Пример #1
0
        public LoadingManager(ModdableChessGame game)
        {
            game.Components.GetOrRegister <LocalPlayerInformation>((int)ComponentKeys.LocalPlayerInformation, LocalPlayerInformation.Create)
            .Connection.EnterStateMessenger.Subscribe(new SimpleListener <int>(OnConnectionChange));

            gameStateRefresher = new ReadyCheckSender(game, 5, (r) => SendGameStateRefresh(r));
            gameStateRefresher.InitialWaitPeriod = gameStateRefresher.ResendPeriod;
            onGameStateReceived = game.Components.GetOrRegister <Message <NetworkGameState> >
                                      ((int)ComponentKeys.LoadingGameStateReceived, Message <NetworkGameState> .Create);
            game.Components.GetOrRegister <Command <NetworkGameState> >
                ((int)ComponentKeys.LoadingGameStateSend, Command <NetworkGameState> .Create).Handler = SendGameState;
            game.Components.GetOrRegister <Command>
                ((int)ComponentKeys.LoadingGameStateStopRefreshing, Command.Create).Handler = StopRefreshGameState;

            onErrorReceived = game.Components.GetOrRegister <Message>
                                  ((int)ComponentKeys.LoadingErrorReceived, Message.Create);
            game.Components.GetOrRegister <Command>
                ((int)ComponentKeys.LoadingErrorSend, Command.Create).Handler = SendError;

            onExitReceived = game.Components.GetOrRegister <Message>
                                 ((int)ComponentKeys.LoadingExitReceived, Message.Create);
            readySender = new ReadyCheckSender(game, 5, (r) => SendReadyState(r));
            game.Components.GetOrRegister <Command <bool> >
                ((int)ComponentKeys.LoadingReadySend, Command <bool> .Create).Handler = ReadyStateChange;

            NetworkTracker.ClientMsgCallbacks.loadingGameStateReply = OnReceivedGameState;
            NetworkTracker.ClientMsgCallbacks.loadingErrorRelay     = OnReceivedError;
            NetworkTracker.ClientMsgCallbacks.loadingExitReceived   = OnReceivedExit;
        }
        public ClientLobbyInit(ModdableChessGame game)
        {
            sender = new ReadyCheckSender(game, 5, (r) => SendMessage(r));

            NetworkTracker.ClientMsgCallbacks.lobbyInitAllReady = OnAllReady;

            game.Components.GetOrRegister <LocalPlayerInformation>((int)ComponentKeys.LocalPlayerInformation, LocalPlayerInformation.Create)
            .Connection.EnterStateMessenger.Subscribe(new SimpleListener <int>(OnConnectionChange));
            game.Components.GetOrRegister <Command <bool> >((int)ComponentKeys.LobbyInitSendReady, Command <bool> .Create).Handler = OnSendReadyCommand;
            allReadyMessage = game.Components.GetOrRegister <Message>((int)ComponentKeys.LobbyInitAllReadyReceived, Message.Create);
        }
Пример #3
0
        public BoardController(Game game)
        {
            db = game.Components.Get <GameDatabase>((int)ComponentKeys.GameDatabase);

            opponentActionReceived = game.Components.GetOrRegister <Message <TurnAction> >
                                         ((int)ComponentKeys.OpponentTurnActionReceived, Message <TurnAction> .Create);
            game.Components.GetOrRegister <Command <TurnAction> >
                ((int)ComponentKeys.SendTurnAction, Command <TurnAction> .Create).Handler = SendTurnAction;

            eotReadyCheck = new ReadyCheckSender(game, 5, (r) => SendEoTReadyRefresh(r));
            eotReadyCheck.InitialWaitPeriod = eotReadyCheck.ResendPeriod;
            eotStateReceived = game.Components.GetOrRegister <Message <ServerEndOfTurnState> >
                                   ((int)ComponentKeys.EndOfTurnStateReceived, Message <ServerEndOfTurnState> .Create);
            game.Components.GetOrRegister <Command <EndOfTurnState> >
                ((int)ComponentKeys.SendEndOfTurnState, Command <EndOfTurnState> .Create).Handler = SendEndOfTurnState;
            game.Components.GetOrRegister <Command>
                ((int)ComponentKeys.StopRefreshEndOfTurnState, Command.Create).Handler = StopSendingEoTRefresh;

            NetworkTracker.ClientMsgCallbacks.boardActionReceived    = OnOpponentActionReceived;
            NetworkTracker.ClientMsgCallbacks.boardEndOfTurnReceived = OnEoTStateReceived;
        }
Пример #4
0
        public LobbyMessages(ModdableChessGame game)
        {
            netMods = new List <NetworkModInfo>();

            game.Components.GetOrRegister <LocalPlayerInformation>((int)ComponentKeys.LocalPlayerInformation, LocalPlayerInformation.Create)
            .Connection.EnterStateMessenger.Subscribe(new SimpleListener <int>(OnConnectionChange));

            turnOrderReceived = game.Components.GetOrRegister <Message <LobbyTurnOrderChoice> >
                                    ((int)ComponentKeys.LobbyTurnOrderChoiceReceived, Message <LobbyTurnOrderChoice> .Create);
            game.Components.GetOrRegister <Command <LobbyTurnOrderChoice> >
                ((int)ComponentKeys.LobbyTurnOrderChoiceNotify, Command <LobbyTurnOrderChoice> .Create).Handler = SendPickedTurnOrder;

            modListReceived = game.Components.GetOrRegister <Message <List <NetworkModInfo> > >
                                  ((int)ComponentKeys.NetworkModListReceived, Message <List <NetworkModInfo> > .Create);
            game.Components.GetOrRegister <Command <List <LocalModInfo> > >
                ((int)ComponentKeys.NetworkModListSendRequest, Command <List <LocalModInfo> > .Create).Handler = SendModList;

            modPickReceived = game.Components.GetOrRegister <Message <bool, string> >
                                  ((int)ComponentKeys.NetworkPickedModReceived, Message <bool, string> .Create);
            game.Components.GetOrRegister <Command <bool, string> >
                ((int)ComponentKeys.NetworkPickedModSendRequest, Command <bool, string> .Create).Handler = SendPickedMod;

            readySender        = new ReadyCheckSender(game, 5, (s) => SendReadyNotice(s));
            readyRelayReceived = game.Components.GetOrRegister <Message <bool> >
                                     ((int)ComponentKeys.LobbyOtherPlayerReadyReceived, Message <bool> .Create);
            exitMessageReceived = game.Components.GetOrRegister <Message <LobbyExitState> >
                                      ((int)ComponentKeys.LobbyExitMessageReceived, Message <LobbyExitState> .Create);
            game.Components.GetOrRegister <Command <bool> >
                ((int)ComponentKeys.LobbyReadyNoticeSendRequest, Command <bool> .Create).Handler = ReadyStatusChange;

            NetworkTracker.ClientMsgCallbacks.lobbyPickedTurnOrderRelay = ReceivedPickedTurnOrder;
            NetworkTracker.ClientMsgCallbacks.lobbyModsListRelay        = ReceiveModList;
            NetworkTracker.ClientMsgCallbacks.lobbyModsPickRelay        = ReceiveModPick;
            NetworkTracker.ClientMsgCallbacks.lobbyReadyNoticeRelay     = ReceiveReadyRelay;
            NetworkTracker.ClientMsgCallbacks.lobbyExitMessageReceived  = ReceivedExitMessage;
        }