public void OnOpen(string name) { Player player = new Player(_config) { Name = name, ConnectionId = Context.ConnectionId }; SpawnService.SpawnPlayer(player); _gameEngine.AddPlayer(player); Console.WriteLine($"Registered player: {player.Name} ({player.Id})"); // Confirmation status var connectionConfirmationResponse = new ConfirmConnectionResponse { Type = "connected", PlayerId = player.Id, Config = _config, MapState = _mapState, Weapons = WeaponService.Weapons }; Clients.Caller.SendAsync("connectConfirmation", connectionConfirmationResponse); Clients.All.SendAsync("newPlayerConnected", player.Name); }
public override async Task OnConnectedAsync() { _logger.LogInformation($"New connection! Id = {Context.ConnectionId}"); _engine.AddPlayer(new Player { Id = Context.ConnectionId, Type = Player.GetRandomType() }); await UpdateClients(); await base.OnConnectedAsync(); }
public CGMessage JoinGame(PlayerGame playerGame) { _methodName = $"{ClassName}.JoinGame"; CGMessage returnMessage = new(); try { Game game = _gameEngine.GetGames().First(ge => ge.Id.Equals(playerGame.Game.Id)); Player p = _gameEngine.GetPlayers().First(pl => pl.Id.Equals(playerGame.Player.Id)); _gameEngine.AddPlayer(p, game); returnMessage.Status = true; } catch (Exception ex) { _logger.Log(LogLevel.Error, ex, $"{_methodName}; Error: {ex.Message}", returnMessage); } return(returnMessage); }
public static void StartUp(TestContext ctx) { CultureInfo ci = new CultureInfo("en-US"); Thread.CurrentThread.CurrentCulture = ci; Console.WriteLine("START UP"); Engine = new GameEngine(new DiscordLogHelper(new ConsoleLogger())); Definer.Instance().Engine = Engine; BasePlayer = new MockEntity(Engine) { Name = "MOCK_PLAYER", Key = "MOCK_KEY" }; Engine.AddPlayer(BasePlayer); DamageTypeTemplate trueDamage = new DamageTypeTemplate(Engine, null, null, null, null); trueDamage.Key = "T"; Engine.AddDamageType(trueDamage); }