private void MessageReceiver_FMD_S_TEAM_READY(AllegianceInterop.ClientConnection client, AllegianceInterop.FMD_S_TEAM_READY message) { // Only the game controller can launch the game. if (IsGameController == false) { // If we are not the game controller, then re-send the ready message in case the other side joined after we readied up the first time. AllegianceInterop.FMD_CS_FORCE_TEAM_READY forceReady = new AllegianceInterop.FMD_CS_FORCE_TEAM_READY(SideIndex, true); client.SendMessageServer(forceReady); return; } Log($"FMD_S_TEAM_READY - Received ready status: {message.fReady} for side: {message.iSide}"); CheckForLaunch(client, message.iSide, message.fReady); }
private void MessageReceiver_FMD_S_TEAM_READY(AllegianceInterop.ClientConnection client, AllegianceInterop.FMD_S_TEAM_READY message) { // Only the game controller can launch the game. if (IsGameController == false) { return; } Log($"FMD_S_TEAM_READY - Received ready status: {message.fReady} for side: {message.iSide}"); CheckForLaunch(client, message.iSide, message.fReady); }