public Task StartReadyCheck() { ReadyCheck = new() { Leader }; BroadcastPacketParty(PartyPacket.StartReadyCheck(Leader, Members, ReadyCheck.Count)); return(Task.Run(async() => { await Task.Delay(20000); if (Members.Count == ReadyCheck.Count || ReadyCheck.Count == 0) // Cancel this. Ready check was successfully responded by each player { return; } foreach (Player member in Members) { if (!ReadyCheck.Contains(member)) { BroadcastPacketParty(PartyPacket.ReadyCheck(member, 0)); // Force player who did not respond to respond with 'not ready' } } BroadcastPacketParty(PartyPacket.EndReadyCheck()); ReadyCheck.Clear(); })); }
public string NewReadyCheck() { var key = Guid.NewGuid().ToString(); var value = new ReadyCheck(); _readyChecks.Add(key, value); return(key); }
void Awake() { if (instance != null) { Destroy(this.gameObject); } else { instance = this; } }
public async Task GetReadyCheck() { ReadyCheck obj = null; try { obj = await client.Matchmaking.GetReadyCheck(); } catch (LeagueClientException ex) { if (ex.Message == "Not attached to a matchmaking queue.") { Assert.Inconclusive(ex.Message); } else { throw; } } Assert.IsNotNull(obj); }
public ReadyCheckEvent(WebsocketEventBase args, ReadyCheck readyCheck) : base(args) { ReadyCheck = readyCheck; }
public async Task <bool> ResponseReadyCheck(ReadyCheck readyCheck, EBasicAccept status) { return(await _connection.Post(Endpoints.V1_LOLMATCHMAKING_READYCHECK + $"/{status.ToString().ToLower()}", "")); }