private void JoinGame(GameCommand cmdReceived, Player player, PlayerGame playerGame, Game game) { if (playerGame != null) { new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "User already joined game").Save(this.FAppPrivate); } else { if (game == null) { new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Game not found").Save(this.FAppPrivate); } else { if (game.PlayersInGame.Count >= game.MaxNumberOfPlayers) { new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Already too many players in the game").Save(this.FAppPrivate); } else { PlayerGame newPlayerGame = new PlayerGame(game, cmdReceived.UserId, player.NickName); foreach (MapTile tile in game.Map.MapTiles) { MapTile playerTile = new MapTile(); playerTile.TerrainType = -1;// tile.TerrainType; playerTile.UserId = newPlayerGame.UserId; playerTile.Xpos = tile.Xpos; playerTile.Ypos = tile.Ypos; newPlayerGame.Map.MapTiles.Add(playerTile); //set spawn, check if not occupied first if (newPlayerGame.Spawn == null && tile.IsSpawningPoint) { if (game.PlayersInGame.Where(c => c.Spawn.Xpos == tile.Xpos && c.Spawn.Ypos == tile.Ypos).Count() == 0) { //not used yet newPlayerGame.Spawn = playerTile; PlayerMapTile playerMapTile = new PlayerMapTile(game.Id, cmdReceived.UserId, playerTile); playerTile.TerrainType = 100; playerTile.IsSpawningPoint = true; playerTile.IsAccessible = true; playerMapTile.Save(this.FAppPrivate); } } } newPlayerGame.Save(this.FAppPrivate); game.PlayersInGame.Add(newPlayerGame); game.Save(this.FAppPublic); new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Joined the game").Save(this.FAppPrivate); } } } }