private void AddPlayer(LANPlayerInfo lpInfo) { if (Players.Find(p => p.Name == lpInfo.Name) != null || Players.Count >= SGPlayers.Count || SGPlayers.Find(p => p.Name == lpInfo.Name) == null) { lpInfo.TcpClient.Close(); return; } if (Players.Count == 0) { lpInfo.Ready = true; } Players.Add(lpInfo); lpInfo.MessageReceived += LpInfo_MessageReceived; lpInfo.ConnectionLost += LpInfo_ConnectionLost; sndJoinSound.Play(); AddNotice(lpInfo.Name + " connected from " + lpInfo.IPAddress); lpInfo.StartReceiveLoop(); CopyPlayerDataToUI(); BroadcastOptions(); UpdateDiscordPresence(); }
private void AddPlayer(LANPlayerInfo lpInfo) { if (Players.Find(p => p.Name == lpInfo.Name) != null || Players.Count >= MAX_PLAYER_COUNT || Locked) { return; } Players.Add(lpInfo); if (IsHost && Players.Count == 1) { Players[0].Ready = true; } lpInfo.MessageReceived += LpInfo_MessageReceived; lpInfo.ConnectionLost += LpInfo_ConnectionLost; AddNotice(lpInfo.Name + " connected from " + lpInfo.IPAddress); lpInfo.StartReceiveLoop(); CopyPlayerDataToUI(); BroadcastPlayerOptions(); OnGameOptionChanged(); }