public void SetPlayerReady(bool value) { Player identity = PlayerManager.Identity; identity.SetReady(value); PacketBase readyMessage = new PacketPlayerReady(identity.ID, value); GameClient.Send(readyMessage); }
private void OnPlayerReady(NetPeer peer, NetEventArgs args) { if (GameClient.CurrentState == ClientState.Game) { return; } PacketPlayerReady message = PacketBase.Read <PacketPlayerReady>((NetDataReader)(args.Data)); Player player = null; if (players.TryGetValue(message.Sender, out player)) { player.SetReady(message.Value); NetEventManager.Trigger(NetEventType.PlayerReady, args); } }
/// <summary> /// Handler for ready messages /// </summary> /// <param name="client">the sender</param> /// <param name="args">network event arguments</param> private void OnClientReady(NetPeer client, NetEventArgs args) { PacketPlayerReady message = PacketBase.Read <PacketPlayerReady>((NetDataReader)(args.Data)); Player p = null; if (server.Players.TryGetValue(message.Sender, out p)) { p.SetReady(message.Value); GameServer.SendExcluding(message, client); } else { server.Disconnect(client, "Client not authenticated."); } }