//Start of the list of event handlers that take data from the client void HandleRemoveAvailableCharacterEvent(object sender, EventArgs m) { EventArgStructures.StringVal input = (EventArgStructures.StringVal)m; if (PeopleStrings.Contains(input.val)) { PeopleStrings.Remove(input.val); } }
//Start of the list of event handlers that take data from the client void HandleRemoveGameEvent(object sender, EventArgs m) { EventArgStructures.StringVal input = (EventArgStructures.StringVal)m; if (GameStrings.Contains(input.val)) { GameStrings.Remove(input.val); } }
// End of the functions used to interact //Start of the list of event handlers that take data from the client //Start of the list of event handlers that take data from the client void HandleAddGameEvent(object sender, EventArgs m) { EventArgStructures.StringVal input = (EventArgStructures.StringVal)m; if (!GameStrings.Contains(input.val)) { GameStrings.Add(input.val); } }
//Removes a character from the list of available characters in a selected game //This could change once the game is highlighted so the server can send updates to pull down the characters public void RemoveAvailableCharacter(string charName) { EventArgs arg = new EventArgStructures.StringVal(charName); RemoveAvailableCharacterEvent(this, arg); }
//Remove a game from the list of available games //I'm guessing we'll just have one game available for the demo public void RemoveGame(string gameName) { EventArgs arg = new EventArgStructures.StringVal(gameName); RemoveGameEvent(this, arg); }