public MultiplayerOpeningViewModel(CommandContainer commandContainer, IMultiplayerSaveState thisState, BasicData data, INetworkMessages nets, //iffy. TestOptions test, IGameInfo game, IEventAggregator aggregator, IMessageChecker checker ) { CommandContainer = commandContainer; CommandContainer.OpenBusy = true; //this was needed too. _state = thisState; _data = data; _nets = nets; _test = test; _game = game; _aggregator = aggregator; _checker = checker; }
public static async Task SendReadyMessageAsync(this INetworkMessages thisMessage, string yourName, string hostName) { await thisMessage.SendToParticularPlayerAsync("ready", yourName, hostName); //taking some risks here. }
public static async Task SendPlayDominoAsync(this INetworkMessages thisMessage, int deck) { await thisMessage.SendAllAsync("playdomino", deck); }
public static async Task SendDrawAsync(this INetworkMessages thisMessage) { await thisMessage.SendAllAsync("drawcard"); }
public static async Task SendEndTurnAsync(this INetworkMessages thisMessage) { await thisMessage.SendAllAsync("endturn"); }
public static async Task SendDiscardMessageAsync(this INetworkMessages thisMessage, int deck) { await thisMessage.SendAllAsync("discard", deck); }
public static async Task SendMoveAsync(this INetworkMessages thisMessage, object thisObject) { await thisMessage.SendAllAsync("move", thisObject); }
public static async Task SendRestoreGameAsync(this INetworkMessages thisMessage, object thisObject) { await thisMessage.SendAllAsync("restoregame", thisObject); //try this way. hopefully i don't need bypassing if so, rethink again. }
public static async Task SendNewGameAsync(this INetworkMessages thisMessage, object thisObject) { await thisMessage.SendAllAsync("newgame", thisObject); }
public static async Task SendLoadGameMessageAsync(this INetworkMessages thisMessage, object thisObject) { await thisMessage.SendAllAsync("loadgame", thisObject); //should have been loadgame, not newgame. }
public BowlingDiceSet(INetworkMessages thisNet) { _network = thisNet; //may use dependency injection for this (?) }