public void FinishForReadyQueue() { Message_ClientResponse_ReadyCheck msg = new Message_ClientResponse_ReadyCheck() { readyCheckGUID_FromServerReadyCheck = messageHandler.GetReadyCheckGUID() }; client.sender.Send(msg); logger.Log("Sending " + msg.GetType()); }
/// <summary> /// Recieved from players who has checked that they are ready /// </summary> /// <param name="data">The message sent from the client</param> /// <param name="client">The client connecting</param> /// <param name="server">The server</param> public void Handle(object objData, Server_ServerClient client) { Message_ClientResponse_ReadyCheck data = (Message_ClientResponse_ReadyCheck)objData; var queue = readyCheckGuidToMatchReadyQueue[data.readyCheckGUID_FromServerReadyCheck]; queue.playersConnected.Add(client.info.GUID); Console.WriteLine("Recieved Message_ClientResponse_ReadyCheck!"); if (queue.playersConnected.Count == ServerConfig.GetInt("PlayerCountInAMatch")) { Console.WriteLine("Creating a MATCH"); List <Server_ServerClient> toJoinMatch = new List <Server_ServerClient>(ServerConfig.GetInt("PlayerCountInAMatch")); while (toJoinMatch.Count < ServerConfig.GetInt("PlayerCountInAMatch")) { var player = server.clientManager.GetClients()[0]; server.clientManager.GetClients().RemoveAt(0); toJoinMatch.Add(player); } matchMakerCore.MakeMatch(toJoinMatch);//server.clientManager.GetClient(queue.playersConnected[0]), server.clientManager.GetClient(queue.playersConnected[1])); } }