public PICK(uint playerId, CardUtils.Card card) { this.Card = card; this.PlayerID = playerId; }
public void ProcessClientMessage(TcpClient client, NETMSG msg) { switch (msg.Type) { case NETMSG.MSG_TYPES.CLIENT_REQUEST_SYNC: SendClient(client, new NETMSG(NETMSG.MSG_TYPES.SERVER_GAME, objToBytes(this.game))); break; case NETMSG.MSG_TYPES.CLIENT_DISCONNECT: this.clients.Remove(client); printl("client disconnected"); game.Disconnect((uint)NETMSG.bytesToObj(msg.Payload)); FullBroadCast(new NETMSG(NETMSG.MSG_TYPES.PLAYER_DISCONNECTED, msg.Payload)); break; case NETMSG.MSG_TYPES.CLIENT_OK: //for sync purposes break; case NETMSG.MSG_TYPES.CLIENT_READY: //for sync purposes break; case NETMSG.MSG_TYPES.CLIENT_REQUEST_UID: CardUtils.Player p = game.createPlayer(); game.AddPlayer(p); if (game.Players.Count == 1) { printl(p.ID + " is the first so he starts."); game.PlayingPlayer = game.Players[0]; clients[client].Add(new NETMSG(NETMSG.MSG_TYPES.PLAYER_YOURTURN, null)); } SendClient(client, new NETMSG(NETMSG.MSG_TYPES.SERVER_PLAYER_UID, objToBytes(p))); FullBroadCast(new NETMSG(NETMSG.MSG_TYPES.PLAYER_CONNECTED, objToBytes(p))); break; case NETMSG.MSG_TYPES.PLAYER_PASS: uint passingID = (uint)NETMSG.bytesToObj(msg.Payload); printl(passingID + " passed."); game.Pass(passingID); FullBroadCast(msg); break; case NETMSG.MSG_TYPES.PLAYER_PICKS: printl("player picked: " + (uint)NETMSG.bytesToObj(msg.Payload)); uint pid = (uint)NETMSG.bytesToObj(msg.Payload); CardUtils.Card picked = game.PickCard(pid); FullBroadCast( new NETMSG( NETMSG.MSG_TYPES.PLAYER_PICKS, objToBytes( new PICK( pid, picked ) ) ) ); break; case NETMSG.MSG_TYPES.PLAYER_BETS: game.Bet(((BET)NETMSG.bytesToObj(msg.Payload)).PlayerID, ((BET)NETMSG.bytesToObj(msg.Payload)).betTOAdd); FullBroadCast(msg); //BroadCastExceptForClient(client, msg); break; default: break; } }