예제 #1
0
 internal TurnBasedMatch(string matchId, byte[] data, bool canRematch, string selfParticipantId, List <Participant> participants, uint availableAutomatchSlots, string pendingParticipantId, MatchTurnStatus turnStatus, MatchStatus matchStatus, uint variant, uint version)
 {
     this.mMatchId           = matchId;
     this.mData              = data;
     this.mCanRematch        = canRematch;
     this.mSelfParticipantId = selfParticipantId;
     this.mParticipants      = participants;
     this.mParticipants.Sort();
     this.mAvailableAutomatchSlots = availableAutomatchSlots;
     this.mPendingParticipantId    = pendingParticipantId;
     this.mTurnStatus  = turnStatus;
     this.mMatchStatus = matchStatus;
     this.mVariant     = variant;
     this.mVersion     = version;
 }
예제 #2
0
    internal TurnBasedMatch(string matchId, byte[] data, bool canRematch,
        string selfParticipantId, List<Participant> participants, uint availableAutomatchSlots,
        string pendingParticipantId, MatchTurnStatus turnStatus, MatchStatus matchStatus,
        uint variant, uint version) {
        mMatchId = matchId;
        mData = data;
        mCanRematch = canRematch;
        mSelfParticipantId = selfParticipantId;
        mParticipants = participants;

        // participant list is always sorted!
        mParticipants.Sort();

        mAvailableAutomatchSlots = availableAutomatchSlots;
        mPendingParticipantId = pendingParticipantId;
        mTurnStatus = turnStatus;
        mMatchStatus = matchStatus;
        mVariant = variant;
        mVersion = version;
    }
예제 #3
0
        internal TurnBasedMatch(string matchId, byte[] data, bool canRematch,
                                string selfParticipantId, List <Participant> participants,
                                int availableAutomatchSlots,
                                string pendingParticipantId, MatchTurnStatus turnStatus, MatchStatus matchStatus,
                                int variant)
        {
            mMatchId           = matchId;
            mData              = data;
            mCanRematch        = canRematch;
            mSelfParticipantId = selfParticipantId;
            mParticipants      = participants;

            // participant list is always sorted!
            mParticipants.Sort();

            mAvailableAutomatchSlots = availableAutomatchSlots;
            mPendingParticipantId    = pendingParticipantId;
            mTurnStatus  = turnStatus;
            mMatchStatus = matchStatus;
            mVariant     = variant;
        }
예제 #4
0
        internal TurnBasedMatch(string matchId, byte[] data, bool canRematch,
                                string selfParticipantId, List <Participant> participants, uint availableAutomatchSlots,
                                string pendingParticipantId, MatchTurnStatus turnStatus, MatchStatus matchStatus,
                                uint variant, uint version, DateTime creationTime, DateTime lastUpdateTime)
        {
            mMatchId           = matchId;
            mData              = data;
            mCanRematch        = canRematch;
            mSelfParticipantId = selfParticipantId;
            mParticipants      = participants;

            // participant list is always sorted!
            mParticipants.Sort();

            mAvailableAutomatchSlots = availableAutomatchSlots;
            mPendingParticipantId    = pendingParticipantId;
            mTurnStatus     = turnStatus;
            mMatchStatus    = matchStatus;
            mVariant        = variant;
            mVersion        = version;
            mCreationTime   = creationTime;
            mLastUpdateTime = lastUpdateTime;
        }