예제 #1
0
		public static void Start(Server server,User user,string room){
			if(server==null||user==null){
				return;
			}
			if(room==null){
				room="";
			}
			if(server.NeedAuth){
				Start(server.IP, ""+server.Port, user.Name+"$"+user.getPassword(),room, user.GameArgs, user.GamePath);
			}else{
				Start(server.IP, ""+server.Port, user.Name, room, user.GameArgs, user.GamePath);
			}
			
		}
예제 #2
0
		public CreateRoomForm(Server server,User user)
		{
			InitializeComponent();
			this.m_user=user;
			this.m_server=server;
			cb_banlist.SelectedIndex=0;
			cb_draw.SelectedIndex=0;
			cb_hand.SelectedIndex=4;
			cb_lp.SelectedIndex=1;
			cb_mode.SelectedIndex=0;
			cb_rule.SelectedIndex=2;
			cb_timeout.SelectedIndex=2;
			chk_sp1.Checked=false;
			chk_sp2.Checked=false;
			chk_sp3.Checked=false;
			tb_name.Text="";
			tb_password.Text="";
		}
예제 #3
0
		public RoomBlock(Client client, Server server,RoomInfo room):base(){
			this.m_room=room;
			this.m_client=client;
			this.m_server=server;
			Init(room);
		}
예제 #4
0
		public void AddRoom(Client client, Server server,RoomInfo room, bool isLast){
			RoomBlock block=new RoomBlock(client,server,room);
			this.Controls.Add(block);
			if(isLast){
				this.ResumeLayout(true);
			}
		}
예제 #5
0
		private void AddRooms(Client client, Server server,RoomInfo[] rooms){
			this.SuspendLayout();
			this.Controls.Clear();
			int i=0;
			//MessageBox.Show("共有"+rooms.Length+"房间");
			foreach(RoomInfo room in rooms){
				i++;
				AddRoom(client,server,room, i==rooms.Length);
			}
			if(rooms.Length==0){
				this.ResumeLayout(false);
			}
		}
예제 #6
0
		public void SetRooms(Client client, Server server,RoomInfo[] rooms){
			if(rooms==null){
				rooms=new RoomInfo[0];
			}
			if (!this.InvokeRequired)
			{
				AddRooms(client,server,rooms);
			}
			else
			{
				BeginInvoke(new Action(()=>{
				                       	AddRooms(client,server,rooms);
				                       })
				           );
			}
		}
예제 #7
0
		public void SetInfo(Server server, User user){
			this.m_user=user;
			this.m_server=server;
		}