } else if (highestIndex < pieceIndex + 2 * PiecesSendOnPlacePiece) // send next pieces only if needed { for (int i = 0; i < PiecesSendOnPlacePiece; i++) nextPiecesToSend.Add(_pieceProvider[highestIndex + i]); sendNextPieces = true; } // Send grid to other playing players and spectators foreach (IClient target in Clients.Where(x => x != client)) target.OnGridModified(client.Id, grid); if (sendNextPieces) { Log.Default.WriteLine(LogLevels.Debug, "Send next piece {0} {1} {2}", highestIndex, pieceIndex, nextPiecesToSend.Any() ? nextPiecesToSend.Select(x => x.ToString()).Aggregate((n, i) => n + "," + i) : String.Empty); // Send next pieces client.OnPiecePlaced(highestIndex, nextPiecesToSend); } }